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CSCW Tables of Contents: 96980002040608101112-112-213-113-214-114-215-115-216-116-2

Companion Proceedings of ACM CSCW'12 Conference on Computer-Supported Cooperative Work

Fullname:Proceedings of ACM CSCW'12 Conference on Computer-Supported Cooperative Work Companion
Editors:Steven Poltrock; Carla Simone; Jonathan Grudin; Gloria Mark; John Riedl
Location:Seattle, Washington
Dates:2012-Feb-11 to 2012-Feb-15
Volume:2
Publisher:ACM
Standard No:ISBN: 1-4503-1051-6, 978-1-4503-1051-2; ACM DL: Table of Contents hcibib: CSCW12-2
Papers:102
Pages:368
Links:Conference Home Page
  1. CSCW 2012-02-11 Volume 2
    1. Workshops
    2. Panel overviews
    3. Video presentation abstracts
    4. Interactive poster
    5. Demonstration
    6. CSCW horizon presentation
    7. Doctoral colloquium

CSCW 2012-02-11 Volume 2

Workshops

Personal information management in a socially networked world BIBAFull-Text 1-2
  Robert Capra; Jaime Teevan
As more and more information is exchanged digitally, and as the tools for sharing and collaborating become more pervasive, users are presented with new opportunities and challenges in how they manage their personal information. Despite the traditional emphasis on the individual in research related to personal information management (PIM), it is apparent that family, friends, co-workers and other collaborators can strongly influence one's PIM behaviors. In this workshop, we will explore: 1) the role that other people play in an individual's PIM in a variety of collaborative and sharing contexts, and 2) the effects that web and cloud-based services are having on PIM practices. We focus on the challenges users face in an evolving communication ecology when sharing and exposing personal information in a variety of situations.
Data-intensive collaboration in science and engineering BIBAFull-Text 3-4
  Matthew J. Bietz; Andrea Wiggins; Mark Handel; Cecilia Aragon
Science and engineering are facing huge increases in data volumes. This data deluge presents challenges for conducting collaborative data-intensive knowledge work and opportunities to provide better computational and organizational support for that work. This workshop will address three themes: infrastructures for big data, interoperability and standards, and data-intensive collaboration.
Collective intelligence as community discourse and action BIBAFull-Text 5-6
  Anna De Liddo; Simon Buckingham Shum; Gregorio Convertino; Ágnes Sándor; Mark Klein
Collective Intelligence (CI) research investigates the design of infrastructures to enable collectives to think and act intelligently, and intriguingly, more intelligently than individuals. Technologies such as idea management or argumentation tools, blogs, wikis, chats, forums, Q&A sites, and social networks provide unprecedented opportunities for entire communities or organizations to express a discourse and act at a massive scale. This workshop seeks to understand the forms of CI that can be constructed through discourse and action, which enables advanced forms of collective sensemaking such as idea generation and prioritization, argumentation, and deliberation. When does effective discourse help a collective outperform individuals? What functions should the next generation of social platforms support? How can we allow communities to efficiently manage many diverse ideas, argument, and deliberate? What patterns in discourse and action can be modeled computationally?
Mixed reality games BIBAFull-Text 7-8
  Elizabeth M. Bonsignore; Derek L. Hansen; Zachary O. Toups; Lennart E. Nacke; Anastasia Salter; Wayne Lutters
Collaborative technologies increasingly permeate our everyday lives. Mixed reality games use these technologies to entertain, motivate, educate, and inspire. We understand mixed reality games as goal-directed, structured play experiences that are not fully contained by virtual or physical worlds. They transform existing technologies, relationships, and places into platforms for gameplay. While the design of mixed reality games has received increasing attention across multiple disciplines, a focus on the collaborative potential of mixed reality formats, such as augmented and alternate reality games, has been lacking. We believe the CSCW community can play an essential and unique role in examining and designing the next generation of mixed reality games and technologies that support them. To this end, we seek to bring together researchers, designers, and players to advance an integrated mixed reality games' research canon and outline key opportunities and challenges for future research and development.
Design, influence, and social technologies: techniques, impacts, and ethics BIBAFull-Text 9-10
  Joshua Introne; Karen Levy; Sean Munson; Sean Goggins; Rick Wash; Cecilia Aragon
Our actions and opinions -- "what we know and believe, how we behave and make decisions" -- are embedded in and shaped by webs of social relationships. Small individual actions that flow within networks can lead to broad systemic dynamics that fundamentally impact how societies function economically, socially, and culturally.
   Social technology provides a set of affordances that makes it easier for individuals to manage this web of relationships and the information that flows through it. But designers can configure and make use of the same affordances to influence user behavior. As much of the connected world races to adopt social technology, we have a responsibility both to understand its impacts and to develop ethical guidelines for its use, as its impacts could be profound.
Brainstorming design for health: helping patients utilize patient-generated information on the web BIBAFull-Text 11-12
  Jina Huh; Andrea Hartzler; Sean Munson; Nick Anderson; Kelly Edwards; John L. Gore; David McDonald; Jim O'Leary; Andrea Parker; Derek Streat; Meliha Yetisgen-Yildiz; Mark S. Ackerman; Wanda Pratt
Researchers and practitioners show increasing interest in utilizing patient-generated information on the Web. Although the HCI and CSCW communities have provided many exciting opportunities for exploring new ideas and building broad agenda in health, few venues offer a platform for interdisciplinary and collaborative brainstorming about design challenges and opportunities in this space. The goal of this workshop is to provide participants with opportunities to interact with stakeholders from diverse backgrounds and practices -- researchers, practitioners, designers, programmers, and ethnographers -- and together generate tangible design outcomes that utilize patient-generated information on the Web. Through small multidisciplinary group work, we will provide participants with new collaboration opportunities, understanding of the state of the art, inspiration for future work, and ideally avenues for continuing to develop research and design ideas generated at the workshop.
Workshop summary: collaboration & crisis informatics (CCI'2012) BIBAFull-Text 13-14
  Volkmar Pipek; Leysia Palen; Jonas Landgren
Events that include the 9/11 attacks, the 2005 Hurricane Katrina or the 2011 Sendai Earthquake have drawn attention to how individuals, organizations or societies can improve crisis preparedness, resilience and recovery. In all scenarios, collaboration between professional responders, public administrations, citizens is critical to response, and needs to be further understood and explored. In this workshop we will bring together academics from various disciplines as well as reflective practitioners to discuss challenges and approaches for improving intra- and inter-organizational collaboration in crisis situations.
