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Situating events in RoamViz: Using spatio-temporal dimensions to visualize sustained and dynamic mobile projects

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... One of our recent approaches to information landscape design (Lund and Waterworth, 1998; Lund and Wiberg, 2001), based on this experiential realist account of meaning rather than the usual objectivist cognitivism of the traditional "mental model" approach, rests on the fundamental premise that to design HCI is to design the conditions for possible users' experiences. Taking an experiential realist view of interface design suggests that a meaningful interface is one that is experienced in a way that supports the metaphoric projection of image schemata. ...
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This chapter outlines an approach to designing information spaces that we call experiential design, and illustrates the approach with examples of our recent work. The main virtue of this approach is that it claims to draw on universal primitives in the way people understand things, events, relationships — and information. And because of this virtue, it naturally supports social navigation of information spaces. The basic idea of experiential design is that, because we are embodied beings, meaning ultimately resides in bodily experiences. We have evolved to act in the physical world, and how we are able to understand abstract information is derived from that capacity. If we design for embodiment, understanding comes free; this is the first major benefit of the approach
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In this paper we propose a 2*2 matrix as a way of pointing at two new directions for supporting persistent conversations in mobile settings. These two directions include: 1) mobile support for asynchronous and long-term conversations, as well as 2) mobile support for synchronous and short-term conversations. The research presented in this paper builds upon both empirical studies conducted of mobile work forces, as well as theoretical work on CMC (Computer-Mediated Communication) for mobile settings. In this paper we also outline 7 requirements derived from our previous empirical and theoretical work. We then exemplify the two new directions proposed with two novel systems that support asynchronous and long-term conversations (i.e. the RoamWare system) and synchronous and short-term conversations (i.e. the SeamlessTalk prototype). Having exemplified the 2*2 matrix we then discuss how the two systems meet the 7 requirements identified before concluding the paper.
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