2,745
Views
2
CrossRef citations to date
0
Altmetric
Articles

Supporting Place-Specific Interaction through a Physical/Digital Assembly

&

References

  • Balestrini, M., Bird, J., Marshall, P., Zaro, A., & Rogers, Y. (2014). Understanding sustained community engagement: A case study in heritage preservation in rural Argentina. Proceedings of CHI 2014 conference on human factors in computing systems, New York, NY, USA: ACM. doi:10.1145/2556288.2557323
  • Bannon, L., Benford, S., Bowers, J., & Heath, C. (2005). Hybrid design creates innovative museum experiences. Communications of the ACM, 48(3), 62–65. doi:10.1145/1047671
  • Benford, S., Crabtree, A., Reeves, S., Sheridan, J., Dix, A., Flintham, M., & Drozd, A. (2006). The frame of the game: Blurring the boundary between fiction and reality in mobile experiences. Proceedings of CHI 2016 conference on human factors in computing systems, 427–436. New York, NY, USA: ACM.
  • Benford, S., & Giannachi, G. (2011). Performing mixed reality. Cambridge, Mass., USA: MIT Press.
  • Bødker, M., & Browning, D. (2013). Tourism sociabilities and place: Challenges and opportunities for design. International Journal of Design, 7(2), 19–30.
  • Bowers, J., Bannon, L., Fraser, M., Hindmarsh, J., Benford, S., Heath, C., … Ciolfi, L. (2007). From the disappearing computer to living exhibitions: Shaping interactivity in museum settings. In N. Streitz, A. Kameas, & I. Mavrommati (Eds.), The disappearing computer: Interaction design, system infrastructures and applications for smart environments. Heidelberg Germany: Springer LNCS 4500.
  • Brown, B., Chalmers, M., Bell, M., Hall, M., MacColl, I., & Rudman, P. (2005). Sharing the square: Collaborative leisure in the city streets. Proceedings of ECSCW 2005, 427–447. London, UK: Springer-Verlag
  • Chalmers, M., & Galani, A. (2004). Seamful interweaving: Heterogeneity in the theory and design of interactive systems. Proceedings of the DIS 2004 conference on designing interactive systems, 243–252 New York, NY, USA: ACM.
  • Champion, E. (2008). Otherness of place: Game-based interaction and learning in virtual heritage projects. International Journal of Heritage Studies, 14(3), 210–228. doi:10.1080/13527250801953686
  • Ciolfi, L. (2004). Understanding spaces as places: Extending interaction design paradigms. Cognition, Technology and Work, 6(1), 37–40. doi:10.1007/s10111-003-0139-6
  • Ciolfi, L., & Bannon, L. J. (2005). Space, place and the design of technologically-enhanced physical environments. In P. Turner & E. Davenport (Eds.), Space, spatiality and technology (pp. 217–232). London, UK: Springer.
  • Ciolfi, L., & McLoughlin, M. (2012). Designing for meaningful visitor engagement at a living history museum. Proceedings of NordiCHI 2012, Copenhagen, Denmark 14-17 October 2012, 69–78. New York, NY, USA: ACM.
  • Crivellaro, C., Taylor, A., Vlachokyriakos, V., Comber, R., Nissen, B., & Wright, P. (2016). Re-making places: HCI, ‘community building’ and change. Proc. of the CHI 2016 conference on human factors in computing systems, 2958–2969. New York, NY, USA: ACM
  • Dourish, P. (2001). Where the action is: The foundations of embodied interaction. Cambridge, MA, USA: MIT Press.
  • Dourish, P. (2004). What we talk about when we talk about context. Personal and Ubiquitous Computing, 8(1), 19–30. doi:10.1007/s00779-003-0253-8
  • Dourish, P. (2006). Re-space-ing place: “place” and “space” ten years on. In Proceedings of CSCW 2006 on computer supported cooperative work, 299–308. New York, NY, USA: ACM.
  • Dudley, S. (2010). Museum materialities: Objects, engagements, interpretations. London, UK: Routledge.
  • Falk, J. (2012). Identity and the museum visitor experience. London UK: Routledge.
  • Ferris, K., Bannon, L., Ciolfi, L., Gallagher, P., Hall, T., & Lennon, M. (2004). Shaping experiences in the Hunt museum: A design case study. In Proc. of the DIS 2004 conference on designing interactive systems, 205–214. New York, NY, USA: ACM.
  • Fitzpatrick, Geraldine, 2003. The Locales Framework: Understanding and Designing for Wicked Problems. London, UK: Springer.
