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Advancing ambiguity
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Proceedings of the SIGCHI conference on Human Factors in computing systems table of contents
Montréal, Québec, Canada
SESSION: Privacy 1 table of contents
Pages: 103 - 106  
Year of Publication: 2006
ISBN:1-59593-372-7
Authors
Kirsten Boehner  Cornell University, Ithaca, NY
Jeffrey T. Hancock  Cornell University, Ithaca, NY
Sponsors
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
ACM: Association for Computing Machinery
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 5,   Downloads (12 Months): 80,   Citation Count: 8
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ABSTRACT

Ambiguity is an important concept for HCI because of its pervasiveness in everyday life, yet its emergent nature challenges the role of design. We examine these difficulties with regards to Aoki and Woodruff's [1] proposal to use ambiguity as a resource for designing space for stories in personal communication systems. We challenge certain assumptions about ambiguity and propose a set of design and evaluation guidelines that flow from this re-conceptualization of ambiguity and design.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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Brown, B. and Perry, M. Why Don't Telephones Have Off Switches? Understanding the Use of Everyday Technologies. Interacting with Computers, 12, 6 (2000), 623--634.
 
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Clark, H. Using Language. Cambridge, England: Cambridge University Press, 1993.
 
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Dunne, A. Hertzian Tales: Electronic Products, Aesthetic Experience, and Critical Design. London: Royal College of Art, 2000.
 
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Fagerberg, P., Ståhl, A. and Höök, K. Designing Gestures for Affective Input: an Analysis of Shape, Effort and Valence, Proc. of Mobile Ubiquitous and Multimedia, MUM 2003, Norrköping, Sweden.
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CITED BY  8

Collaborative Colleagues:
Kirsten Boehner: colleagues
Jeffrey T. Hancock: colleagues