Exploring collaboration in challenging environments: from the car to the factory and beyond BIBAFull-Text 15-16
  Manfred Tscheligi; Alexander Meschtscherjakov; Astrid Weiss; Volker Wulf; Vanessa Evers; Bilge Mutlu
We propose a daylong workshop at CSCW2012 on the topic collaboration in challenging and difficult environments, which are to our understanding all contexts, which go beyond traditional working/office settings topic. Examples for these environments can be the automotive context or the context of a semiconductor factory, which show very specific contextual conditions and therefore offer special research challenges: How to address all passengers in the car, not only the driver? How to explore operator tasks in a cleanroom? How could the long-term (social) collaboration of robots and humans be investigated in privacy critical environments?
The future of collaborative software development BIBAFull-Text 17-18
  Andrew Begel; James D. Herbsleb; Margaret-Anne Storey
Software development organizations are changing from traditional enterprise or open source teams to decentralized, inter-reliant, multi-scale ecosystems of software developers. This transformation presents novel challenges and opportunities to those seeking to understand, evaluate, support, and influence these organizations. The goals of this workshop are to bring together researchers who are interested in the evolution of software development organizations, highlighting the role of collaboration technology, such as crowdsourcing, social media, software hosting, and application marketplace services, in shaping organizational transformation, and coordinating future efforts.
Reconciling privacy with social media BIBAFull-Text 19-20
  Heather Richter Lipford; Pamela J. Wisniewski; Cliff Lampe; Lorraine Kisselburgh; Kelly Caine
Social media is one way that individuals share information, present themselves, and manage their social interactions in both personal and professional contexts. While social media benefits have been examined in the literature, relatively little attention has been paid to the relationship of privacy to these benefits. Privacy has traditionally been framed as a way for individuals to protect themselves from the consequences of too much information disclosure. However, privacy can be a means to enhance social media outcomes and is essential for coordinating cooperative relationships. In this workshop we seek to: a) broaden the lens of social media privacy research to examine the benefits and outcomes of interactional privacy as they relate to social media goals; and b) discuss the design of social media interfaces that are responsive to both relational and privacy needs.
Mastering data-intensive collaboration through the synergy of human and machine reasoning BIBAFull-Text 21-22
  Nikos Karacapilidis; Lydia Lau; Charlotte Lee; Stefan Rüping
Contemporary collaboration settings are often associated with huge, ever-increasing amounts of data, which may vary in terms of relevance, subjectivity and importance. In such settings, collective sense making is crucial for well-informed decision making. This sense making process may both utilize and provide input to intelligent information analysis tools. This workshop aims to bring together researchers and practitioners from different scientific fields and research communities to further explore (i) the synergy between human and machine intelligence, and (ii) larger issues surrounding analytical practices and data sharing practices in the above settings.
Duet 2012: dual eye tracking in CSCW BIBAFull-Text 23-24
  Patrick Jermann; Darren Gergle; Roman Bednarik; Susan Brennan
Dual eye-tracking (DUET) is a promising methodology to study and support collaborative work. The method consists of simultaneously recording the gaze of two collaborators working on a common task. The main themes addressed in the workshop are eye-tracking methodology (how to translate gaze measures into descriptions of joint action, how to measure and model gaze alignment between collaborators, how to include gaze in multimodal interaction models, how to address task specificity inherent to eye-tracking data), empirical studies involving dual eye tracking and more generally future applications of dual eye-tracking in CSCW.
The twelfth international workshop on collaborative editing systems BIBAFull-Text 25-26
  Agustina Agustina; Ning Gu; Claudia-Lavinia Ignat; Pascal Molli; Haifeng Shen; David Sun; Chengzheng Sun
Collaborative editing (CE) is an area of continuous research since early days of CSCW. Various CE systems have been studied in academia as research vehicles to investigate key technical issues in building advanced collaborative applications, and an increasing number of real-world CE systems are being developed in industry as Internet/Cloud-based CE systems/services, such as Google Docs/Wave, Subethaedit, CodoxWord, and IBM OpenCoWeb. This workshop aims to bring together CE academic researchers, industry developers, and end-users to discuss and exchange ideas on contemporary issues in researching, developing, and adopting CE systems. We have successfully organized this workshop annually at CSCW-related conferences. As CE systems are reaching more end-users, this year's workshop will, in addition to discussing classic CE technical topics, extend to cover issues that affect end-users' adoption of CE systems in their work such as privacy, security, usability, and social impacts of CE systems.
Learning from marginalized users: reciprocity in HCI4D BIBAFull-Text 27-28
  Susan P. Wyche; Elisa Oreglia; Morgan G. Ames; Christopher Hoadley; Aditya Johri; Phoebe Sengers; Charles Steinfield
Users in the developing world continue to appropriate information and communication technologies (ICTs) in pioneering ways resulting in innovations such as M-Pesa, the popular mobile money transfer system developed in Kenya. M-Pesa's success demonstrates the emergence of user-centered innovative applications in resource-constrained settings. The goals of our workshop are twofold: 1) to uncover more of these examples and 2) to discuss how they can influence design in developed countries.

Panel overviews

Domain crossing: how much expertise is enough? BIBAFull-Text 29-32
  m. c. schraefel; Wendy Kellog; Mark Ackerman; Gary Marsden; Susanne Bødker; Susan Wyche; Madhu Reddy; Mark Rouncefield
In CSCW, how much do we need to know about another domain/culture before we observe, intersect and intervene with designs. What optimally would that other culture need to know about us? Is this a "how long is a piece of string" question, or an inquiry where we can consider a variety of contexts and to explicate best practice. The goal of this panel will be to develop heuristics for such practice.
Some of all human knowledge: gender and participation in peer production BIBAFull-Text 33-36
  Andrea Forte; Judd Antin; Shaowen Bardzell; Leigh Honeywell; John Riedl; Sarah Stierch
The promise of peer production includes resources produced by volunteers and released freely for the world to use. Wikipedia and Open Source Software are famous examples of peer-produced projects. Anyone is free to participate, but not everybody does. Wikipedia aims to collect the "sum of all human knowledge", but only about 13% of editors on the site are female [3]. In Open Source Software, the percentage of female contributors has been estimated near 1% [4]. If women are not well represented among authors of the most widely accessed reference source on the planet, are important voices muted? Could these projects be even more impactful with more female participation? This panel includes experts in gender theory and open collaboration, activists, and representatives from peer-produced projects to discuss recent findings and trends in this complex and often contentious research space.
