All Stories

  1. Projection Mapping in the City: Co-creating Public Digital Installations for Climate Awareness with Animation and Interaction Design Undergraduates
  2. Bits are Cheap, Atoms are Expensive: Critiquing the Turn Towards Tangibility in HCI
  3. The Intuitive Jacket
  4. Situated Buttons: A User Interface to Support Users with Complex Needs and Promote Independent Living
  5. Circumspect Users: Older Adults as Critical Adopters and Resistors of Technology
  6. WristAR: A Wrist-Mounted Augmented Reality Interface
  7. ARcheoBox
  8. Towards the Emergent Theatre: A Novel Approach for Creating Live Emergent Narratives Using Finite State Machines
  9. The future of tangible user interfaces
  10. The Future of Tangible User Interfaces
  11. Intelligence on tap
  12. 2006: Mobile Music Technology: Report on an Emerging Community
  13. Interaction techniques for co-located collaborative TV
  14. Introduction to Journal of Human-Robot Interaction Special Issue on Design
  15. From Photography to Ubiquitous Capture Systems
  16. Antonius
  17. Grounded Innovation
  18. Mobile exploration of geotagged photographs
  19. ViPleo and PhyPleo
  20. Magical Bits
  21. Services as materials
  22. Performing a check-in
  23. Express location
  24. Supporting embodied exploration of physical concepts in mixed digital and physical interactive settings
  25. Geolocation in the mobile web browser
  26. φ2
  27. Sharing mobile services
  28. Business Models in the Mobile Ecosystem
  29. Integrating students' mobile technology in higher education
  30. See you on the subway
  31. FEATUREAutomated journeys---automated connections
  32. Visualization Criticism
  33. The see-Puck
  34. Tools for Students Doing Mobile Fieldwork
  35. GlowBots: designing and implementing engaging human-robot interaction
  36. Tangible user interfaces in context and theory
  37. Transfer scenarios
  38. Facilitating Mobile Music Sharing and Social Interaction with Push!Music
  39. Ubicomp challenges in collaborative scheduling: Pin&Play at the Göteborg film festival
  40. Ubiquitous Japan
  41. Designing Personal Embodied Agents with Personas
  42. Tagging the world
  43. Welcome to the mobile life!
  44. The state of tangible interfaces
  45. More than meets the eye
  46. Ubiquitous graphics
  47. BashoCam
  48. Snapshots from a study of context photography
  49. When Media Gets Wise
  50. Sketching in hardware
  51. Designing robot applications for everyday environments
  52. Intersection
  53. Ubiquitous graphics
  54. Ubiquitous music: how are sharing, copyright, and really cool technology changing the roles of the artist and the audience?
  55. Tangible interfaces in perspective
  56. “Why Is Everyone Inside Me?!” Using Shared Displays in Mobile Computer Games
  57. The GapiDraw platform
  58. Context photography
  59. Evaluating the comprehension of ambient displays
  60. User-driven innovation in the future applications lab
  61. Building intelligent environments with Smart-Its
  62. Pin and play: the surface as network medium
  63. Designing collaborative games on handheld computers
  64. Capturing the invisible
  65. Designing tomorrow's smart products' experience with the Smart-Itsxs platform
  66. Total recall
  67. Informative art
  68. OpenTrek: A Platform for Developing Interactive Networked Games on Mobile Devices
  69. Prototyping Mobile Game Applications
  70. Bringing computer graphics to everyday environments with informative art
  71. Smart-Its Friends: A Technique for Users to Easily Establish Connections between Smart Artefacts
  72. PowerView
  73. The PLAY research group
  74. WebAware
  75. WebStickers
  76. PowerView Using Information Links and Information Views to Navigate and Visualize Information on Small Displays
  77. Supporting group collaboration with interpersonal awareness devices
  78. WEST
  79. WebStickers
  80. Token-Based Access to Digital Information
  81. Focus+context visualization with flip zooming and the zoom browser
  82. The Interplay Between Research and Industry: HCI and Grounded Innovation
  83. Tools for Students Doing Mobile Fieldwork
  84. Seeing Ethnographically: Teaching ethnography as part of CSCW
  85. Gifts from friends and strangers: A study of mobile music sharing
  86. Designing a mobile music sharing system based on emergent properties
  87. A framework for focus+context visualization