Urban Co-Creation: Envisioning New Digital Tools for Activism and Experimentation in the City, CHI 11 WS

Urban Co-Creation: Envisioning New Digital Tools for Activism and Experimentation in the City.

http://mariandoerk.de/

HCI, Politics, and the City (CHI 2011 workshop), 4 pages, May 2011.

  • Page2
    Place
    ‘Citizens should become curators and patrons of their places’

Designer/Artist: Usman Haque

Artworks/Designworks

  • Burble
  • Control.Burble.Remote
  • Primal Source
  • Reconfigurable House 2.0
  • Sky Ear
  • Urban Constellations

Papers

  • Notes on the Design of Participatory Systems – for the City or for the Planet, in Habitar [ PDF, English ] [ PDF, Spanish ] June 2010
    Cooperation is difficult. Even when everybody agrees on an end goal, and even when everybody agrees on what is needed to achieve that end goal, it does not mean that everyone (or even anyone) will be able to take the first step, which is the most important step. Yet, while individualistic behaviour within a group results in short term benefit for the individual, competition between groups (anecdotally) favours those that have more altruistic individuals. This paper discusses the paradoxical structures of collaboration and ways that the paradoxes can be harnessed, illustrated occasionally with concrete, though anecdotal, examples. It is based on no research other than direct experience in trying to build participatory systems (see www.haque.co.uk).
  • Portholes & plumbing: how AR erases boundaries between ‘physical’ & ‘virtual’, Position Paper for W3C Workshop: Augmented Reality on the Web, Christopher Burman & Usman Haque [ PDF ] June 2010
    In this paper we make the case that future ‘augmented reality’ standards should focus on facilitating communications between disparate realities rather than defining how, when or where they are experienced and that standards should be designed expressly to encourage lateral approaches in reality design. In this context, we provide a brief overview of Pachube.com, a web service for storing and sharing sensor, energy and environmental data and the augmented reality application Porthole that helps people make sense of that data.

Digital Ground, Malcolm McCullough, 2004

  • Preface
  • Introduction
  • Part I: Expectations
    • 1 Interactive Futures
    • 2 Embodied Predispositions
    • 3 Habitual Contexts
  • Part II: Technologies
    • 4 Embedded Gear
    • 5 Location Models
    • 6 Situated Types
      • Typology(of  situated interactions)
      • fig 6.2 One set of situational types
        • at work
          • 1. Deliberating (places for thinking)
          • 2. Presenting (places for speaking to groups)
          • 3. Collaborating (places for working within groups)
          • 4. Dealing (places for negotiating)
          • 5. Documenting (places for reference resources)
          • 6. Officiating (places for institutions to serve their constituencies)
          • 7. Crafting (places for skilled practice)
          • 8. Associating (places where businesses form ecologies)
          • 9. Learning (places for experiments and explanations)
          • 10. Cultivating (places for stewardship)
          • 11. Watching (places for monitoring)
        • at home
          • 12. Sheltering (places with comfortable climate)
          • 13. Recharging (places for maintaining the body)
          • 14. Idling (restful places for watching the world go by)
          • 15. Confining (places to be held in)
          • 16. Servicing (places with local support networks)
          • 17. Meeting (places where services flow incrementally)
        • on the town
          • 18. Eating, drinking, talking (places for socializing)
          • 19. Gathering (places to meet)
          • 20. Cruising (places for seeing and being seen)
          • 21. Belonging (places for insiders)
          • 22. Shopping (places for recreational retailing)
          • 23. Sporting (places for embodied play)
          • 24. Attending (places for cultural productions)
          • 25. Commemorating (places for ritual)
        • on the road
          • 26. Gazing/ touring (places to visit)
          • 27. Hoteling (places to be at home away from home)
          • 28. Adventuring (places for embodied challenge)
          • 29. Driving (car as place)
          • 30. Walking (places at human scale)
  • Part III: Practices
    • 7 Designing Interactions
    • 8 Grounding Places
      • Why Ground?
      • Place and Space pp175
        • Yi-Fu-Tuan: “Space is movement, place is rest”/ Space is the anxiety of global indifference; place is the comfort of local malleability
        • Architectural phenomenologist Norberg-Schulz “Space is alienation; place is identification
        • Urban planner Edward Relph “Space is an ordering of understanding; place is an ordering of experience
      • Place and Placelessness
      • Place and Community p181
        • 1
        • city walls
        • rusticated
        • 2
        • Edward Relph, place and placelessness. 1976
          • “Places are defined less by unique locations, landscape, and communities than by the focusing of experiences and intention onto particular settings”.p141
        • thus while we can speak of the identity of a place, we must also admit identification with a place.
        • Space lies outside the walls, or outside the social sphere, but the experiences of place occur inside these seen and unseen boundaries.

