Plans and situated actions: the problem of human-machine communication
Plans and situated actions: the problem of human-machine communication
interactions
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
Contextual Design: Defining Customer-Centered Systems
Contextual Design: Defining Customer-Centered Systems
Participatory Design: Issues and Concerns
Computer Supported Cooperative Work
Understanding and Using Context
Personal and Ubiquitous Computing
IEEE Pervasive Computing
Technology probes: inspiring design for and with families
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
What we talk about when we talk about context
Personal and Ubiquitous Computing
Technology as Experience
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The past is a different place: they do things differently there
Proceedings of the 7th ACM conference on Designing interactive systems
An operational definition of context
CONTEXT'07 Proceedings of the 6th international and interdisciplinary conference on Modeling and using context
SenseCam: a retrospective memory aid
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Of unkempt hair, dirty shirts and smiling faces: capturing behind the mobile camera
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
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With the advent of ubicomp, designers of interactive systems face a growing need for research methods that enable them to understand aspects of context. Existing methods have already employed visual media as a means to analyse context. Utilizing the capabilities of modern smartphones, we present 'BehindTheCamera' (BTC) that goes beyond traditional photography by adding another perspective through the simultaneous use of front and back cameras. A thematic analysis of the results of a field study involving 30 people working in pairs revealed six categories of BTC use: Conventional Use, Sense of Location, Facial Tagging, Social Interaction, User Perspective, Technical Perspective. We argue these contribute understandings of context in three ways: humoticons showing the emotional valence of situations; perspective axes through the two cameras connecting distinct aspects of the context; and narrative arcs about potential interactions.