Social telepresence bakeoff: Skype group video calling, google+ hangouts, and Microsoft avatar kinect BIBAFull-Text 37-40
  John C. Tang; Carolyn Wei; Reena Kawal
This panel compares across recently released products that enable groups of people to socialize online using rich media (video, avatars). Each tool takes a different approach toward online socializing. The panelists will compare and contrast the design features and rationale of each system, review what has been learned from studying their usage so far, and elicit stories of how people in the audience have been using these tools. This discussion will help us learn how these tools are being used and identify design implications for future work in developing new ways to support socializing.

Video presentation abstracts

SocialMirror: motivating young adults with autism to practice life skills in a social world BIBAFull-Text 41-42
  Hwajung Hong; Jennifer G. Kim; Gregory D. Abowd; Rosa I. Arriaga
In this video, we present SocialMirror [1], an interactive mirror connected to an online social network that allows young adults with autism to seek advice from a trusted and responsive network of family, friends and professionals. We depict three social scenarios that show the feasibility and applicability of SocialMirror.
MoCoMapps: mobile collaborative map-based applications BIBAFull-Text 43-44
  Susanne Hupfer; Michael Muller; Stephen Levy; Daniel Gruen; Andrew Sempere; Steven Ross; Reid Priedhorsky
This video demonstrates an experiment in crowdsourcing both map-based data and also the applications that provide the maps, and also presents scenarios of use.
A tool for distributed software design collaboration BIBAFull-Text 45-46
  Nicolas Mangano; André van der Hoek
In this video demonstration, we present our collaborative software design tool, Calico, for use at both the interactive whiteboard and the tablet PC. Calico has several unique features to fluidly manipulate sketches and make them into scraps to represent software design notations. Further, a grid helps organize sketches in a design session, and also serves as a metaphor for coordinating a distributed design activity across both drawing spaces and users.
Innovation cockpit: a dashboard for facilitators in idea management BIBAFull-Text 47-48
  Marcos Baez; Gregorio Convertino
We present the design of a dashboard for facilitators in Idea Management Systems (IMS), an emerging class of collaborative software for business organizations or local geographic communities. In these systems, users can generate, share, judge, refine, and select ideas as part of a grassroots process. However, a class of users that lacks adequate support in current IMS are the facilitators. Their role is to help the best ideas to emerge and grow, while balancing the judgments of the crowd with those of the managers or the community leaders. We show how the dashboard helps facilitators in making more efficient and effective decisions in situations where the selection and judgment become prohibitively lengthy and time consuming.
Cohere and XIP: human annotation harnessing machine annotation power BIBAFull-Text 49-50
  Anna De Liddo; Ágnes Sándor; Simon Buckingham Shum
In this video we demonstrate the practical application of research on human and machine annotation of online documents to support reflective reading and collective sensemaking of online documents. We present an innovative research prototype which integrate a discourse analysis software (XIP) with an open source Web Annotation and Knowledge-Mapping tool (Cohere). We visualize an interactive scenario of use of the two integrated technologies in a unique user experience. This dynamic scenario will give an inspiring vision of future CSCW systems, which combine human annotation to harness machine analysis and reasoning power.
A monkey and a stick figure: stories of remixing and social creativity BIBAFull-Text 51-52
  Andrées Monroy-Hernáandez; Frances Yun
In this video, we illustrate the process and possibilities of social creativity in a large online community of young creators. We present two real stories of how a social computing system facilitated the remixing of a video game and an animation. We position these stories in the context of the online community where they occurred and explore how these case studies help us better understand social phenomena such as meme-spreads on the Internet, and the design of social computing systems.
Incentives for emotional multimedia tagging BIBAFull-Text 53-54
  Kathrin Knautz; Daniel Guschauski; Daniel Miskovic; Tobias Siebenlist; Jens Terliesner; Wolfgang G. Stock
In this paper we describe our emotional search engine and a multi-layered approach to an incentive system, incorporating concepts of role-playing games and gaming platforms with the purpose of motivating users to become active parts of the community and provide the necessary emotional tagging for our search engine.

Interactive poster

Local experts and online review sites BIBAFull-Text 55-58
  Judd Antin; Marco de Sa; Elizabeth F. Churchill
Sites such as Yelp and Yahoo! Local provide a valuable source of knowledge about both new and familiar places. However, they represent an indirect source of local knowledge. Many are likely to prefer learning from the people who know their neighborhoods best: local experts. In this study of online review websites (ORWs), we examine attitudes about local knowledge and personal investment in local neighborhoods. We explore how these and other beliefs about local neighborhoods and local content may be related to interactions with ORWs. Finally, we argue that our findings suggest several important directions for future research and design investigations.
Designing a facilitator's cockpit for an idea management system BIBAFull-Text 59-62
  Marcos Baez; Gregorio Convertino
We present the design of a dashboard for facilitators in Idea Management Systems (IMS). IMS are an emerging class of collaborative software tools aimed at business organizations or local geographic communities. Through these systems users can generate, share, judge, refine, and select ideas as part of a grassroots process. However, a class of users that is lacking adequate support in current IMS are the facilitators. Their role is to help the best ideas to emerge and grow, while balancing the judgments of the crowd with those of the managers or the community leaders. In this paper we point to the unmet needs of these users, describe the design of a system prototype, and the evaluation of a first version of this prototype to test our design.
Ad-itudes: twitter users & advertising BIBAFull-Text 63-66
  Andrew L. Brooks; Coye Cheshire
Advertising offline and online is pervasive. This study surveyed over 400 Internet users in the United States to assess current attitudes towards such advertisements. Preliminary results show that Twitter users have a more favorable view of advertisements, both online and offline, than non-users. As designers of Internet-based services introduce advertisements to fund their services, it is useful to understand users' attitudes towards such advertising. As researchers we should consider how advertisements and attitudes towards such advertisements impact how users interact and communicate with one another via these systems.
From heavyweight framework to lightweight patchwork BIBAFull-Text 67-70
  Mateusz Dolata; Ibrahim Cakir; Kashyap Todi; Nils Jeners
Recently, development of applications for mobile phones and social networks has become a popular business model for a number of developers. Due to limited budget and time constraints, they often face problems related to organization of their group work. The most difficult phases include task distribution, plan scheduling, prototyping and modification of prototypes. In this paper a novel approach to tackle these issues using a 'patchwork' is formally described.
Hey doc, is that your stethoscope?: increasing engagement in medical education and training with iPads BIBAFull-Text 71-74
  Sally A. Coovert; Adam Ducey; Mark Grichanik; Michael D. Coovert; Robert Nelson
Our interest is in increasing the quality of medical education and training. Developments in hardware and software (e.g., Apps) have the potential to enhance medical education and training through the use of simulations, animations, immediate communication of results, and so forth. It is essential, however, that changes to curriculum be data driven and evidence-based. We employed behavioral observation with shadowing and structured interviews to gather the data reported here. Audiotapes were transcribed and content analyzed. Results reveal three primary areas of iPad use: patient focused, professional focused, and education focused. Within each area residents commented on the iPad's current use, limitations, and future (potential) uses. Chi-square tests revealed significant differences within areas and across usage type. The present findings are the first from a multiyear study examining factors related to enhancing medical education and training.
