Introduction.- Preface.- Acknowledgements.- Introduction: Shared Encounters.- Section 1: Sharing Experience.- Section 2: Playful Encounters.- Section 3:- Spatial Settings.- Section 4:- Social Glue.
Sharing Experience.- Shared Encounters.- Ubiquitous Media for Collocated Interaction.- History-Enriched Spaces for Shared Encounters.- Conceptualizing, Designing, and Investigating Locative Media Use in Urban Space.- Shared-Screen Interaction: Engaging Groups in Map-Mediated Nonverbal Communication.- Shared Encounters.- Playful Encounters.- Shared Encounters in a Location-Aware and Proximity-Aware Mobile Community. The Mogi Case..- Bluetooth as a Playful Public Art Interface.- A Theoretical Construct of Serious Play and the Design of a Tangible Social Interface.- Spatial Settings.- Exploring Digital Encounters in the Public Arena.- Mis(sed)information in Public Space.- Encounters and Content Sharing in an Urban Village: Reading Texts Through an Archaeological Lens.- Social Glue.- Making Glue: Participation in Everyday Computing.- Sharing Personal Reflections on Health Locally.- MoBlogs, Sharing Situations, and Lived Life.- Sharing Knowledge About Places as Community Building.
Every day we share encounters with others as we inhabit the space around us. In offering insights and knowledge on this increasingly important topic, this book introduces a range of empirical and theoretical approaches to the study of shared encounters. It highlights the multifaceted nature of collective experience and provides a deeper understanding of the nature and value of shared encounters in everyday life.
Divided into four sections, each section comprises a set of chapters on a different topic and is introduced by a key author in the field who provides an overview of the content. The book itself is introduced by Paul Dourish, who sets the theme of shared encounters in the context of technological and social change over the last fifteen years. The four sections that follow consider the characteristics of shared encounters and describe how they can be supported in different settings: the first section, introduced by Barry Brown, looks at shared experiences. George Roussos, in the second section, presents playful encounters. Malcolm McCulloch introduces the section on spatial settings and - last but not least - Elizabeth Churchill previews the topic of social glue. The individual chapters that accompany each part offer particular perspectives on the main topic and provide detailed insights from the author's own research background.
A valuable reference for anyone designing ubiquitous media, mobile social software and LBS applications, this volume will also be useful to researchers, students and practitioners in fields ranging from computer science to urban studies.
Focuses on human-to-human interactions of space,
Includes methodologies from fields outside of computer science giving it a broad appeal