Plans and situated actions: the problem of human-machine communication
Plans and situated actions: the problem of human-machine communication
Computer-supported cooperative work: a book of readings
Computer-supported cooperative work: a book of readings
Faltering from ethnography to design
CSCW '92 Proceedings of the 1992 ACM conference on Computer-supported cooperative work
Working with “constant interruption”: CSCW and the small office
CSCW '94 Proceedings of the 1994 ACM conference on Computer supported cooperative work
MIND-WARPING: towards creating a compelling collaborative augmented reality game
Proceedings of the 5th international conference on Intelligent user interfaces
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Ambiguities, awareness and economy: a study of emergency service work
CSCW '02 Proceedings of the 2002 ACM conference on Computer supported cooperative work
First Person Indoor/Outdoor Augmented Reality Application: ARQuake
Personal and Ubiquitous Computing
Where on-line meets on the streets: experiences with mobile mixed reality games
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
Designing culturally situated technologies for the home
CHI '03 Extended Abstracts 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
Design in the absence of practice: breaching experiments
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Domestic Routines and Design for the Home
Computer Supported Cooperative Work
What are workplace studies for?
ECSCW'95 Proceedings of the fourth conference on European Conference on Computer-Supported Cooperative Work
Coping with Uncertainty in a Location-Based Game
IEEE Pervasive Computing
Developing Digital Records: Early Experiences of Record and Replay
Computer Supported Cooperative Work
Ontology-based multi-site software development methodology and tools
Journal of Systems Architecture: the EUROMICRO Journal - Special issue: AGILE methodologies for software production
The Cooperative Work of Gaming: Orchestrating a Mobile SMS Game
Computer Supported Cooperative Work
Leisure and CSCW: Introduction to Special Edition
Computer Supported Cooperative Work
Engineering the social: The role of shared artifacts
International Journal of Human-Computer Studies
From interaction to trajectories: designing coherent journeys through user experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Ethnography considered harmful
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Knowing the Way. Managing Epistemic Topologies in Virtual Game Worlds
Computer Supported Cooperative Work
Ethnography considered useful: situating criticality
Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction
Building sensitising terms to understand free-play in open-ended interactive art environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Computer Supported Cooperative Work
Computer Supported Cooperative Work
Pursuing Leisure: Reflections on Theme Park Visiting
Computer Supported Cooperative Work
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Towards an ecological inquiry in child-computer interaction
Proceedings of the 12th International Conference on Interaction Design and Children
Reflections on 25 Years of Ethnography in CSCW
Computer Supported Cooperative Work
Hi-index | 0.00 |
The field of CSCW research emerged with the development of distributed computing systems and attempts to understand the socially organized ('collaborative' or 'cooperative') nature of work in order to embed such systems in the workplace. As a field of interdisciplinary inquiry CSCW was motivated by technological developments and the need to understand the particular contexts within which those developments were intended to resonate. In other words, it is no mere accident that CSCW took work as its topic and resource-the historical nature of IT research from which the field emerged meant that for all practical purposes it could not be otherwise. Yet times change. IT research moves on. Today mobile, ambient, pervasive, ubiquitous, mixed reality and wearable computing, et cetera, are of fundamental concern to the contemporary computing research community. Furthermore, these developments are accompanied by a movement away from the workplace to focus on diverse settings in everyday life: homes, games, museums, photography, tourism, performances, indeed diverse bodies of people and pursuits that generally fall under the conceptual rubric of the 'ludic'. Accompanying this shift away from work is a call for new approaches and concepts that will enable researchers to better understand the ludic and inform design appropriately. In this paper we seek to address the boundaries of CSCW and the ability of CSCW to respond to contemporary research agendas. We present an ethnomethodological study of a location-based mixed reality game to demonstrate the continued relevance of CSCW approaches and concepts to contemporary agendas in IT research.