Normative communication processes and associated emotion in mobile health groups BIBAFull-Text 75-78
  Mary Beth Deline; Eric P. S. Baumer; Geri Gay
This project uses content analysis to investigate normative communication processes and associated emotion in two case studies. Individuals were formed into groups and used a mobile health application, VERA, to perform 'health behaviors' (such as indicating what they were eating or their exercise behaviors) for other group members via mobile posts. Initial results indicate that these performances tended to be more normatively descriptive than judgmental. In addition, in both cases comparisons between judgmental and descriptive performances showed more negative emotion with judgmental performances. Further analysis will involve determining normative performance patterns over time in the groups, as well as whether the performer's self report of emotion was similar to or different from the performed normative emotion. These findings will better our understanding of how norms are developed and used in group contexts, which could lead to more effective normative health interventions.
Social overlays: augmenting existing UIs with social cues BIBAFull-Text 79-82
  Tao Dong; Mark S. Ackerman; Mark W. Newman
Social Overlays is a novel toolkit that provides a generalized mechanism for implementing socially-based help on the Web without requiring access to the source code for the target application. As such, third-party developers can use Social Overlays to augment any existing web-based UI with a variety of social navigation cues. We demonstrate the capability of Social Overlays through an example application augmenting the standard PHP configuration page.
Normative multi-agent approach to support collaborative work in distributed tangible environments BIBAFull-Text 83-86
  Catherine Garbay; Fabien Badeig; Jean Caelen
We propose a design for collaborative support system in distant tangible environments, in the framework of activity theory. We model collaboration as driven by individual-centered and group-centered rules. Context sharing is core to this process, but reveals difficult in the case of distant tangible communication. We propose to model collaboration as a trace-based process in which tangible object traces are stored, analyzed, enriched and shared. We draw on a normative multi-agent approach in which explicit norms are meant to operate at various levels, from the physical to the social level. These norms do not act as a prerequisite, or as a way to place a priori constraints on action. Rather, they result in a set of signs situating the activity. Such design offers novel ways for embedding activity theory in the current trend of socio-physical computing.
I need help!: exploring collaboration in the car BIBAFull-Text 87-90
  Nicole Gridling; Alexander Meschtscherjakov; Manfred Tscheligi
Today a huge number of different driving assistance and navigation systems are available on the market. Often these systems fail to take into account the social nature and collaborative mechanism of driving. This paper presents a two-month ethnographic study of drivers and passengers, with the goal of understanding social and collaborative in-car activities while driving to inform in-car navigation design. We found that human assistance and collaborative behavior varied among different contextual situations. Above that User Experience (UX) factors such as trust and perceived safety have a main influence on the type of front-seat passenger assistance and level of collaboration. Based on these observations we present a design approach for collaborative navigation devices that can be used to inform future research and practical applications in automobile collaboration.
Modeling problem difficulty and expertise in StackOverflow BIBAFull-Text 91-94
  Benjamin V. Hanrahan; Gregorio Convertino; Les Nelson
Supporting expert communities is becoming a 'must-have' capability whenever users are helping each other solve problems. Examples of these expert communities abound in the form of enthusiast communities, both inside and outside of organizations. In order to achieve success, these systems have to connect several different actors. In this paper we aim to inform the design of these Hybrid Intelligence Systems through the investigation of StackOverflow. Our focus in this paper is to develop indicators for hard problems and experts. The long-term goal of our study is to examine how complex problems are handled and dispatched across multiple experts. We outline implications for modeling these attributes and how they might inform better design in the future.
Time as a trigger of interaction and collaboration in research teams: a diary study BIBAFull-Text 95-98
  Müge Haseki; Chirag Shah; Roberto González-Ibáñez
There is scarce research on how working teams adjust themselves to external conditions such as time. It is crucial to understand how teams deal with such circumstances so as to provide resources for them. We present a diary study, which focuses on the complete life spans of collaboration of four research teams. Each team of two was assigned to choose a research topic and prepare a presentation on an assigned date. The findings suggest that groups' interaction, collaboration and communication media choice were triggered by members' perception of time and research deadlines. This poster proposes that timing and teams' dynamic interaction and collaboration are inter-dependent, and that teams prefer rich media to compensate for the time constraints. Implications for theory, research, and practice are drawn.
Social networking technologies and organizational knowledge sharing as a sociotechnical ecology BIBAFull-Text 99-102
  Mohammad Hossein Jarrahi; Steve Sawyer
We focus on how the uses of social networking technologies (SNT) are bound up in knowledge sharing practices. For us SNT include weblogs, wikis, corporate social networking platforms, and social networking sites such as Facebook, Twitter, and LinkedIn. Our focus is to the uses of SNT relative to people's informal networks within and across organizations. We conceive these as multidimensional networks, treating technology and humans symmetrically and as members of the same sociotechnical ecology. To date, evidence indicates that SNTs have multiple roles regarding knowledge sharing in organizational contexts, and it appears that uses of SNT advance collaborative practices in ways not fully congruent with contemporary organizational practices.
Connecting artefacts of R&D teams to their routines: how boundary objects are created and used BIBAFull-Text 103-106
  Aaron Houssian
This paper describes the intermediate results of a participatory ethnography of an industrial research and development (R&D) team working in the field of Human-Computer Interaction (HCI) research. A particular focus on the purpose of artefacts and how they can be used as boundary objects [8] was taken in the work. What I describe in this paper is just one part of an ongoing analysis of that data, specifically how those artefacts/boundary objects are bound up in what are described as Pentland and Feldman describe as routines [7].
Using design patterns in collaborative interaction design processes BIBAFull-Text 107-110
  Claudia Iacob
This work aims at investigating and measuring the impact a collection of design patterns would have on collaborative interaction design processes. An initial case study was conducted involving 18 teams of students in Computer Science. Making use of a collection of design patterns for the design of synchronous applications, they were asked to design the GUI and the interaction process of applications which support synchronous collaboration in activities such as drawing, text editing, game solving, and searching. The results obtained through the case study focused on understanding: a) whether the format and the content of a collection of design patterns are easy to understand for novice designers, b) the strategies novice designers develop in working with a collection of design patterns, and c) the overall impact of using design patterns in collaborative design processes.
