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\section{Introduction}  Human mobility can be performed in a multitude of ways, but a fundamental (and to some extent primordial) means of movement is walking. In the fields of technology design, HCI or information systems research, only scant attention has been given to ‘how we go’ (ways of walking), or rather, how technologies now and in the future is, and will be, part of the practice of moving our bodies around on foot.   Engaging in an action e.g. walking, which is also known as ``activity theory''[REF], requires a continual rebalancing of internal and external knowledge representations. ``Internalisation'', for example learning a skill by watching someone, employs phyiscal props and social cues. However acquired intrenal processes sometimes resort to tools when applied under new circumstances. This is known as ``Externalisation''. The interplay between intrenalisation and externalisation allows humans to develop abilities to adapt, as their circumstances change. This actively unites human perception, action and knowledge (see Figure []).   For a skilled tool-using mind, a set of external circumstances becomes ``about'' something [Ambient Commons Ref], for example, a pen may invite writing, boots may invite walking, and a book may invite reading. People learn from their settings and as a result they associate the settings with particular states of intent. Intent shapes our perception and as a result discovery of affordances [REF Don Norman Reference]. In the other hand, intent iteself is shaped by the presence of known affordances [REF Don Norman, William Powers,...]   William Powers and Andy Clarks in building perceptivetechnological control systems, argued that engagament with context provides an active resource, and not just a starting point, for processes of movement, memory, and other applications of executive nature attention [Ambient Commons Ref]. To use the environment as an active resource   McCullough [Ambient Commons Ref] defines embodiment as  There is a considerable amount of work on how mobile and (potentially) ubiquitous technologies may be used when ‘on the go’ (REF REF & REF, see also below). So while research focused on human interactions with increasingly mobile and connected technologies has focused on the mobile artefact itself, less has been done to understand how different aspects of basic human mobility might be studied and how such mobilities might play a part in understanding ‘what to build’. In this paper we show examples of how observing and reflecting on walking, as a fundamental activity of everyday life, can support and inspire new ways of thinking about the way in which mobile technologies are designed.