Designing ICT for Thirdplaceness
Thirdplaceness is the sense of being in a third place without architectural constraints. Third places are places that host regular, spontaneous, democratic, neutral, informal, and pleasurable anticipated gathering of individuals in which people can expres
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Abstract Thirdplaceness is the sense of being in a third place without architectural constraints. Third places are places that host regular, spontaneous, democratic, neutral, informal, and pleasurable anticipated gathering of individuals in which people can express themselves freely. These places contrast with the realms of home and work (first and second places), having an important role in community life in supporting civic engagement and community strength. Oldenburg defined the need for and properties of third places more than two decades ago, describing them as the heart of a community’s social vitality. Bars, bakeries, parks, town squares, theaters, and churches are typical examples of potential third places. In third places, third‐ placeness occurs often maintaining and reinforcing in the community this sense of third place. Once society and technology have changed since Oldenburg introduced the concept of third place, we describe in this chapter how to design applications for public spaces in order to promote thirdplaceness. In addition, we present and discuss two public installations—Selfie Cafe and WishBoard—used to observe the incidence of thirdplaceness that emerged through the interaction with the interactive system. In both installations, we were able to notice the essential role that Information and Communications Technology (ICTs) can play in promoting self-expression supporting, encouraging, and fostering social interaction and thirdplaceness creating a social place. Keywords Thirdplaceness · Pervasive computing · Urban computing · Social computing · Entertainment computing
V. Ferreira (✉) · J. Anacleto · A. Bueno Advanced Interaction Laboratory, Department of Computing, Federal University of Sao Carlos (LIA–UFSCar), São Carlos, SP, Brazil e-mail: [email protected] J. Anacleto e-mail: [email protected] A. Bueno e-mail: [email protected] © Springer Science+Business Media Singapore 2017 A. Nijholt (ed.), Playable Cities, Gaming Media and Social Effects, DOI 10.1007/978-981-10-1962-3_10
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Introduction
Interactive technologies in public contexts are becoming an increasingly ubiquitous and public affair. This growing interest raises a host of new design challenges for Human-Computer Interaction (HCI), considering a more social perspective. In this hyperconnected world, public spaces once used as gathering places for the community, such as parks and squares, are getting less appealing than virtual spaces, resulting in a lack of interconnection among locals and community fragmentation (Brenny and Hu 2013). Such gathering places outside work or family-based contexts, described as third places, provide the feeling of inclusiveness and belonging to a community. Third places host the casual, voluntary, regular, and happily anticipated gatherings of individuals. Such places are the core setting of informal public life in a community. Oldenburg (1999) argues that the neutral and leveler ground in third places support to strengthen citizenship, performing a cru
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