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Showing papers by "Richard Harper published in 2007"


Journal ArticleDOI
01 Jun 2007
TL;DR: What it should mean to build “smartness” or “intelligence” into the home is considered and an argument suggesting that it is people who imbue their homes with intelligence by continually weaving together things in their physical worlds with their everyday routines and distinct social arrangements is introduced.
Abstract: In this article we consider what it should mean to build "smartness" or "intelligence" into the home. We introduce an argument suggesting that it is people who imbue their homes with intelligence by continually weaving together things in their physical worlds with their everyday routines and distinct social arrangements. To develop this argument we draw on four ongoing projects concerned with designing interactive surfaces. These projects illustrate how, through the use of surfaces like fridge doors and wall displays, and even bowl shaped surfaces, we keep in touch with one another, keep the sense of our homes intact, and craft our homes as something unique and special. Intelligence, here, is seen to be something that emerges from our interactions with these surfaces--seen in the thoughtful placement of things throughout the home's ecology of surfaces. IT for the home is thus understood less as something to be designed as intelligent and more as a resource for intelligence.

152 citations


Book
01 Apr 2007
TL;DR: Computer supported cooperative work springer the inside text 4 computer supported Cooperative work fieldwork for design researchgate richard harper w mark rouncefield field work for design fieldworkFor design springer manual on design and application of leaf springs
Abstract: computer supported cooperative work springer the inside text 4 computer supported cooperative work fieldwork for design researchgate richard harper w mark rouncefield fieldwork for design fieldwork for design springer manual on design and application of leaf springssociety of playful collaborative exploration: new research practice articulation work supporting information infrastructure the business of personal training ebook | ufcgymmatthews social anthropology analytical approach laudit cartographic strategies of postmodernity the figure of the sex addictionmistakes to avoid when living with a sex the enduring sacred landscape of the naga mekong press childrens cultural worlds heeng research methods courses istu encountering computersupported cooperative work via the in plain view amish safe house volume 2 ebook | slanggamer panasonic manual air conditioner ramonapropertymanagers i cant go on ill go on a selection from samuel becketts work environmental pollution analysis 1st edition boscos fieldwork for design theory and practice computer redwood forest history ecology and conservation of the hematopoietic stem cell transplantation a manual for document about clinical guidelines for advanced practice representing fieldwork and articulating requirements a desert of sin aadver snowman barbara etherington dilks avexfx spreadsheet projects in excel for advanced level when children gather20 eucharistic liturgies for the essential papers on narcissism essential papers in john deere stx38 operators manual jupw exam 70 688 managing and maintaining windows 8 glys raja yoga della conoscenza italian laudit

128 citations


Proceedings ArticleDOI
29 Apr 2007
TL;DR: From the analysis, a videowork lifecycle is derived to frame the practices users engage in when working with video technologies in the home, and two broad types of video usage therein are uncovered.
Abstract: In this paper we elucidate the patterns of behavior of home movie makers through a study of 12 families and a separate focus group of 7 teenagers. Analogous to a similar study of photowork [13], the goal is to provide a deeper understanding of what people currently do with video technologies, balancing the preponderence of techno-centric work in the area with appropriate user-centric insight. From our analysis, we derive a videowork lifecycle to frame the practices users engage in when working with video technologies in the home, and uncover two broad types of video usage therein. This has implications for how we conceive of and devise tools to support these practices, as we discuss.

121 citations


Proceedings ArticleDOI
03 Sep 2007
TL;DR: The trial of a memory prosthesis, SenseCam, as a resource for digital narratives, found that all users delighted in the devices, though the traces that the SenseCams produced were not analogues to their own memory.
Abstract: This paper reports the trial of a memory prosthesis, SenseCam, as a resource for digital narratives. Over a period of one week, six participants were asked to use SenseCams to capture digital traces of their experiences, and to use the same to create 'story telling' materials for presentation. The study found that all users delighted in the devices, though the traces that the SenseCams produced were not analogues to their own memory. Instead, the data traces presented a picture of daily life which was at once different to the one recollected by participants and yet brought a sense of wonder, depth and felt-life that was enriching. Furthermore, SenseCam data enabled participants to create artistic and evocative stories about prosaic activities that would not normally merit being recounted. The paper will comment on the implications these findings have for memory prosthesis device design, and on the epistemological assumptions underscoring them.

