Publication statistics

Pub. period:2003-2014
Pub. count:16
Number of co-authors:36


Number of publications with 3 favourite co-authors:

Anthony Burke:
Seiie Jang:
Kenji Mase:



Productive colleagues

Amanda Williams's 3 most productive colleagues in number of publications:

Paul Dourish:95
Eric Paulos:42
Kenji Mase:34

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Amanda Williams

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Wyld Collective Ltd.

Amanda Williams is a co-founder of Wyld Collective Ltd, an independent interaction design and research consultancy based in Montral. She received her Ph.D. from UC Irvine's School of Information and Computer Sciences, advised by Paul Dourish. Her research currently centers on mobility, tactile interaction, design ethnography, and DIY. Methodologically omnivorous, she engages in ethnography, design, and both software and hardware hacking. Previously, she wandered Silicon Valley designing icons and user interfaces.


Publications by Amanda Williams (bibliography)

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Williams, Amanda and Dam, Rikke Friis (2014). Copy Edit and General Edit of: Contextual Design by Holtzblatt, Karen and Beyer, Hugh R.

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Williams, Amanda, Soegaard, Mads and Holstein-Rathlou, Allan (2014). Copy Edit and General Edit of: Tactile Interaction by Challis, Ben

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Kabisch, Eric and Williams, Amanda (2012): Vice interfaces. In: Proceedings of the 6th International Conference on Tangible and Embedded Interaction 2012. pp. 343-346.

While interaction designers often aim to support virtues such as health, creativity and thrift, their design efforts are also implicated in technologies that support greed, lust, and vanity. "Vice" interfaces serve as a way to interrogate critically some of the moral values that lie beneath our design efforts, while also providing an opportunity to create some wickedly fun prototypes.

© All rights reserved Kabisch and Williams and/or ACM Press

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Williams, Amanda, Hughes, Lynn and Simon, Bart (2010): Propinquity: exploring embodied gameplay. In: Proceedings of the 2010 International Conference on Uniquitous Computing 2010. pp. 387-388.

Consumer game platforms are realizing Ubicomp's vision of seamless, sensor-based, embodied interaction with computation. Here we present Propinquity, a full-body dancing/fighting game using proximity and touch sensing. Relying primarily on auditory feedback, Propinquity attempts to reconfigure sensor-based gameplay as an activity where players orient towards one another rather than a central screen. By presenting this particular demo, we hope to stimulate discussion of embodiment, expressiveness, play, performance, and social production in both ubicomp interaction and game design.

© All rights reserved Williams et al. and/or their publisher

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Brown, Barry, O'Hara, Kenton, Kindberg, Timothy and Williams, Amanda (2009): Crowd computer interaction. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4755-4758.

HCI had moved from considering how individuals interact with computers to thinking about how groups collaborate using technology. While there has been research focused on large-scale on-line communities, little attention has been paid to large groups of collocated assemblies, namely crowds. The evidence from social psychology and sociology suggest that the social dynamics and behaviours of crowds are distinct from those of smaller group formations. In this workshop we want to think about new opportunities for designing crowd-centric technologies and explore the factors that will shape interaction design for large scale crowd computing. The workshop will explore themes related to crowd-centric computing through hands-on crowd-based exercises, position papers and discussion.

© All rights reserved Brown et al. and/or ACM Press

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Buechley, Leah, Rosner, Daniela K., Paulos, Eric and Williams, Amanda (2009): DIY for CHI: methods, communities, and values of reuse and customization. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4823-4826.

People tinker, hack, fix, reuse, and assemble materials in creative and unexpected ways, often codifying and sharing their production process with others. Do-it-yourself (DIY) encompasses a range of design activities that have become increasingly prominent in online discussion forums and blogs, in addition to a small-but-growing presence in professional/research forums such as CHI. This workshop will explore DIY practice from the ground up -- examining DIY as a set of methods, communities, values and goals and examining its impact in the domains of traditional crafts, technology development, and sustainable design.

© All rights reserved Buechley et al. and/or ACM Press

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Nadeau, Bruno and Williams, Amanda (2009): Tactful interaction: exploring interactive social touch through a collaborative tangible installation. In: Villar, Nicolas, Izadi, Shahram, Fraser, Mike and Benford, Steve (eds.) TEI 2009 - Proceedings of the 3rd International Conference on Tangible and Embedded Interaction February 16-18, 2009, Cambridge, UK. pp. 147-152.

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Williams, Amanda and Rosner, Daniela K. (2009): Wiimote hackery studio proposal. In: Proceedings of the 4th International Conference on Tangible and Embedded Interaction 2009. pp. 365-368.