Variations in surgical patient trajectories: challenges for coordination BIBAFull-Text 111-114
  Tobias Buschmann Iversen; Line Melby; Andreas Dypvik Landmark; Pieter Toussaint
In this paper we present three examples of common variations in patient trajectories and how this is supported by various computer systems.
   We highlight how deviations from planned work cause different information needs and implications for design of awareness supporting computer systems. We suggest that when patient trajectories progress according to plan, information needs of staff is minimal and when variations occur, the information need increases dramatically. In order to provide better support for such variations, awareness-support systems need to inform colleagues and other stakeholders about the deviations from the plan. Additionally, end-users should have the option to switch between information-sparse and information-rich computer support.
Diversity within the crowd BIBAFull-Text 115-118
  Durga M. Kandasamy; Kristal Curtis; Armando Fox; David Patterson
Though crowdsourcing holds great promise, many struggle with framing tasks and determining which members of the crowd should be recruited to obtain reliable output. In some cases, expert knowledge is desired but, given the time and cost constraints of the problem, may not be available. In this case, it would be beneficial to augment the expert input that is available with input from members of the general population. We believe that reduced reliance on experts will in some cases lead to acceptable performance while reducing cost and latency. In this work, we show that we are able to approach the performance of an expert group for an image labeling task, while reducing our reliance on experts by incorporating non-expert responses.
Collaboration and multimedia: identifying equilibrium in the MDT information ecosystem BIBAFull-Text 119-122
  Bridget T. Kane; Saturnino Luz
This study of collaboration among a multidisciplinary team of healthcare workers demonstrates that elements intrinsic to the interaction constitute a delicate ecosystem. As the balance between actors, digital media and paper artefacts fluctuates, so too the nature of the interaction and collaboration changes. Intrinsic to the multidisciplinary team (MDT) ecosystem is specialist knowledge, radiological images, pathology samples, together with the interpretation of the patient's findings, as well as the roles and responsibilities of the active participants and observer collaborators.
Do collaborators' annotations help or hurt asynchronous analysis BIBAFull-Text 123-126
  Ruogu Kang; Sara Kiesler
Our study investigated the use of annotations in an asynchronous crime-solving task. In Study 1, regardless of whether they anticipated a partner, participants had better performance if they annotated more about connections across documents. In Study 2, annotations that pointed to more connections across documents improved the performance of the second participant. Annotations that pointed to few connections across documents hurt performance, especially when people were more aware of their partners. This research suggests that future collaborative tools should help people discern useful from useless annotations.
From high connectivity to social isolation: communication practices of older adults in the digital age BIBAFull-Text 127-130
  Azmina Karimi; Carman Neustaedter
Few studies have shown how older adults cope with communication in an age of social media where many people are in constant contact with one another. To address this, we have studied the current living and communication practices of twelve older adults using in-depth interviews and home tours. Our findings illustrate a range of routines including a preference to stay away from new technologies; high degrees of connectivity and social media acceptance; withdrawal from heavy communication to explore newfound 'me' time; and, a lack of reciprocation in communication that caused a degree of isolation.
How research funding affects data sharing BIBAFull-Text 131-134
  Karina Kervin; Margaret Hedstrom
In order to encourage interdisciplinary research, the National Institutes of Health (NIH) and the National Science Foundation (NSF) are mandating that researchers make their data public in an effort to provide incentives for data sharing. While this has encouraged data sharing in some fields, other fields with little NSF or NIH funding do not have the same incentives to encourage such sharing. In this work, we find that these other funding sources either fail to encourage data sharing and in some cases actively discourage it.
Framing creative uses for describing cases of appropriation BIBAFull-Text 135-138
  Hyangah Kim; Woohun Lee
Recent studies in HCI and CSCW have defined "appropriation" as a natural interaction between users and technology. To study appropriation, we propose to employ a user collaborative system that collects creative uses as processes of appropriation. To build the system, we first investigate how to frame creative uses and then demonstrate item-function-picture framework to effectively represent user processes of appropriation.
Of joy and gender: emotional expression in online social networks BIBAFull-Text 139-142
  Funda Kivran-Swaine; Sam Brody; Nicholas Diakopoulos; Mor Naaman
In this study, we analyzed the language use on Twitter personal exchanges as well as properties of the users' networks, to study the influence of gender composition on expressions of positive emotions while controlling for the strength of connection between the conversing users. Our findings show that compared to men, women express positive emotions more, especially when interacting with other women. Our findings help the understanding of gender-driven communication patterns in social media, and offer insights for the study of emotion and language.
Repair now: collaboration between maintainers, operators and equipment in a cleanroom BIBAFull-Text 143-146
  Patricia M. Kluckner; Roland Buchner; Astrid Weiss; Manfred Tscheligi
It is greatly acknowledged in the CSCW community that supportive technology needs to adapt to its contextual usage to increase the collaboration between different user groups. Based on a Contextual Inquiry (CI) in the cleanroom in a semiconductor factory, we identified the maintainers working routines and their usage patterns with various maintenance devices. In the cleanroom maintainance tools could bridge the physical gap between operators and maintainers. In particular reporting tools should link the information gap. In this paper we will present design implications derived from the CI towards a novel-reporting tool for maintainers to support this cooperation between maintainers and operators in the cleanroom.
The effect to quality of creativity with sampling partial data from a large number of idea cards BIBAFull-Text 147-150
  Tomohiro Kokogawa; Yuji Maeda; Toshihiro Ajiki; Junko Itou; Jun Munemori
In this paper we evaluated an application of creativity techniques with sampling partial data from a large number of idea cards, to reduce operation cost of problem definition or decision-making at critical situation as disasters. In our experiments, we picked up 30 of 60 idea cards randomly, and operated KJ method remotely. We found operation time of the KJ method (forming groups, labeling each group name, and allocating each group spatially) with partial data (30 cards) to be shorter than that with full data (60 cards). We also found no significant difference in the quality of creativity between them.
A conceptual model for collaborative scientific writing BIBAFull-Text 151-154
  David Lamas; Vladimir Tomberg; Mart Laanpere
This poster describes a conceptual model of a timeline-based mash-up service, which addresses the needs of researchers involved in collaborative scientific writing processes.
Effects of context-sensitive delays on group dynamics in 3D virtual worlds BIBAFull-Text 155-158
  Shaimaa Lazem; Denis Gracanin; Steve Harrison
3D online virtual worlds are platforms for cooperative applications. They allow users to create customized content. Changes in the system conditions are usually manifested to end users as delays in the shared state. Consistency management and delay compensation solutions for other collaborative environments may not be directly applicable because of context-sensitive changes in the system behavior. Our study of a social dilemma task explores the extent to which cooperation dynamics are affected by network and context-sensitive delays. The results show that context-sensitive delays led to accidental damage of the collective action.