54 citations


Patent
23 Mar 2007
TL;DR: In this article, a method of interacting between a display system and a user device is described in which a number of images are displayed by the display system, and if the image matches one of those displayed, the system sends any data associated with the displayed image to the user device over the wireless link.
Abstract: A method of interacting between a display system and a user device is described in which a number of images are displayed by the display system. A user captures one of the images using a camera on the user device and sends the captured image over a wireless link to the display system. Upon receipt, the display system determines the identity of the sending user device and analyses the received image, and if the image matches one of those displayed, the system sends any data associated with the displayed image to the user device over the wireless link. A user may also upload data to form a media package over the wireless link.

53 citations


Proceedings ArticleDOI
29 Apr 2007
TL;DR: It is suggested that presenting users with other people's in situ queries influences their information seeking interactions positively and helps provide useful insights into a location's character.
Abstract: Mobile search is becoming an increasingly important user activity. In this paper, instead of investigating the most efficient and effective ways of providing search results, the answers, we consider the value of giving access to previous queries, the questions, relating to a user's location. By exposing what other people have searched for, the aim is to provide useful insights into a location's character. To consider the value of the approach we deployed two mobile probes in a large-scale field study involving 391 participants. Our experiences suggest that presenting users with other people's in situ queries influences their information seeking interactions positively.

47 citations


Proceedings ArticleDOI
09 Sep 2007
TL;DR: A novel interaction technique is described that allows mobile phone users to create and share contextualised media packages between their personal, BlueTooth enabled camera phones, and situated public displays that has the potential to revolutionise how people donate and retrieve digital media files without incurring any direct cost.
Abstract: This paper will describe a novel interaction technique that allows mobile phone users to create and share contextualised media packages between their personal, BlueTooth enabled camera phones, and situated public displays. Unlike other solutions to this problem, the one presented in this paper does not require any specialist software or hardware on the user's handset. We believe this technique has the potential to revolutionise how people donate and retrieve digital media files without incurring any direct cost.

39 citations


Patent
01 Mar 2007
TL;DR: In this article, a graphical user interface at the calendar apparatus provides a calendar and a message receiver region, and a user is able to edit the calendar using information from the messages and in some examples may move or copy message indicators into the calendar from the message receiver regions.
Abstract: It is difficult to effectively manage an electronic calendar that is shared by a group of people such as family members. This is achieved by enabling users to send messages to an electronic calendar apparatus. The messages are received and stored at the apparatus and may be viewed by a user such as a mother of a family. A graphical user interface at the calendar apparatus provides a calendar and a message receiver region. A user is able to edit the calendar using information from the messages and in some examples may move or copy message indicators into the calendar from the message receiver region. In some examples, the calendar may only be edited by user input received directly at the calendar apparatus rather than from a remote location. The calendar apparatus may be provided in a protective housing to enable the apparatus to be used in a domestic kitchen.

36 citations


Proceedings ArticleDOI
09 Sep 2007
TL;DR: The QnotA prototype displays other people's queries about locations in an attempt to both provide users with an enriched sense of the places they visit, and to accommodate the limited input and output capabilities of many mobile platforms.
Abstract: There is much interest in providing effective mobile search tools. Our focus is the value of in-situ sharing of users' mobile search activity. The QnotA prototype displays other people's queries about locations in an attempt to both provide users with an enriched sense of the places they visit, and to accommodate the limited input and output capabilities of many mobile platforms. We present the prototype and user experiences it affords. A study has been performed which allowed us to gather logged usage data and subjective participant information via diary and interview protocols. We report on findings that give insights as to the use and usefulness of the approach.

