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Balance, Cogito and Dott: Exploring Media Modalities for Everyday-life Reflection

Published: 20 March 2017 Publication History

Abstract

Reflection in and on everyday life can provide self-insight, increase gratitude and have a positive effect on well-being. To integrate reflection in everyday life, media technologies can provide support. In this paper, we explore how both media creation & use in different modalities can support reflection. We present the ongoing work of designing and building Balance, Cogito, and Dott, focusing on media in audible, textual and visual form. We discuss our research-through-design process and address the differences between modalities in terms of interaction, tangibility, and the integration in everyday life.

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Cited By

View all
  • (2024)Go-Go Biome: Evaluation of a Casual Game for Gut Health Engagement and ReflectionProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642742(1-20)Online publication date: 11-May-2024
  • (2024)Informing the design of question-asking conversational agents for reflectionPersonal and Ubiquitous Computing10.1007/s00779-024-01831-7Online publication date: 24-Aug-2024
  • (2023)Designing Interactive Experiences For Gut Health Engagement and ReflectionExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3577058(1-6)Online publication date: 19-Apr-2023
  • Show More Cited By

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    Published In

    cover image ACM Conferences
    TEI '17: Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction
    March 2017
    806 pages
    ISBN:9781450346764
    DOI:10.1145/3024969
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    New York, NY, United States

    Publication History

    Published: 20 March 2017

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    Author Tags

    1. design for remembering
    2. media technology
    3. reflection

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    • Work in progress

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    TEI '17
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    Acceptance Rates

    TEI '17 Paper Acceptance Rate 41 of 151 submissions, 27%;
    Overall Acceptance Rate 393 of 1,367 submissions, 29%

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    TEI '25

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    Cited By

    View all
    • (2024)Go-Go Biome: Evaluation of a Casual Game for Gut Health Engagement and ReflectionProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642742(1-20)Online publication date: 11-May-2024
    • (2024)Informing the design of question-asking conversational agents for reflectionPersonal and Ubiquitous Computing10.1007/s00779-024-01831-7Online publication date: 24-Aug-2024
    • (2023)Designing Interactive Experiences For Gut Health Engagement and ReflectionExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3577058(1-6)Online publication date: 19-Apr-2023
    • (2022)Combining Momentary and Retrospective Self-Reflection in a Mobile Photo-Based Journaling ApplicationNordic Human-Computer Interaction Conference10.1145/3546155.3546676(1-12)Online publication date: 8-Oct-2022
    • (2021)Time perspectives in technology-mediated reminiscing: effects of basic design decisions on subjective well-beingHuman–Computer Interaction10.1080/07370024.2021.1913415(1-33)Online publication date: 1-Jun-2021
    • (2019)ChronoscopeProceedings of the 2019 on Designing Interactive Systems Conference10.1145/3322276.3322301(799-812)Online publication date: 18-Jun-2019
    • (2018)Electronic KintsugiProceedings of the Future Technologies Conference (FTC) 201810.1007/978-3-030-02686-8_9(104-121)Online publication date: 18-Oct-2018

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