Plans and situated actions: the problem of human-machine communication
Plans and situated actions: the problem of human-machine communication
Working with “constant interruption”: CSCW and the small office
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Technomethodology: paradoxes and possibilities
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Broadcasting on-line social interaction as inhabited television
Proceedings of the Sixth European conference on Computer supported cooperative work
Distributed cognition: toward a new foundation for human-computer interaction research
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction in the new millennium, Part 2
Orchestrating a mixed reality performance
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Ethnomethodologically informed ethnography and information system design
Journal of the American Society for Information Science
Where on-line meets on the streets: experiences with mobile mixed reality games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing Collaborative Systems: A Practical Guide to Ethnography
Designing Collaborative Systems: A Practical Guide to Ethnography
Orchestrating a mixed reality game 'on the ground'
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Collaboratively improvising magic: an approach to managing participation in an on-line drama
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Coping with Uncertainty in a Location-Based Game
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Taking technomethodology seriously: hybrid change in the ethnomethodology-design relationship
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Moving with the times: IT research and the boundaries of CSCW
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Supporting ethnographic studies of ubiquitous computing in the wild
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Unfolding understandings: co-designing UbiComp In Situ, over time
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
"It's Just a Method!": a pedagogical experiment in interdisciplinary design
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
ACM Transactions on Computer-Human Interaction (TOCHI)
UbiComp in opportunity spaces: challenges for participatory design
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Learning from insects?: towards supporting reflective exploration of unfamiliar areas of interest
CHINZ '06 Proceedings of the 7th ACM SIGCHI New Zealand chapter's international conference on Computer-human interaction: design centered HCI
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Choreographic buttons: promoting social interaction through human movement and clear affordances
MULTIMEDIA '06 Proceedings of the 14th annual ACM international conference on Multimedia
Exploring the space of near-future design with children
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DPPI '07 Proceedings of the 2007 conference on Designing pleasurable products and interfaces
Deploying research technology in the home
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Engineering the social: The role of shared artifacts
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Towards human-centered support for indoor navigation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
SocialSearchBrowser: a novel mobile search and information discovery tool
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Fieldwork for requirements: Frameworks for mobile healthcare applications
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Taking transition into account: designing with pre-users of medical devices
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Procedings of the Second Conference on Creativity and Innovation in Design
International Journal of Human-Computer Studies
Interacting with infrastructure: a case for breaching experiments in home computing research
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Virtual spectating: hearing beyond the video arcade
BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction
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Landmarke: an ad hoc deployable ubicomp infrastructure to support indoor navigation of firefighters
Personal and Ubiquitous Computing
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ACM Transactions on Computer-Human Interaction (TOCHI)
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IT research is often informed by studies of the practices that new technologies are to be embedded in and which they transform in their use. The development of mixed reality, tangible, ambient, ubiquitous, mobile, and wearable computing have seen the emergence of a range of technological innovations that have little or no grounding in current practices, however. Such developments create new practices where none existed before and the challenge for multi-disciplinary research is to adapt to this situation. This paper articulates a novel methodology that treats technological innovations as 'breaching experiments', whose situated use beyond the confines of the research lab may be studied ethnographically to support innovation.