      • High-Tech Nomads
      • Service Ecologies p186
      • Getting into Place: Architecture, Interaction, and Ground
    • 9 Accumulating Value
      • Value Emerges from Interactions
      • Value Itself
      • Utilitarian Value
      • Economism and Placelessness
      • Expanding the Measures
      • Context as Capital
      • Value as Impetus
  • Part IV: Epilogue
    • 10 Going Native
  • Notes
  • Further Reading
  • References

AmI’11 – International Joint Conference on Ambient Intelligence 16-18 November 2011 – Amsterdam

  • AmI’11 – International Joint Conference on Ambient Intelligence
    16-18 November 2011 – Amsterdam
    • Wednesday 16 November *Workshops*
      WS1: Aesthetic Intelligence: Designing Smart and Beautiful Architectural
      Spaces
      WS2: Role of Ambient Intelligence in Future Lighting Systems
      WS4: Interactive Human Behavior Analysis in Open or Public Spaces
      WS5: Workshop on User Interaction Methods for Elderly, People With Dementia
      WS6: Empowering and integrating senior citizens with virtual coaching
      WS7: Integration of AMI and AAL platforms in the Future Internet (FI)
      Platform initiative
      WS8: Ambient Gaming
      WS9: 2nd Int. Workshop on Human Behavior Understanding: Inducing Behavioral Change
      WS10: Privacy, Trust and Interaction in the Internet of Things
    • Thursday 17 November *Conference*
      *Opening **Emile Aarts, Philips Research*
      *Plenary* *Margie Morris, Intel Labs* *’Left to our own devices’*
      *Sessions* Haptic Interfaces, Smart Sensing, Smart Environments, Novel
      Interaction,
      *Industrial presentations  *Alcatel Bell-labs, Eagle Vision, Noldus, Fource
      labs
      *Landscape papers *
      *Posters and Demos*Friday 18 November *Conference*
      *Plenary **Albrecht Schmidt, University of Stuttgart* *’Beyond Ubicomp –
      Computing is Changing the Way we Live’*
      *Sessions* Ambient Assisted Living, Affecting Human Behavior, Smart
      Environments, Privacy & Trust
      *Landscape papers*
      *Closing*

Future Vision, Microsoft Office Labs, 2004-

Project page

 

Folk Computing: Revisiting Oral Tradition as a Scaffold for Co-Present Communities

Rick Borovoy, Brian Silverman, Tim Gorton, Jeff Klann, Matt Notowidigdo, Brian Knep1, and Mitchel Resnick

SIGCHI’01, March 31-April 4, 2001, Seattle, WA, USA.

ABSTRACT
In this paper, we introduce Folk Computing: an approach for using technology to support co-present community building inspired by the concept of folklore. We also introduce a new technology, called “i-balls,” whose design helped fashion this approach. The design of the i-ball environment is explained in terms of our effort to simultaneously preserve what works about folklore while also using technology to expand its power as a medium for community building.
Keywords
Groupware, CSCW, ubiquitous computing, face-to-face, education, community, folklore, handheld, mobile computing, social computing, PDA

Designing Visualizations of Social Activity: Six Claims

Designing Visualizations of Social Activity: Six Claims

 

Thomas Erickson

CHI03

ABSTRACT
In this paper, we describe a set of claims that have evolved from our work in designing visual representations of groups in online environments. We argue that these claims can serve as a good starting point for design work, and can drive critical discussions amongst design stakeholders.
Keywords
CMC, chat, guidelines, instant messaging, multi-user environments, social computing, visualization.