  • Fosh, L., Benford, S., & Koleva, B. (2016). Supporting group coherence in a museum visit. Proceedings of the CSCW 2016 conference on computer-supported cooperative work & social computing, 1–12 . New York, NY, USA: ACM.
  • Fosh, L., Benford, S., Reeves, S., Koleva, B., & Brundell, P. (2013). See me, feel me, touch me, hear me’: Trajectories and interpretation in a sculpture garden. Proc. of the CHI 2013 conference on human factors in computing systems, 149–158. New York, NY, USA: ACM
  • Fraser, M., Stanton, D., Hui Ng, K., Benford, S., O’Malley, C., Bowers, J., … Hindmarsh, J. (2003). Assembling history: Achieving coherent experiences with diverse technologies. Proceedings of ECSCW 2005, 179–198. Norwell, MA: Kluwer.
  • Galani, A., Mazel, A., Maxwell, D., & Sharpe, K. (2013). Situating cultural technologies outdoors: Empathy in the design of mobile interpretation of rock art in rural Britain. In E. Ch’ng, V. Gaffney, & H. Chapman (Eds), Visual heritage in the digital age (pp. 183–204). London, UK: Springer.
  • Gammon, B., & Burch, A. (2008). Designing mobile digital experiences. In L. Tallon & K. Walker (Eds.), Digital technologies and the museum experience: Handheld guides and other media (pp. 35–60). Lanham, MD, USA: Altamira Press.
  • Giaccardi, E. (2011). Things we value. Interactions, 18(1), 17–21. doi:10.1145/1897239
  • Giaccardi, E., & Palen, L. (2008). The social production of heritage through cross-media interaction: Making place for place-making. International Journal of Heritage Studies, 14(3), 282–298. doi:10.1080/13527250801953827
  • Gottlieb, H. (2008). Interactive adventures. In L. Tallon & K. Walker (Eds.), Digital technologies and the museum experience: Handheld guides and other media (pp. 176–178). Lanham, MD, USA: Altamira Press.
  • Grinter, R. E., Aoki, P. M., Hurst, A., Szymanski, M. H., Thornton, J. D., & Woodruff, A. (2002). Revisiting the visit: Understanding how technology can shape the museum visit. Proc. of the CSCW 2002 conference on computer supported cooperative work, 146–155. New York, NY, USA: ACM.
  • Harrison, S., & Dourish, P. (1996). Re-place-ing space: The roles of place and space in collaborative systems. Proceedings of the CSCW 1996 conference on computer-supported cooperative work, 67–76. New York, NY, USA: ACM.
  • Hindmarsh, J., Heath, C., Vom Lehn, D., & Cleverly, J. (2002). Creating assemblies: Aboard the ghost ship. Proceedings of the CSCW 2002 conference on computer supported cooperative work, 156–165. New York, NY, USA: ACM.
  • Hindmarsh, J., Heath, C., Vom Lehn, D., & Cleverly, J. (2005). Creating assemblies in public environments: Social interaction, interactive exhibits and CSCW. Computer Supported Cooperative Work, 14(1), 1–41. doi:10.1007/s10606-004-1814-8
  • Hooper-Greenhill, E. (2013). Museums and their visitors. London, UK: Routledge.
  • Hornecker, E. (2005a). A design theme for tangible interaction: Embodied facilitation. Proceedings of ECSCW 2005, 23–43. New York, NY, USA: Springer-Verlag.
  • Hornecker, E. (2005b, September 19). Space and place – Setting the stage for social interaction, Position paper presented at ECSCW05 workshop ‘settings for collaboration: The role of place (2005). Paris, France.
  • Hornecker, E. (2010). Interactions around a contextually embedded system. Proc. of the TEI 2010 conference on tangible, embedded and embodied interaction, 169–176. New York, NY, USA: ACM
  • Iversen, O. S., & Smith, R. C. (2012). Connecting to everyday practices: Experiences from the digital natives exhibition. In E. Giaccardi (Ed.), Heritage and social media: Understanding heritage in a participatory culture (pp. 136–144). London, UK: Routledge.
  • Izadi, S., Fitzpatrick, G., Rodden, T., Brignull, H., Rogers, Y., & Lindley, S. (2005). The iterative design and study of a large display for shared and sociable spaces. In Proceedings of the DUX 2005 conference on designing for user experience, New York, NY, USA: American Institute of Graphic Arts, Article 59.
  • Kalay, Y., Kvan, T., & Affleck, J., (Eds.). (2007). New heritage: New media and cultural heritage. (pp. 261–274). London, UK: Routledge.
