interactions
Information ecologies: using technology with heart
Information ecologies: using technology with heart
The design of personal mobile technologies for lifelong learning
Computers & Education - VIRTUALITY IN EDUCATION selected contributions from the CAL 99 symposium
Sorting things out: classification and its consequences
Sorting things out: classification and its consequences
Technology probes: inspiring design for and with families
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Cultural probes and the value of uncertainty
interactions - Funology
Technology as Experience
Social empowerment and exclusion: A case study on digital libraries
ACM Transactions on Computer-Human Interaction (TOCHI)
Autoethnography: a tool for practice and education
CHINZ '05 Proceedings of the 6th ACM SIGCHI New Zealand chapter's international conference on Computer-human interaction: making CHI natural
Becoming Wikipedian: transformation of participation in a collaborative online encyclopedia
GROUP '05 Proceedings of the 2005 international ACM SIGGROUP conference on Supporting group work
Dispelling "design" as the black art of CHI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
When second wave HCI meets third wave challenges
Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles
Sustainable interaction design: invention & disposal, renewal & reuse
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Mediascapes: Context-Aware Multimedia Experiences
IEEE MultiMedia
Aesthetics and experience-centered design
ACM Transactions on Computer-Human Interaction (TOCHI)
From interaction to trajectories: designing coherent journeys through user experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Privacy issues for online personal photograph collections
Journal of Theoretical and Applied Electronic Commerce Research
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Self-evidence: applying somatic connoisseurship to experience design
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Time perception, immersion and music in videogames
BCS '10 Proceedings of the 24th BCS Interaction Specialist Group Conference
Being in the thick of in-the-wild studies: the challenges and insights of researcher participation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Mobile capture of remote points of interest using line of sight modelling
Computers & Geosciences
To the Castle! A comparison of two audio guides to enable public discovery of historical events
Personal and Ubiquitous Computing
DCLA14: second international workshop on discourse-centric learning analytics
Proceedings of the Fourth International Conference on Learning Analytics And Knowledge
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Researchers designing and deploying technologies in the wild can find it difficult to balance pure innovation with scalable solutions. Tensions often relate to expectations around current and future roles of the technology development. We propose a catwalk technology metaphor where researchers as boundary creatures focus on innovation whilst providing links to prêt-à-porter (ready to wear) developments. Evidence from 140 participants, within three “in-the-wild” field-based learning case studies (for mobile, distributed, sensor and augmented reality systems), conceptualise the researchers’ “boundary creature” role in managing design process tensions. Stakeholders, including participants, expected the research projects to produce ready to wear (prêt-à-porter) boundary objects for current practices even when researchers sought to take catwalk approaches by innovating technologies and changing practices. The researcher design role (RDR) model articulates researchers’ narratives with the design team, stakeholders and users around what is innovated (e.g., technology, activities) and how the intervention changes or sustains current practices.