<?xml version="1.0" encoding="UTF-8"?><xml><records><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Tao Dong</style></author><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author><author><style face="normal" font="default" size="100%">Mark W. Newman</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">&quot;If These Walls Could Talk&quot;: Designing with Memories of Places</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 2014 Conference on Designing Interactive Systems</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">activity traces</style></keyword><keyword><style  face="normal" font="default" size="100%">family memory</style></keyword><keyword><style  face="normal" font="default" size="100%">memory</style></keyword><keyword><style  face="normal" font="default" size="100%">memory artifacts</style></keyword><keyword><style  face="normal" font="default" size="100%">pervasive environments</style></keyword><keyword><style  face="normal" font="default" size="100%">ubicomp environments</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2014</style></year><pub-dates><date><style  face="normal" font="default" size="100%">06/2014</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete-NoFile</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">ACM</style></publisher><pub-location><style face="normal" font="default" size="100%">New York, NY, USA</style></pub-location><isbn><style face="normal" font="default" size="100%">978-1-4503-2902-6</style></isbn><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;div&gt;&lt;div&gt;&lt;div&gt;&lt;p&gt;This work explores the potential value of using the enormous amount of activity traces latest ubicomp environments have started to capture. We sought to understand potential practices of using these traces in the long term through a field-based study in the USA that examines how today&#039;s people use traces left by their predecessors in the houses where they live.&lt;/p&gt;&lt;p&gt;We found that our participants received, discovered, and made use of many small traces held by artifacts, people, and building materials. Those traces were used to provide practical assistance to participants&#039; appropriation of their houses as well as to connect participants with the past in an evocative manner. Our analysis highlights the roles played by the social context and the mutability of the house in the experience of remembering the house as well as in shaping participants&#039; attitudes of passing on traces of prior appropriation of the place. To illustrate the design implications of those findings, we offer three design concepts to characterize potential ways of using traces captured by ubicomp environments in the long term.&lt;/p&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Mark W. Newman</style></author><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author><author><style face="normal" font="default" size="100%">Jungwoo Kim</style></author><author><style face="normal" font="default" size="100%">Atul Prakash</style></author><author><style face="normal" font="default" size="100%">Zhenan Hong</style></author><author><style face="normal" font="default" size="100%">Jacob Mandel</style></author><author><style face="normal" font="default" size="100%">Tao Dong</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Bringing the field into the lab: supporting capture and replay of contextual data for the design of context-aware applications</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 23nd annual ACM symposium on User interface software and technology (UIST ’10)</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">context-aware</style></keyword><keyword><style  face="normal" font="default" size="100%">data capture</style></keyword><keyword><style  face="normal" font="default" size="100%">design tools</style></keyword><keyword><style  face="normal" font="default" size="100%">pervasive</style></keyword><keyword><style  face="normal" font="default" size="100%">pervasive environments</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2010</style></year><pub-dates><date><style  face="normal" font="default" size="100%">10/2010</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete-NoFile</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;When designing context-aware applications, it is difficult to for designers in the studio or lab to envision the contextual conditions that will be encountered at runtime. Designers need a tool that can create/re-create naturalistic contextual states and transitions, so that they can evaluate an application under expected contexts. We have designed and developed RePlay: a system for capturing and playing back sensor traces representing scenarios of use. RePlay contributes to research on ubicomp design tools by embodying a structured approach to the capture and playback of contextual data. In particular, RePlay supports: capturing naturalistic data through Capture Probes, encapsulating scenarios of use through Episodes, and supporting exploratory manipulation of scenarios through Transforms. Our experiences using RePlay in internal design projects illustrate its potential benefits for ubicomp design.&lt;/p&gt;
</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Huh, Jina</style></author><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author><author><style face="normal" font="default" size="100%">Mark W. Newman</style></author><author><style face="normal" font="default" size="100%">Ayse G Büyüktür</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Progressive Scenarios: A Rapid Method for Understanding User Interpretations of Technology</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 16th ACM Conference on Supporting Group Work (GROUP ’10)</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">ambiguity</style></keyword><keyword><style  face="normal" font="default" size="100%">multiple interpretations</style></keyword><keyword><style  face="normal" font="default" size="100%">pervasive</style></keyword><keyword><style  face="normal" font="default" size="100%">pervasive environments</style></keyword><keyword><style  face="normal" font="default" size="100%">scenario-based design</style></keyword><keyword><style  face="normal" font="default" size="100%">ubicomp</style></keyword><keyword><style  face="normal" font="default" size="100%">usercentered design</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2010</style></year><pub-dates><date><style  face="normal" font="default" size="100%">11/2010</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;For emerging group technologies that require evaluations on long-term use and social norms, assumptions, and implicit rules that develop around the technologies, standard usability testing may not be adequate. At the same time, field based research that allows for observing technology use over long-term is costly in terms of time. In this paper, we present a rapid method that we call progressive scenarios, which could help replicate the processes by which interpretations evolve over time in natural settings and how invisible assumptions and social norms dictate the technology use. Using a preliminary design concept of a publicly available ambient personal information and communication system, we demonstrate how the method helped to elicit design implications.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Privacy in pervasive environments: next generation labeling protocols</style></title><secondary-title><style face="normal" font="default" size="100%">Personal and Ubiquitous Computing</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">labeling protocols</style></keyword><keyword><style  face="normal" font="default" size="100%">P3P</style></keyword><keyword><style  face="normal" font="default" size="100%">pervasive environments</style></keyword><keyword><style  face="normal" font="default" size="100%">platform for privacy preferences</style></keyword><keyword><style  face="normal" font="default" size="100%">privacy</style></keyword><keyword><style  face="normal" font="default" size="100%">ubiquitous computing</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2004</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><volume><style face="normal" font="default" size="100%">8</style></volume><pages><style face="normal" font="default" size="100%">430–439</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;In pervasive environments, privacy is likely to be a major issue for users, and users will want to be notified of potential data capture. To provide notice to users, this paper argues for what it calls labeling protocols, technical mechanisms through which users can be informed of data requests and their consequences. Recent experiences with the Platform for Privacy Preferences Project (P3P), an attempt to provide privacy mechanisms for the Web, suggest important lessons for the design of a next generation labeling protocol that will be usable and useful in pervasive environments. This paper examines the P3P lessons and open issues with an eye to pervasive requirements.&lt;br&gt;&amp;nbsp;&lt;/p&gt;</style></abstract></record></records></xml>