Highly sought after: second life continued use BIBAFull-Text 159-162
  Peyina Lin; Natascha Karlova; John Marino; Michael B. Eisenberg
We present an exploratory study of what contributes to continued use of Second Life® (SL) by long-time users with the goal of providing recommendations for ways to support continued use of social virtual worlds. We report common factors across these users which led to increased levels of engagement. We discuss current social navigation challenges in SL and how a "personal touch" in social navigation systems is needed to successfully imbue factors that contribute to continued use of SL across a wider range of users.
Designing interventions to reduce psychological distance in globally distributed teams BIBAFull-Text 163-166
  Jennifer Marlow; Laura Dabbish
In this paper we consider how the concept of psychological distance can inform interventions that promote positive outcomes in globally distributed teams. We focus on two primary characteristics of such teams: physical distance between members, and social distance in the form of heterogeneity among members. We present a theoretical model describing how these characteristics of geographically distributed teams affect how members think and feel about each other. We discuss teambuilding interventions informed by the psychological distance perspective.
Glitter: a mixed-methods study of twitter use during glee broadcasts BIBAFull-Text 167-170
  Kimra McPherson; Kai Huotari; F. Yo-Shang Cheng; David Humphrey; Coye Cheshire; Andrew L. Brooks
Tweeting while watching TV has become a popular phenomenon in the United States, so much so TV networks actively encourage tweeting through scheduling and incentives. Through collected tweets and interviews during the TV show Glee, this study explores what makes live-tweeting compelling for participant viewers. Early results of this ongoing project suggest that sharing a social experience with others and expressing oneself to a larger crowd (1) enhance one's experience of watching a television simulcast, and (2) motivates continued live-tweeting behaviors.
Bribecaster: documenting bribes through community participation BIBAFull-Text 171-174
  Manas Mittal; Wei Wu; Steve Rubin; Sam Madden; Björn Hartmann
Corruption is endemic in many emerging economies -- many transactions of private citizens with government institutions require payment of bribes. While well known as a general phenomenon, specific data about the "bribe economy" are hard to come by. But such data are needed for rational responses to corruption at the societal and individual level -- to expose it; to know which offices to avoid; or to know how much to pay if other recourse is not available. In response to a corruption survey of 102 Indian participants we are developing Bribecaster, a mobile application that enables citizen collection and curation of corruption data. A key research question is how to create a system that has accurate data while simultaneously protecting users from repercussions of having their identities revealed.
Use trend analysis of twitter after the great east japan earthquake BIBAFull-Text 175-178
  Mai Miyabe; Asako Miura; Eiji Aramaki
After the Great East Japan Earthquake in Japan 2011, numerous tweets were exchanged on Twitter. Several studies have already pointed out that micro-blogging systems have shown potential advantages in emergency situations, but it remains unclear how people use them. This paper presents a case study of how people used Twitter after the Great East Japan Earthquake. First, we gathered tweets immediately after the earthquake and analyzed various factors, including locations. The results revealed two findings: (1) people in the disaster area tend to directly communicate with each other (reply-based tweet). On the other hand, (2) people in the other area prefer spread the information from the disaster area by using Re-tweet.
Minority voices of crowdsourcing: why we should pay attention to every member of the crowd BIBAFull-Text 179-182
  Jennifer A. Noble
In this paper I look at the dynamics of human behavior in crowds, focusing the role of non-normative voices in current crowdsourcing initiatives. I reiterate the idea that the power of the crowd lies not in the majority but in the collective. Many popular crowdsourcing platforms are designed to disregard outliers and only reward answers that agree with the masses. I use the example of the Long Tail in order to challenge developers to design more crowdsourcing tasks that take advantage of wide variance.
Dazzle: supporting framing in co-located design teams through remote collaboration tool BIBAFull-Text 183-186
  Lora Oehlberg; Jasmine Jones; Alice Agogino; Björn Hartmann
Distributed collaboration systems use cloud computing services to support synchronous and asynchronous distributed collaboration. We are investigating how the benefits of these remote collaboration technologies can be applied to collocated creative teams. We are building Dazzle, a collaboration system to support product design teams during face-to-face user research and brainstorming meetings. Product designers share information on a common display that is driven by file and screen sharing services. The principal benefit over current display sharing techniques is that the team automatically builds a real-time archive of all viewed files that can be revisited. By applying distributed collaboration technologies to face-to-face meetings, Dazzle facilitates information sharing and provides automatic meeting documentation.
"Who should I talk to?": fostering a spontaneous F2F interaction in a conference BIBAFull-Text 187-190
  Kyunghui Oh; Yoon Suk Lee
This paper proposes the notion of a mobile-based social augmented reality system, which helps to overcome awkwardness and to foster spontaneous face-to-face interactions in a conference. A series of interviews were conducted to identify current difficulties encountered in socializing at a conference, and to elicit design requirements based on user needs.
Are you exposed?: conveying information exposure BIBAFull-Text 191-194
  Sameer Patil; Apu Kapadia
We explore the design space of interfaces for conveying and managing 'exposure' -- the actual access to information by parties authorized to access it. Our goal is to convey the resulting disclosure in a quickly interpretable form and to enable lightweight interactions to manage exposure, if needed. Toward this end, we propose mapping levels of exposure to levels of concepts familiar in everyday practice, e.g., the appearance and physiology of an avatar. We hope that our ideas will spur further expansion and exploration of the design space around these issues.
Measuring distributed affect in collaborative games BIBAFull-Text 195-198
  Daniel Perry; Cecilia Aragon
The ability to engage children in science, technology, engineering, and math (STEM) fields early in their scholastic years is critical to ensure the success of the next generation of scientists and engineers. Given that 97% of American teens play video games, there is a tremendous opportunity to engage students in STEM concepts within the framework of a multi-player game. Research has shown that eliciting emotional and affective responses in players can actively increase engagement, learning, and creativity, yet surprisingly little attention has been paid to the role of emotion within a collaborative multi-player gaming environment. We propose the design and development of an automatic game master that responds to the emotional states of players based on their in-game dialogue and actions. This research offers insights into affective interfaces that can improve the collaborative engagement of students and has implications for other collaborative learning environments.
