Subject Index 105 O Social ethics, 32 Office workers, 18, 20 Social interaction, 4, 69, 94 Out-of-body experiences, 78 Social presence, 69, 80 Society, 8, 24, 31, 32, 35, 47 P PACT (people, activities, contexts, and T technologies), 67, 68 Tacit knowledge, 25, 38, 44, 63 Participatory design, 20, 21, 35, 56 Tangibility, 62, 67, 70, 71, 78, 80 Patterns, 22, 50, 52, 55, 76, 89, 95 Tangible interaction, 17, 24, 25, 48, 67, 69, 80, Perceptual experience, 64 83, 85 Perceptual projection, 6 Tangible objects, 69, 80, 83, 85, 86, 90, 97, Peripheral media, 83 98 Pervasive computing, 48 Tangible presence, 62, 67, 80, 86 Physical/digital, 10, 74 Text, 4, 7–9, 86, 93 Physical presence, 5, 69 Third person perspective, 76–78 Physical-virtual gap, 26, 99 Trickster, 32, 33, 35 Physical world, 3, 4, 7, 24, 62, 67, 94, 96, 98, 99 Post-WIMP, 25 U Problems of design, 9 Ubiquitous computing, 93 Problem-solving, 39 Unconscious behaviour, 22 Public spaces, 42, 98 Universal design, 96 Universal primitives, 3, 94 R User-centred design, 20–22, 36, 40 Right brain, 35 User-Centred System Design (UCSD), 20 Romantic, 32 User-driven development, 88 User-experience design, 19 User-led innovation, 90 S Users, 20–22, 25, 44, 48, 66, 81, 88 Science and design, 39 Self, 77 Self-presence, 77, 78, 80 V Sense, 51, 64 Verbal communication, 43, 65 Sense of presence, 4–8, 62, 67, 77 Videoconferencing, 99 Sensing, 76, 98 Viewpoint, 44, 77, 78, 99 Sensors, 4, 24, 47, 85, 98 Virtual-physical dichotomy, 13, 24–26, 70 Sensual, 51, 86 Virtual reality (VR), 5, 6, 99 Sensual experience, 51, 52, 86 Sensual perception, 31, 38, 71, 90 Shareable, 62, 71, 96 W Situated action, 17 WIMP(windows, icons, menus, pointer) Smart phones, 24, 25, 47 interface, 20, 25, 47, 48, 57, 58

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