Plans and situated actions: the problem of human-machine communication
Plans and situated actions: the problem of human-machine communication
User participation and democracy: a discussion of Scandinavian research on systems development
Scandinavian Journal of Information Systems
Re-place-ing space: the roles of place and space in collaborative systems
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
Affective computing
On the move with a magic thing: role playing in concept design of mobile services and devices
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
Participatory Design: Principles and Practices
Participatory Design: Principles and Practices
Everyday Life as a Stage in Creating and Performing Scenarios for Wireless Devices
Personal and Ubiquitous Computing
Ambiguity as a resource for design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
GeoNotes: Social and Navigational Aspects of Location-Based Information Systems
UbiComp '01 Proceedings of the 3rd international conference on Ubiquitous Computing
What is a place?: allowing users to name and define places
CHI '03 Extended Abstracts on Human Factors in Computing Systems
Scandinavian Journal of Information Systems
Technology as Experience
Proceedings of the 4th decennial conference on Critical computing: between sense and sensibility
Designing and evaluating kalas: A social navigation system for food recipes
ACM Transactions on Computer-Human Interaction (TOCHI)
Affective diary: designing for bodily expressiveness and self-reflection
CHI '06 Extended Abstracts on Human Factors in Computing Systems
In situ informants exploring an emotional mobile messaging system in their everyday practice
International Journal of Human-Computer Studies
Towards a new set of ideals: consequences of the practice turn in tangible interaction
Proceedings of the 2nd international conference on Tangible and embedded interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Opening the design space: the soft set of requirements
Proceedings of the 7th ACM conference on Designing interactive systems
The soft qualities of interaction
ACM Transactions on Computer-Human Interaction (TOCHI)
License to chill!: how to empower users to cope with stress
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
Experiencing the Affective Diary
Personal and Ubiquitous Computing
Assemblies of heterogeneous technologies at the neonatal intensive care unit
AmI'07 Proceedings of the 2007 European conference on Ambient intelligence
Bridging designers' intentions to outcomes with constructivism
Proceedings of the 8th ACM Conference on Designing Interactive Systems
Practice-centered e-science: a practice turn perspective on cyberinfrastructure design
Proceedings of the 16th ACM international conference on Supporting group work
Understanding repair as a creative process of everyday design
C&C '11 Proceedings of the 8th ACM conference on Creativity and cognition
Appreciating plei-plei around mobiles: playfulness in Rah island
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Learning to cope with digital technology
BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction
Facilitation of sustainability through appropriation-enabling design
Proceedings of the International Conference on Multimedia, Interaction, Design and Innovation
Hi-index | 0.00 |
While participatory design makes end-users part of the design process, we might also want the resulting system to be open for interpretation, appropriation and change over time to reflect its usage. But how can we design for appropriation? We need to strike a good balance between making the user an active co-constructor of system functionality versus making a too strong, interpretative design that does it all for the user thereby inhibiting their own creative use of the system. Through revisiting five systems in which appropriation has happened both within and outside the intended use, we are going to show how it can be possible to design with open surfaces. These open surfaces have to be such that users can fill them with their own interpretation and content, they should be familiar to the user, resonating with their real world practice and understanding, thereby shaping its use.