Data Souvenirs are book-like electronic objects that present various forms of information with the goal of supporting reflection, reminiscence, and other restorative behaviors. • Data Souvenirs are tourist objects that, like books on a shelf, are designed to enhance domestic space without overwhelming it. • Data Souvenirs are resources that can be collected, casually displayed, and referenced in a range of different activities. They are designed to be “at hand” but not in the way or to draw too much attention. • From helping users reflect on their email use to providing real-time "replays" of travels and journeys, Data Souvenirs create both temporal and spatial heterogeneity in the home. • We will instrument Data Souvenirs with sensors, allowing us to use ethno-mining techniques to study their use through deployments in several homes. Data Souvenirs are book-like electronic objects that present various forms of information with the goal of supporting reflection, reminiscence, and other restorative behaviors. Object 1 — E-Mail Management The E-Mail Management souvenir tracks the amount of time an individual spends using e-mail each day of the week. It has a grid of clock displays showing the amount of time spent on e-mail each day during the current week and the previous week. It also displays goals for e-mail usage during the current week. On the weekend, it changes state –The spine lights up, saying, “The Weekend”, and the user is allowed to enter new goals for each day of the coming week. During the week, the device subtly notifies the user if her e-mail use exceeds her goal. Object 2 — E-Mail Notification The simplest in structure of the Data Souvenirs, the E-Mail Notification souvenir has LEDs on the spine that light up to inform the user whenever she receives a new e-mail message from a particular address, allowing her to keep tabs on messages from important people without having to frequently check e-mail on her computer. This allows e-mail to be monitored during non-computer-based activities, limiting the time lost from task switches to check e-mail on the computer. The device is configured by connecting to it via a web browser from a computer on the local wireless network. Object 3 — Webcam Album The Webcam Photo Album souvenir consists of a small LCD screen linked wirelessly to a portable webcam with a cellular modem. Users can position the webcam anywhere they’d like – Every time the camera detects movement, a new image is uploaded to the souvenir, creating a visual history of a scene different from a traditional “edited” photo album. Buttons in the souvenir allow the user to cycle through the images on the device, and a separate “configuration page” has options for e-mailing images to the user’s account or deleting images. A numeric display on the spine of the object shows how many photos are currently in the album. Object 4 — Real-Time Journey The Real-Time Journey souvenir plays back pre-recorded journeys in real-time. For example, the voyage of immigrants sailing across the Atlantic or Lewis and Clark journeying across America would play back over the course of weeks and months, providing an alternative pacing contrasting with the fast pace of life in many modern households. During each journey, highlights of each new event are displayed on the spine of the book, and more detail (such as the full text of a diary entry) is printed inside the book. The pace of the updates to the spine might vary significantly. For example, during a sea voyage, the display might read “still at sea...” for weeks, followed by a flurry of activity after the ship lands.