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Awareness, transience and temporality: Design opportunities from Rah Island
KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
2013 (English)In: Human-Computer Interaction – INTERACT 2013: 14th IFIP TC 13 International Conference, Cape Town, South Africa, September 2-6, 2013, Proceedings, Part II, Springer , 2013, no PART 2, 696-713 p.Conference paper, Published paper (Refereed)
Abstract [en]

This paper deals with the implications of the socialness of private communication. Drawing upon ethnographic observations of first time mobile phone users in Rah, an island in Vanuatu, we revisit the debate on how the mobile phone reconfigures private and personal communication. Our observations show how the advent of the mobile phone disrupts and challenges existing practices around how private communication is managed on the island. These observations are used to open up a design space where we explore the socialness of personal, private communication. Drawing on the analysis, we discuss three directions for future thinking of mobile interaction design: (1) designing for spatial awareness; (2) designing for transience and (3) designing with temporality. We expand on these to discuss the notion of digital patina, which we argue, is an exciting topic to explore for the design of personal, social communication.

Place, publisher, year, edition, pages
Springer , 2013. no PART 2, 696-713 p.
Series
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), ISSN 0302-9743 ; 8118
Keyword [en]
awareness, design, personal communication, Privacy, social communication, temporality, transience, translucence
National Category
Human Computer Interaction
Identifiers
URN: urn:nbn:se:kth:diva-133410DOI: 10.1007/978-3-642-40480-1_48ISI: 000342898400048Scopus ID: 2-s2.0-84883272937ISBN: 9783642404795 (print)OAI: oai:DiVA.org:kth-133410DiVA: diva2:661463
Conference
14th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2013; Cape Town; South Africa; 2 September 2013 through 6 September 2013
Note

QC 20131104

Available from: 2013-11-04 Created: 2013-10-31 Last updated: 2017-03-22Bibliographically approved
In thesis
1. Play as Freedom: Implications for ICT4D
Open this publication in new window or tab >>Play as Freedom: Implications for ICT4D
2015 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

Information and Communication Tech nologies for Development (ICT4D) deals with understanding the relationship between modern technology use and social and economic development. While play may not appear as an immediate concern to the field, a recent body of work has emerged questioning the role of play in ICT4D and the reasons behind its apparent dismissal. Some have even argued that aspects of pleasure and enjoyment get only marginal treatment within academic studies of technology more generally. In ICT4D however, concerns over lack of resources and a sense of urgency in addressing more pressing needs, creates in itself an added set of boundaries which may further restrict both the playful activities themselves, as well as their recognition in academic work. In this work I will revisit the work done in ICT4D with regards to play in order to frame the contributions that lie herein.

I will revisit in this work two distinct projects I have worked in during my PhD: the first an ethnographic fieldwork in Rah Island, Vanuatu, where I documented the first weeks of mobile phone usage; the second project took place during an internship at Microsoft Research India, where I participated in the design, development and deployment of KrishiPustak, a social networking system for low-literate users in rural areas around Hunsur district. To understand and unpack my reflections around play in both these projects, I propose a framing of play as a freedom, inspired by Amartya Sen’s work, discussing three of its roles: its instrumental role, in that play serves as a vehicle for achieving secondary outcomes, such as with educational games; its constructive role, in that play in itself unleashes an attitude of deliberation over the boundaries that surround play, questioning and re shaping those boundaries. I draw on Christena Nippert-Eng’s notion of boundary play and boundary work to explore the contributions that play has in constructively determining and reshaping values, goals and priorities in ICT4D work.

But most importantly, this thesis emphasizes play’s third role, its intrinsic role to be the starting point of any understanding: i.e. play is important because people have reasons to value play. This urges us to consider the intrinsic importance, not only to observe play as it unfolds, but to actively design for, and open up opportunities for play to occur.

Place, publisher, year, edition, pages
Stockholm: KTH Royal Institute of Technology, 2015. 97 p.
Series
TRITA-CSC-A, ISSN 1653-5723 ; 2015:11
National Category
Computer Systems
Identifiers
urn:nbn:se:kth:diva-167978 (URN)978-91-7595-599-5 (ISBN)
Public defence
2015-06-11, Kollegiesalen, Brinellvägen 8, KTH, Stockholm, 13:00 (English)
Opponent
Supervisors
Note

QC 20150525

Available from: 2015-05-25 Created: 2015-05-24 Last updated: 2015-06-12Bibliographically approved

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Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
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  • Other locale
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