Through reuse, reinvention and modification of materials, people easily prototype tangible interactive systems and redesign their everyday environments. Off-the shelf devices, such as the Nintendo Wii remote, provide one entrance into this world of hackable parts and Do-it-Yourself (DIY) activity. The Wii remote and extension controllers are a family of easily available devices whose hackability is informally supported by online DIY communities. Easy to open and containing joysticks, accelerometers, gyroscopes, Bluetooth and IR cameras, they are excellent tools for the affordable and rapid prototyping of tangible interactive systems. In this studio we hope to build some basic skills to equip participants with the confidence and knowledge to use these devices in their future prototyping and design efforts.

© All rights reserved Williams and Rosner and/or their publisher

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Williams, Amanda, Anderson, Ken and Dourish, Paul (2008): Anchored mobilities: mobile technology and transnational migration. In: Proceedings of DIS08 Designing Interactive Systems 2008. pp. 323-332.

Mobile technologies are deployed into diverse social, cultural, political and geographic settings, and incorporated into diverse forms of personal and collective mobility. We present an ethnography of transnational Thai retirees and their uses of mobile technology, highlighting forms of mobility that are spatially, temporally, and infrastructurally anchored, and concepts of the house as a kinship network that may be globally distributed. We conclude in pointing out several ways in which our observations and analysis can influence design.

© All rights reserved Williams et al. and/or ACM Press

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Brewer, Johanna, Williams, Amanda and Dourish, Paul (2007): A handle on what's going on: combining tangible interfaces and ambient displays for collaborative groups. In: Proceedings of the 1st International Conference on Tangible and Embedded Interaction 2007. pp. 3-10.

While tangible interfaces open up new possibilities for input and interaction, they are also interesting because of the ways in which they occupy the physical world just as we do. We have been working at the intersection of three research areas -- tangible interfaces, ambient displays, and collaboration awareness. Our system, Nimio, uses engaging physical objects as both input devices (capturing aspects of individual activity) and output devices (expressing aspects of group activity). We present our design and experiences, focusing in particular on the tension between legibility and ambiguity and its relevance in collaborative settings.

© All rights reserved Brewer et al. and/or ACM Press

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Krumm, John, Anderson, Ken, Roibas, Anxo Cereijo, Brandtzaeg, Petter Bae, Rompaey, Veerle Van, Tuomela, Urpo, Burke, Anthony, Paulos, Eric, Williams, Amanda, Jang, Seiie, Mase, Kenji, Laerhoven, Kristof van, Lee, Sanggoog, Cotroneo, Domenico and Flora, Cristiano di (2007): UbiComp 2006 Workshops, Part 1. In IEEE Pervasive Computing, 6 (1) pp. 92-94.

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Brewer, Johanna, Williams, Amanda and Dourish, Paul (2007): A handle on what's going on: combining tangible interfaces and ambient displays for collaborative groups. In: Ullmer, Brygg and Schmidt, Albrecht (eds.) Proceedings of the 1st International Conference on Tangible and Embedded Interaction 2007, Baton Rouge, Louisiana, USA, February 15-17, 2007 2007. pp. 3-10.

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Williams, Amanda and Dourish, Paul (2006): Imagining the City: The Cultural Dimensions of Urban Computing. In IEEE Computer, 39 (9) pp. 38-43.

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Kabisch, Eric, Williams, Amanda and Dourish, Paul (2005): Symbolic objects in a networked gestural sound interface. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 1513-1516.

SignalPlay is a sensor-based interactive sound environment in which familiar objects encourage exploration and discovery of sound interfaces through the process of play. Embedded wireless sensors form a network that detects gestural motion as well as environmental factors such as light and magnetic field. Human interactions with the sensors and with each other cause both immediate and systemic changes in a spatialized soundscape. Our investigation highlights the interplay between expected object-behavior associations and new modes of interaction with everyday objects. Here we present observations on embodied network interaction and suggest opportunities for further investigation in this field.

© All rights reserved Kabisch et al. and/or ACM Press

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Williams, Amanda, Kabisch, Eric and Dourish, Paul (2005): From Interaction to Participation: Configuring Space Through Embodied Interaction. In: Beigl, Michael, Intille, Stephen S., Rekimoto, Jun and Tokuda, Hideyuki (eds.) UbiComp 2005 Ubiquitous Computing - 7th International Conference September 11-14, 2005, Tokyo, Japan. pp. 287-304.

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Chi, Ed H., Rosien, Adam, Supattanasiri, Gesara, Williams, Amanda, Royer, Christiaan, Chow, Celia, Robles, Erica, Dalal, Brinda and Chen, Julie (2003): The bloodhound project: automating discovery of web usability issues using the InfoScentp simulator. In: Cockton, Gilbert and Korhonen, Panu (eds.) Proceedings of the ACM CHI 2003 Human Factors in Computing Systems Conference April 5-10, 2003, Ft. Lauderdale, Florida, USA. pp. 505-512.

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