Expression of emotion in IM BIBAFull-Text 199-202
  Afarin Pirzadeh; Mark S. Pfaff
Emotion expression in text-based instant messaging (IM) has received little empirical scrutiny. The emotional message cues people use to express their different emotions in IM communication and how their personality traits affect those cues are the main focus of this study. Results of a preliminary study in IM suggest that in stressful situations people apply significantly fewer vocal spelling emotional cues than in non-stressful situations. There is also a significant relationship between conscientiousness as a personality trait and use of lexical surrogate emotional cues in this type of communication. Our proposed study expands upon preliminary data to uncover more significant differences among the emotional message cues people use to express different emotions in IM, including the role of relevant personality traits. Identifying how users express emotions in IM assists researchers and designers in focusing on the users' emotional needs and results in the improvement of emotional communication strategies in IM.
Tweeting for class: using social media to enable student co-construction of lectures BIBAFull-Text 203-206
  Daniela Retelny; Jeremy Birnholtz; Jeffrey Hancock
Motivating students to be active in learning is a perennial problem in education. We describe our experience using Twitter for student "co-construction" of lecture materials. Students were required to tweet prior to each lecture related to that day's topic. These tweets -- consisting of questions, examples and reflections -- were incorporated into the lecture slides. Students reported that they found lectures including their tweets in class to be engaging, interactive and relevant, and nearly 90% of them recommended we use our co-construction approach again. Future iterations of this model could streamline the process by using automated processing and aggregation of tweets and/or having students in the class responsible for this.
Predicting length of membership in online community "everything2" using feedback BIBAFull-Text 207-210
  Chandan Sarkar; Donghee Yvette Wohn; Cliff Lampe
In this paper, we examine how specific features of participation and feedback can predict the length of membership within a user generated content based online community called 'Everything2'. Examining almost 10 years of server data we found that not all feedback is the same: feedback on the user's initial contribution was the strongest factor explaining membership length. Receiving one negative initial feedback did not significantly affect membership, but sequential negative initial feedback decreased the likelihood of staying longer on the site.
SWAicons: spoken web audio icons -- design, implications and evaluation BIBAFull-Text 211-214
  Saurabh Srivastava; Nitendra Rajput; Gururaj Mahajan
In this paper, we extend the concepts of audio-icons to provide auditory cues, for improving navigation in Spoken Web for low-literate population in rural India. The SWAicons are a suite of contextual auditory elements, which act as acoustic clues to a user. The SWAicons are expected to increase the user perception for the content and the structure of VoiceSite.
Newcomer integration and learning in OSS technical support communities BIBAFull-Text 215-218
  Vandana Singh; Sheetija Kathuria; Aditya Johri
This poster presents newcomer behavior, community behavior and learning in online communities of technical support for Open Source Software.
Let me draw you a picture: coordination in image-enabled conversation BIBAFull-Text 219-222
  Jaime Snyder
Preliminary findings are presented from a qualitative investigation of image making during small group interactions. A discourse-oriented methodology was used to capture and analyze video recordings of conversations involving the creation of drawings. Preliminary findings highlight the dual nature of drawing as both information artifact and communicative activity in terms of contrasting affordances. This study has heuristic and best-practice implications for the development of multimodal information and communication technologies such as virtual collaboration tools and information visualization interfaces.
Social media and success in open source projects BIBAFull-Text 223-226
  Jason T. Tsay; Laura Dabbish; James Herbsleb
Social media are being integrated into work environments. They have the potential to provide essential context and awareness, and increase work performance as a result. However, the specific effects of social media that impact productivity are not well understood. We perform a quantitative analysis of project success of over 5,000 open source software projects hosted on GitHub, a website that provides extensive social media functionality. Adapted from the open source literature, we develop two measures of project success, Developer Attention and Work Contribution. We find that projects with highly socially connected developers are not necessarily the most active or popular projects. Oddly, projects with a high level of developer multitasking, i.e., splitting effort equally across multiple projects, tend to receive less Developer Attention, but greater Work Contribution. Success on both measures is strongly positively associated with greater concentration of work among a small number of developers. We discuss the implications of the findings for social media in online production.
Twitter communications in mass emergency: contributions to situational awareness BIBAFull-Text 227-230
  Sarah Vieweg
The popular microblogging service Twitter hosts 160 million users who send almost one million 140-character messages (known as tweets) per day. In times of mass emergency, many use Twitter to gather and disperse information. With so many tweets sent at any given time, locating and organizing timely, useful information during these safety-critical situations is a task best suited for automatic methods. However, training machines to correctly identify and subsequently extract tweets that contribute to situational awareness an overall picture of what is going on is a multi-faceted task that involves understanding what types of information people tweet during mass emergencies, how information differs depending on the type of situation, how various types of information are linguistically constructed, and how we can represent this knowledge in a computationally tractable way.
Exploring automation in digital tabletop board game BIBAFull-Text 231-234
  James R. Wallace; Joseph Pape; Yu-Ling Betty Chang; Phillip J. McClelland; T. C. Nicholas Graham; Stacey D. Scott; Mark Hancock
Digital tabletops present the opportunity to combine the social advantages of traditional tabletop games with the automation and streamlined gameplay of video games. However, it is unclear whether the addition of automation enhances or detracts from the game experience. A study was performed where groups played three versions of the cooperative board game Pandemic, with varying degrees of automation. The study revealed that while game automation can provide advantages to players, it can also negatively impact enjoyment, game state awareness, and flexibility in game play.
See it: a scalable location-based game for promoting physical activity BIBAFull-Text 235-238
  Carman Neustaedter; Tejinder K. Judge
See It is a location-based treasure hunt game designed to promote physical activity amongst players. In the game, players use ambiguous visual clues in the form of images and video clips to find locations containing a hidden container. Players can also create and hide game content in order to help promote long-term engagement and an increasing numbers of players.
A collaborative sketch animation creation system on mobile devices BIBAFull-Text 239-242
  Danli Wang; Li Shen; Hongan Wang
In this paper, we introduced a collaborative sketch animation system on mobile devices, enabling 2-users to create animation collaboratively in real time. By simple operations, the two users can not only sketch animation collaboratively but also exchange information and feelings anytime, anywhere. This system is implemented on the NOKIA N800 and N900 smart phone. We conducted a user study to validate the system. Users recognized this system as a novel way for entertainment, creation and communication.
A blog considered from the perspectives of social practice theory BIBAFull-Text 243-246
  Hiroko Wilensky; David Redmiles
The focus of this study is a group blog site of special librarians who work at the library department in a large geographically dispersed corporation. We examined the field data through the framework of "history in person" in order to understand the relation of the blog with the historical aspects of librarians and the library and information science (LIS) field. This blog serves as a mediator among librarians with diverse viewpoints and also between them and the relentlessly changing LIS field.
