@inproceedings{discovery10045965, month = {June}, series = {Designing Interactive Systems (DIS)}, title = {Pinsight: A Novel Way of Creating and Sharing Digital Content through 'Things' in the Wild}, year = {2018}, publisher = {Association for Computing Machinery (ACM)}, journal = {Proceedings of the 2018 Conference on Designing Interactive Systems}, volume = {2018}, note = {This version is the author accepted manuscript. For information on re-use, please refer to the publisher's terms and conditions.}, address = {New York, NY, USA}, booktitle = {DIS '18: Proceedings of the 2018 Designing Interactive Systems Conference}, pages = {1169--1181}, editor = {I Koskinen and YK Lim and T Cerratto-Pargman and K Chow and W Odom}, author = {Liu, C and Bengler, B and Di Cuia, D and Seaborn, K and Nunes Vilaza, G and Gallacher, S and Capra, L and Rogers, Y}, abstract = {Existing platforms for sharing locative digital content rely on the use of mobile phones for accessing the content. This can be a major deterrent to wider public access and also hinders immediacy and 'in the moment' discoverability. Building on previous work in situated public installations, we developed Pinsight, a novel platform for enabling end-users, such as local communities, to create and share digital content in-situ with public audiences through physical interactive devices. Pinsight is based on a set of design principles that focus on supporting both the expressiveness of content creators and the appeal to public audiences. This paper describes the design of the platform and how it supports sharing knowledge in ways different to conventional media. Through preliminary evaluations and two in-the-wild studies, we explore how such a situated technology can be used by different user groups (content designers, history communities, local residents) for sharing content with public audiences (visitors, pedestrians, residents) in different contexts.}, url = {https://doi.org/10.1145/3196709.3196782}, keywords = {Situated display; authoring tool; locative media; tangible interfaces; public engagement} }