interactions
Slow Technology – Designing for Reflection
Personal and Ubiquitous Computing
Ambiguity as a resource for design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The familiar stranger: anxiety, comfort, and play in public places
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Making by making strange: Defamiliarization and the design of domestic technologies
ACM Transactions on Computer-Human Interaction (TOCHI)
Place lab: device positioning using radio beacons in the wild
PERVASIVE'05 Proceedings of the Third international conference on Pervasive Computing
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Location-based storytelling in the urban environment
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
Lovers' box: Designing for reflection within romantic relationships
International Journal of Human-Computer Studies
Globicomp--doing ubicomp differently: introduction to the special issue
Personal and Ubiquitous Computing
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Ambiguity in design: an airport split-flap display storytelling installation
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Fostering ambiguity: decontextualizing and repurposing a familiar public display
Proceedings of the Biannual Conference of the Italian Chapter of SIGCHI
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No longer confined to our offices, schools, and homes, technology is expanding at an astonishing rate across our everyday public urban landscapes. From the visible (mobile phones, laptops, and blackberries) to the invisible (GPS, WiFi, GSM, and EVDO), we find the full spectrum of digital technologies transforming nearly every facet of our urban experience. Many current urban computing systems focus on improving our efficiency and productivity in the city by providing "location services" and/or interactive navigation and mapping tools. While agreeing with the need for such systems, we are reminded that urban life spans a much wider range of emotions and experiences. Our claim is that our successful future urban technological tools will be those that incorporate the full range of urban experiences -- from improving productivity and efficiency to promoting wonderment and daydreaming. We discuss intervention as a research strategy for understanding wonderment; demonstrate an example of such a study using a matchbook experiment to expose relationships between locations and emotions within a city; and use the results to develop Sashay -- a mobile phone application that promotes wonderment by visualizing an individual's personal patterns across the invisible, manufactured geography of mobile phone cellular towers.