ACM Home Page
Please provide us with feedback. Feedback
Sashay: designing for wonderment
Full text PdfPdf (922 KB)
Source Conference on Human Factors in Computing Systems archive
Proceedings of the SIGCHI conference on Human Factors in computing systems table of contents
Montréal, Québec, Canada
SESSION: Everyday use of mobiles table of contents
Pages: 881 - 884  
Year of Publication: 2006
ISBN:1-59593-372-7
Authors
Eric Paulos  Intel Research, Berkeley, CA
Chris Beckmann  Intel Research, Berkeley, CA
Sponsors
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
ACM: Association for Computing Machinery
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 9,   Downloads (12 Months): 77,   Citation Count: 2
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues  

Tools and Actions: Request Permissions Request Permissions    Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1124772.1124901
What is a DOI?

ABSTRACT

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.


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.

1
 
2
Dunne, A. and Raby, F. Design Noir: The Secret Life of Electronic Objects. Birkhauser, 2001.
 
3
Gausa, M. and Instituto Metâapolis de Arquitectura Avanzado. Diccionario Metâapolis arquitectura avanzada. Actar, 2001.
4
 
5
Gaver, W. Designing for Homo Ludens i3 Magazine, 2002, 2--5.
6
 
7
 
8
LaMarca, A., Chawathe, Y., Consolvo, S., Hightower, J., Smith, I., Scott, J., Sohn, T., Howard, J., Hughes, J., Potter, F., Tabert, J., Powledge, P., Borriello, G. and Schilit, B., Place Lab: Device Positioning Using Radio Beacons in the Wild. in Pervasive Computing, (2005).
 
9
Monkey, G. red | blue, 2005.
 
10
Paulos, E. and Goodman, E. The familiar stranger: anxiety, comfort, and play in public places. ACM Press, Vienna, Austria, 2004.
 
11
Paulos, E. and Jenkins, T. Urban probes: encountering our emerging urban atmospheres. ACM Press, Portland, Oregon, USA, 2005.
 
12
Petrini, C. Slow food : the case for taste. Columbia University Press, New York, 2003.
 
13
Sengers, P. and Gaver, B., Designing for Interpretation. in HCI International, (2005).


Collaborative Colleagues:
Eric Paulos: colleagues
Chris Beckmann: colleagues