Cyberguide: a mobile context-aware tour guide
Wireless Networks - Special issue: mobile computing and networking: selected papers from MobiCom '96
Developing a context-aware electronic tourist guide: some issues and experiences
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Sotto voce: exploring the interplay of conversation and mobile audio spaces
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Dialogue and Instruction: Modelling Interaction in Intelligent Tutoring Systems
Dialogue and Instruction: Modelling Interaction in Intelligent Tutoring Systems
Proceedings of the 2001 conference on Virtual reality, archeology, and cultural heritage
Seamful interweaving: heterogeneity in the theory and design of interactive systems
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
The Frame of the Game: Blurring the Boundary between Fiction and Reality in Mobile Experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Mobile navigation support for pedestrians: can it work and does it pay off?
interactions - Gadgets '06
Staying open to interpretation: engaging multiple meanings in design and evaluation
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
ACM Transactions on Computer-Human Interaction (TOCHI)
Sharing the square: collaborative leisure in the city streets
ECSCW'05 Proceedings of the ninth conference on European Conference on Computer Supported Cooperative Work
Exploring mutual engagement in creative collaborations
Proceedings of the 6th ACM SIGCHI conference on Creativity & cognition
Activity-based serendipitous recommendations with the Magitti mobile leisure guide
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
So James, can you find your way any faster?: exploring navigation aids for taxi drivers
Mobility '07 Proceedings of the 4th international conference on mobile technology, applications, and systems and the 1st international symposium on Computer human interaction in mobile technology
In support of city exploration
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Landmark-based pedestrian navigation from collections of geotagged photos
Proceedings of the 7th International Conference on Mobile and Ubiquitous Multimedia
The design of next generation in-vehicle navigation systems for the older driver
Interacting with Computers
Pervasive Games: Theory and Design
Pervasive Games: Theory and Design
Weatherlings: a new approach to student learning using web-based mobile games
Proceedings of the Fifth International Conference on the Foundations of Digital Games
The co-evolution of taxi drivers and their in-car navigation systems
Pervasive and Mobile Computing
GIScience'10 Proceedings of the 6th international conference on Geographic information science
Investigating the added value of interactivity and serious gaming for educational TV
Computers & Education
The "prototype walkthrough": a studio-based learning activity for human-computer interaction courses
Proceedings of the seventh international workshop on Computing education research
WeQuest: scalable alternate reality games through end-user content authoring
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Team reactions to voiced agent instructions in a pervasive game
Proceedings of the 2013 international conference on Intelligent user interfaces
see me, feel me, touch me, hear me: trajectories and interpretation in a sculpture garden
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Hi-index | 0.01 |
This paper uses a detailed ethnographic study of an ambulatory experience, where participants were invited to explore the perspective of two notorious terrorists, in order to discuss the nature of instruction-giving and, most particularly, the methodical ways in which such instructions are complied with. Four distinct layers of compliance are identified, as are three different kinds of accountability, all of which stand potentially at odds with one another. The paper examines the tensions created by this, tensions that are further aggravated by instructions usually being delivered down a thin channel, with considerable surrounding contextual complexity and little opportunity for repair, and uncovers some core challenges for future design in relation to providing instructions for, and orchestrating a range of possible activities.