This paper characterises the use of activity trackers as 'lived informatics'. This characterisation is contrasted with other discussions of personal informatics and the quantified self. The paper reports an interview study with activity tracker users. The study found: people do not logically organise, but interweave various activity trackers, sometimes with ostensibly the same functionality; that tracking is often social and collaborative rather than personal; that there are different styles of tracking, including goal driven tracking and documentary tracking; and that tracking information is often used and interpreted with reference to daily or short term goals and decision making. We suggest there will be difficulties in personal informatics if we ignore the way that personal tracking is enmeshed with everyday life and people's outlook on their future.
Abstract. While tourism presents considerable potential for the use of new mobile technologies, we currently have little understanding of how tourists organise their activities or of the problems they face. This paper presents an ethnographic study of city tourists' practices that draws out a number of implications for designing tourist technology. We describe how tourists work together in groups, collaborate around maps and guidebooks, and both 'pre-' and 'post-visit' places. Implications are drawn for three types of tourist technology: systems that explicitly support how tourists co-ordinate, electronic guidebooks and maps, and electronic tour guide applications. We discuss applications of these findings, including the Travelblog, which supports building travel-based web pages while on holiday.
A search has been performed for the Standard Model Higgs boson in the data sample collected with the ALEPH detector at LEP, at centre-of-mass energies up to 209 GeV. An excess of 3 sigma beyond the background expectation is found, consistent with the production of the Higgs boson with a mass near 114 GeV/c(2). Much of this excess is seen in the four-jet analyses, where three high purity events are selected. (C) 2000 Elsevier Science B.V. All rights reserved
We introduce a location-based game called Feeding Yoshi that provides an example of seamful design, in which key characteristics of its underlying technologies-the coverage and security characteristics of WiFi-are exposed as a core element of gameplay. Feeding Yoshi is also a long-term, wide-area game, being played over a week between three different cities during an initial user study. The study, drawing on participant diaries and interviews, supported by observation and analysis of system logs, reveals players' reactions to the game. We see the different ways in which they embedded play into the patterns of their daily lives, augmenting existing practices and creating new ones, and observe the impact of varying location on both the ease and feel of play. We identify potential design extensions to Feeding Yoshi and conclude that seamful design provides a route to creating engaging experiences that are well adapted to their underlying technologies.
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