Reflective conversation with materials
Bringing design to software
interactions
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
Age-old practices in the 'new world': a study of gift-giving between teenage mobile phone users
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Slow Technology – Designing for Reflection
Personal and Ubiquitous Computing
Unpacking "privacy" for a networked world
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Ambiguity as a resource for design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
At Home with Ubiquitous Computing: Seven Challenges
UbiComp '01 Proceedings of the 3rd international conference on Ubiquitous Computing
Mediating intimacy: designing technologies to support strong-tie relationships
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Girls, technology and privacy: "is my mother listening?"
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
To have and to hold: exploring the personal archive
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing worth is worth designing
Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles
Sabbath day home automation: "it's like mixing technology and religion"
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Collocated photo sharing, story-telling, and the performance of self
International Journal of Human-Computer Studies
Home curation versus teenage photography: Photo displays in the family home
International Journal of Human-Computer Studies
Proceedings of the 2010 ACM conference on Computer supported cooperative work
Rapidly exploring application design through speed dating
UbiComp '07 Proceedings of the 9th international conference on Ubiquitous computing
Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media
Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media
Teenagers and their virtual possessions: design opportunities and issues
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Principles of smart home control
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
A fieldwork of the future with user enactments
Proceedings of the Designing Interactive Systems Conference
Producing while consuming: social interaction around photos shared within private group
ACE'12 Proceedings of the 9th international conference on Advances in Computer Entertainment
Methods for studying technology in the home
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Approaching a human-centred internet of things
Proceedings of the 25th Australian Computer-Human Interaction Conference: Augmentation, Application, Innovation, Collaboration
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Over the past several years, people have acquired more and more virtual possessions. While virtual possessions have become ubiquitous, little work exists to inform designers on how these growing collections should be displayed and how they should behave. We generated four design concepts that changed the form and behavior of these digital things, making them more present within a teen bedroom. We then conducted speed dating sessions to investigate how these new forms and behaviors influence perceptions of value. Sessions revealed how new technologies might better support self-exploration and reflection, as well as how they could complicate identity construction processes. Findings are interpreted to detail opportunities and tensions that can guide future research and practice in this emerging space.