Technological frames: making sense of information technology in organizations
ACM Transactions on Information Systems (TOIS) - Special issue on social science perspectives on IS
IT—enabled change: evaluating an improvisational perspective
European Journal of Information Systems
Everyday Life as a Stage in Creating and Performing Scenarios for Wireless Devices
Personal and Ubiquitous Computing
New Active Tools for Supporting Narrative Structures
Personal and Ubiquitous Computing
Personal and Ubiquitous Computing
Negotiating Use: Making Sense of Mobile Technology
Personal and Ubiquitous Computing
User and Concept Studies as Tools in Developing Mobile Communication Services for the Elderly
Personal and Ubiquitous Computing
A Practical Guide to Usability Testing
A Practical Guide to Usability Testing
Organization Science
Personal and Ubiquitous Computing
Personal and Ubiquitous Computing
Ideas for mobile services created and explored in an ethnographical study
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: applications and services
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Product testing of mobile communication technology has typically employed the same research methodologies that were traditionally applied to stationary technology. An approach that does not primarily rely on physical location to study mobile communication technologies is thus needed. The stable component of mobile communication technology is not physical space but human communication. Therefore, a research model is developed based on an ethnography of communication approach, which designates “talk” (i.e., symbolic communication) as the primary and essential unit of measurement while making stationary physical location secondary. This allows design teams to enter a user “speech community” anywhere. Eight participants tested both the stationary and mobile version of customer relationship management software for sales. All participants were professional salespeople, comprising a speech community. Users articulated their “local” speech community meaning systems in the form of scenarios of use, which can guide product design and marketing. The findings show that proof-of-concept testing of mobile versions of desktop software can be done in conjunction with the usability testing for stationary technology.