  • Koleva, B., Rennick Egglestone, S., Schädelbach, H., Glover, K., Greenhalgh, C., Rodden, T., & Dade-Robertson, M. (2009). Supporting the creation of hybrid museum experiences. Proceedings of the CHI 2009 conference on human factors in computing systems, 1973–1982. New York, NY, USA: ACM
  • Maye, L. A., McDermott, F. E., Ciolfi, L., & Avram, G. (2014) ‘Interactive exhibitions design: What can we learn from cultural heritage professionals?’, In Proceedings of NordiCHI 2014, 598–607. New York, NY, USA: ACM.
  • McCarthy, J., & Ciolfi, L. (2008). Place as dialogue: Understanding and supporting the museum experience. International Journal of Heritage Studies, 14(3), 247–267. doi:10.1080/13527250801953736
  • McCarthy, J., & Wright, P. (2004). Technology as experience. Cambridge, MA, USA: MIT Press.
  • McGookin, D., Vazquez-Alvarez, Y., Brewster, S., & Bergstrom-Lehtovirta, J. (2012). Shaking the dead: Multimodal location based experiences for un-stewarded archaeological sites. Proceedings of NordiCHI 2012, 199–208. New York, NY, USA: ACM
  • McLoughlin, M., & Ciolfi, L. (2011), Design interventions for open-air museums: Applying and extending the principles of “assembly”. Proceedings of the CHI 2011 conference on human factors in computing systems, 553–556. Vancouver May 2011, New York, NY, USA: ACM.
  • Messeter, J. (2009). Place-specific computing: A place-centric perspective for digital designs. International Journal of Design, 3(1), 29–41.
  • O’Hara, K., Kindberg, T., Glancy, M., Baptista, L., Sukumaran, B., Kahana, G., & Rowbotham, J. (2007). Collecting and sharing location-based content on mobile phones in a zoo visitor experience. Computer Supported Cooperative Work, 16(1–2), 11–44. doi:10.1007/s10606-007-9039-2
  • Petrelli, D., Dulake, N., Marshall, M. T., Pisetti, A., & Not, E. (2016). Voices from the war: Design as a means of understanding the experience of visiting heritage. Proc. of the CHI 2016 Conference on Human Factors in Computing Systems, 1033–1044. New York, NY, USA: ACM
  • Proctor, N. (2015). Mobile in museums. From interpretation to conversation. In M. Henning (Ed.), Museum media. London, UK: Wiley Blackwell.
  • Reeves, S., Benford, S., O’Malley, C., & Fraser, M. (2005). Designing the spectator experience. Proceedings of the CHI 2005 conference on Human factors in computing systems, 741–750. New York, NY, USA: ACM
  • Roussou, M., Pujol, L., Katifori, A., Chrysanthi, A., Perry, S., & Vayanou, M. (2015). The museum as digital storyteller: Collaborative participatory creation of interactive digital experiences. In N. Proctor & R. Cherry (Eds.), Proceedings of Museums & the Web 2015. Chicago, IL, USA
  • Stuedhal, D., & Smordal, O. (2011, May 26–28). Re-thinking museum assemblies. Proc. of re-thinking technology in museums, Limerick, Ireland: University of Limerick.
  • Suchman, L. A. (1987). Plans and situated actions: The problem of human-machine communication. New York, NY, USA: Cambridge University Press.
  • Taxén, G. (2004). Introducing participatory design in museums, in A. Clement & P. Van Den Besselaar (Eds.), Proceedings of the PDC 2004 conference on participatory design, 204–213. NY, USA: ACM.
  • Tuan, Y.-F. (1977). Space and place. The perspective of experience. Minneapolis, MN, USA: University of Minnesota Press.
  • Vom Lehn, D., Heath, C., & Hindmarsh, J. (2001). Exhibiting interaction: Conduct and collaboration in museums and galleries. Symbolic Interaction, 24(2), 189–216. doi:10.1525/si.2001.24.2.189
  • Vom Lehn, D., Hindmarsh, J., Luff, P., & Heath, C. (2007). Engaging Constable: Revealing art with new technology. Proceedings of the CHI 2007 conference on human factors in computing systems, 1485–1494. New York, NY, USA: ACM.
  • Weilenmann, A., Hillman, T., & Jungselius, B. (2013). Instagram at the museum: Communicating the museum experience through social photo sharing. Proc. of the CHI 2013 conference on human factors in computing systems, 1843–1852. New York, NY, USA: ACM
  • Wright, P. C., & McCarthy, J. (2005). The value of the novel in designing for experience. In A. Pirhonen, H. Isomaki, C. Roast, & P. Saariluoma (Eds), Future interaction design (pp. 9–30). London, UK: Springer.