In everyday life, the role of computing devices alternates between the ordinary and mundane, the un‐reflected and the extraordinary. To better understand the process through which the relationship between computing devices, users and context changes in everyday life, we apply a distinction between time‐in and time‐out use. Time‐in technology use coincides and co‐exists within the flow of ordinary life, while time‐out use entails ‘taking time out’ of everyday life to accomplish a circumscribed task or engage reflectively in a particular experience. We apply a theoretically informed grounded approach to data collected through a longitudinal field study of smartphone users during a 6‐month period. We analysed the data based on the concept of time‐in/out and show the dynamics in the experience of a device that changes from the ‘extraordinary’ to the ‘ordinary’ over time. We also provide a vocabulary that describes this relationship as stages resembling the one between a couple, which evolves from an early love affair, to being married and to growing old together. By repurposing the time‐in/out distinction from its origin in media studies, this paper marks a move that allows the distinction to be applied to understanding the use and dynamic becoming of computing devices over time.
Audio-based mobile technology is opening up a range of new interactive possibilities. This paper brings some of those possibilities to light by offering a range of perspectives based in this area. It is not only the technical systems that are developing, but novel approaches to the design and understanding of audio-based mobile systems are evolving to offer new perspectives on interaction and design and support such systems to be applied in areas, such as the humanities.
The growing trend of co-creation and co-design in cross-cultural design teams presents challenges for the design thinking process. We integrate two frameworks, one on reasoning patterns in design thinking, the other on the dynamic constructivist theory of culture, to propose a situation specific framework for the empirical analysis of design thinking in cross-cultural teams. We illustrate the framework with a qualitative analysis of 16 episodes of design related conversations, which are part of a design case study. The results show that cultural knowledge, either as shared by the cross-cultural team or group specific knowledge of some team members, shape the reasoning patterns in the design thinking process across all the 16 episodes. Most of the design discussions were approached by the designers as problem situations that were formulated in a backward direction, where the value to create was known first. Then the designers were using available cultural knowledge to articulate the unknown what to design (products/services) and how the design would work (the working principles of product/services). In conclusion, we demonstrate a novel approach for understanding how cultural knowledge shapes core design thinking in specific situations.
People acquire and buy technology in stores or online in the same way as any other consumer product, so understanding the user as a consumer of technology is essential. In this study, we investigate how the use of ubiquitous consumer technology evolves over time and suggest a theoretical account of how use evolves into different patterns of embodiment. Empirically, we followed 15 consumers of smartphones during a 6‐month field study and collected data via interviews, survey, and focus groups. Analytically, we view the user as a consumer of technology and develop three technology life narratives as patterns of embodiment. As a theoretical lens, we draw upon the theory of consumption values and approached use as a dynamic consumption process in which different values drive use over time. We found three distinct patterns of embodiment: that of conditionalists, aesthetic socialites, and functional enthusiasts. Conditionalists are pragmatic and use technology only when the device fulfils pre‐existing needs and the preferred alternative is unavailable. Aesthetic socialites use the technology as a fashion accessory and to manage their personal relationships. Functional enthusiasts are gadget lovers whose tinkering for the sake of exploration leads them to discover new needs that the technology can fulfil. Besides the three patterns of embodiment, we discovered a type of use that we argue falls outside of the values described in the theory of consumption values. This is the use of technology without any identifiable purpose other than just using the technology, which is driven by expositional value.
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