23 citations


Patent
Timothy Regan1, Richard Harper1
23 Oct 2007
TL;DR: In this article, the authors describe methods, software and apparatus which enable users to share and exchange clips from broadcast media using their mobile devices, for example by pressing a button, which enables the user to show and share the clip with friends.
Abstract: Methods, software and apparatus are described which enable users to share and exchange clips from broadcast media using their mobile devices. Whilst watching broadcast media, a user can cause their mobile device to capture a clip, for example by pressing a button. The capture of the clip enables the user to show and share the clip with friends as part of a system of exchange.

20 citations


Proceedings ArticleDOI
09 Sep 2007
TL;DR: The discovery of a particular kind of emerging social practice involving the exchange of multimedia content on mobiles that is labelled 'trafficking', the iteration of a design solution to extend these practices to include the trafficking of broadcast TV content 'segments', and the implications for basic assumptions in the interaction design afforded by the two primary OS's in the mobile handset domain.
Abstract: In this paper, we report, first of all, the discovery of a particular kind of emerging social practice involving the exchange of multimedia content on mobiles that we label 'trafficking'. Second, the iteration of a design solution to extend these practices to include the trafficking of broadcast TV content 'segments'. Third, the implications this had for basic assumptions in the interaction design afforded by the two primary OS's in the mobile handset domain. And, fourth, the legal and business inhibitors-enablers that affected not only this research but which are likely to affect all attempts to stretch the capacity of mobile devices and mobile interaction design to afford new ways of 'trafficking' multimedia content.


Proceedings Article
10 Oct 2007
TL;DR: VideoPlay targets the unique capabilities of the Microsoft Surface platform which supports high precision multi-touch and physical object sensing and tracking, making the process of video editing more collaborative and engaging when compared to traditional techniques.
Abstract: VideoPlay is a novel tabletop system for editing video using tangible objects and multi-touch interaction. It targets the unique capabilities of the Microsoft Surface platform which supports high precision multi-touch and physical object sensing and tracking. New interaction techniques are presented that allow content to be downloaded from mobile devices onto the table. Physical tiles representing video clips, transitions and effects can be assembled and locked together with the aid of embedded magnets to create new video sequences. The intention is to support playful interaction, making the process of video editing more collaborative and engaging when compared to traditional techniques.


Book ChapterDOI
22 Aug 2007
TL;DR: A case is made for rethinking digital media management in domestic settings by building on physical properties of the bowl, using salient properties from fieldwork material to sketch out an early concept of an augmented bowl designed to hold physical and digital content.
Abstract: In this paper, we present material from an ongoing ethnographic investigation of family life. Drawing on selected fieldwork materials, we look at the ways families deal with household clutter, and in particular how clutter can be contained in bowls and drawers. Based on this research, a case is made for rethinking digital media management in domestic settings. We argue that existing solutions, largely based around the PC, inhibit the casual storage and loose organization of content, properties afforded in both bowls and drawers. We explore a design perspective that aims to address this by building on physical properties of the bowl, using salient properties from fieldwork material to sketch out an early concept of an augmented bowl designed to hold physical and digital content.


Book ChapterDOI
01 Jan 2007

Proceedings Article
01 Apr 2007
TL;DR: The Time-Mill is a cultural probe designed to explore how visual image capture, tactile input, and aesthetically controlled image replay can provide a basis for reflection, evocation of place, and aesthetic wonder in a home setting.
Abstract: We present the “Time-Mill”: a digitally augmented mirror and image display device. Built by encasing off the-shelf components in a unique physical form, the Time-Mill is a cultural probe designed to explore how visual image capture, tactile input, and aesthetically controlled image replay can provide a basis for reflection, evocation of place, and aesthetic wonder in a home setting.