Evaluating PresenceScape: a 3D virtual world application to support social awareness and informal communication in distributed teams BIBAFull-Text 247-250
  Koen Willaert; Zhe Lou; Sigurd Van Broeck; Marc Van den Broeck; An Jacobs
This extended abstract presents a prototype evaluation of an innovative application called PresenceScape. This application is targeting distributed teams of knowledge workers to support social awareness and informal communication by means of a customized 3D virtual world environment. PresenceScape is able to capture real life events, translate and visualize them with user-defined rules into virtual representations. User acceptation and implications for further design of the application are discussed.
Mobility in online communities: a case study of mobile BBS in use in China BIBAFull-Text 251-254
  Huanhuan Xia; Xianghua Ding; Tun Lu; Qi Wang; Ning Gu
Despite the extensive effort in creating mobile community services, little has been done to understand what increased mobility implies. In this paper, we focus on a Bulletin Board System (BBS) based online community of a Chinese university, and report a study of the use of its mobile client. We end by drawing implications and conclusions for extending online communities to the mobile environment.
Rationale flower: a visualization tool for identifying hidden profiles in instant messaging BIBAFull-Text 255-258
  Lu Xiao
Known as hidden profiles problem in group decision-making, a group tends to retrieve and discuss information that are known to majority of the group members and omit or neglect unique information to individuals which leads to the correct solution. Prior studies have shown that validity of the unique information is one key factor of the hidden profiles problem. In an attempt to address hidden profiles problem in computer-mediated communication, this paper presents a work-in-progress tool, Rationale Flower that visualizes the rationales exchanged through instant messaging in an online group decision making activity. In this study, a rationale is a member's explanation of why a piece of information should be brought to the group discussion. By this definition, it is expected that visualizing the members' rationales will not only attract group members' attentions to them but also support the group to testify and validate the unique information.
Duckling: towards cloud service for scientific collaboration system BIBAFull-Text 259-262
  Jianjun Yu; Kejun Dong; Kai Nan
Duckling is an online cloud service system of scientific collaboration for the scientists in Chinese Academy of Sciences (CAS). We provide SaaS (Software as a Service) encapsulated the super-computing and PB scale of storage resources with different granularities, which provide easy web interface for the scientists to submit their research jobs, and datasets. We also recommended several collaborative services during online interactive time. Duckling builds up a universal portal named ResearchOnline that helps amateur scientists to create their own online collaboration services with several operations and few fees. The quick increasement of diverse applications from different scientific field proves that our Duckling provides an emerging market for collaboration services under the environment of cloud computing.

Demonstration

Dotastic: achieving goals by socializing tasks BIBAFull-Text 263-264
  Sameer Halai; Shelly Farnham; Greg Melander; Flynn Joffray; Nathan Roberton; Craig Jensen
Dotastic is a mobile application that lets people challenge each other to get tasks done. Dotastic leverages social pressure to help people accomplish tasks that they would otherwise not be motivated to do. We propose using Dotastic as an integrated demo that adds an element of fun to real-time events, increasing interactions among the event attendees, and helping organizers use the persuasive technology to obtain desired outcomes.
Improving remote collaboration through side-by-side telepresence BIBAFull-Text 265-266
  Paul Tanner; Varnali Shah
Traditional telepresence solutions simulate an environment where participants interact face-to-face. In this demonstration we are proposing a new telepresence solution that simulates an environment where users interact side-by-side. This configuration is suitable for collaborative tasks where users are focused on generating or editing a shared artifact, such as a document or presentation.
LACOME: a multi-user collaboration system for shared large displays BIBAFull-Text 267-268
  Russell MacKenzie; Kirstie Hawkey; Kellogg S. Booth; Zhangbo Liu; Presley Perswain; Sukhveer S. Dhillon
In this paper we describe LACOME, which is a collaboration system that allows multiple users to simultaneously publish their computer desktops to a shared large screen display, and also allows other users to interact with the displayed information on a variety of semantic levels. LACOME features our LSO (Large Screen Optimized) window manipulation technique that utilizes the entire window for manipulations instead of only the title-bar and borders and includes 'snapping regions' that automatically move the cursor to the window's boundary, allowing quick, accurate manipulations at the edges and corners of the screen.
A pen-based toolkit for authoring collaborative language activities BIBAFull-Text 269-270
  Anne Marie Piper; Nadir Weibel; James D. Hollan
Hybrid paper-digital interfaces enabled by digital pens are a promising approach for supporting collaborative language, communication, and socialization activities. Digital pens enhance interaction with traditional paper content by playing and recording audio and recognizing handwriting and gestures. Currently, generating custom interactive paper documents involves some programming, limiting its use by many user groups (e.g., educators and families) who might especially benefit from application of hybrid paper-digital interfaces in their practices. To address this need, we developed an end-user Toolkit for Authoring Pen and Paper Language Activities (TAP & PLAY). End-users are able to quickly create custom interactive materials to support collocated interaction between children, teachers, and family members.
Photoshop with friends: a synchronous learning community for graphic design BIBAFull-Text 271-272
  Juho Kim; Benjamin Malley; Joel Brandt; Mira Dontcheva; Diana Joseph; Krzysztof Z. Gajos; Robert C. Miller
Photoshop with Friends is an online community of learners exchanging just-in-time help on graphic design tasks. The system attempts to provide an interactive, visual, context-aware, and personalized mode of learning. Developed as a Facebook application, Photoshop with Friends allows users to help each other in live sessions, with built-in screen sharing, recording, and voice chat support. Major design decisions are guided by two laboratory studies that identified challenges in learning graphic design skills on the web.
PixIO: sharing any surface BIBAFull-Text 273-274
  Sasa Junuzovic; Kori Inkpen; Tom Blank; Anoop Gupta
Task and reference spaces are important channels of communication for remote collaboration. A number of systems exist for sharing these spaces, but all of them have an inherent flaw: none can share arbitrary physical and digital objects on arbitrary surfaces. We have created PixIO, a new cost-effective, light-weight peripheral device that solves this problem. It shares hand gestures and arbitrary objects, such as notes, drawings, and digital documents, on arbitrary surfaces, such as tables and whiteboards.
SaNDVis: visual social network analytics for the enterprise BIBAFull-Text 275-276
  Adam Perer; Ido Guy
In this paper, we demonstrate SaNDVis, a novel visual analytics tool that supports people-centric tasks like expertise location, team building, and team coordination in the enterprise. SaNDVis has been deployed in a global multinational company for over 12 months with over 1,800 users. The interface integrates social position, evidence, and facets which allows users to reflect on existing relationships as well as build new relationships in an enterprise setting.
Public curation of a historic collection: a means for speaking safely in public BIBAFull-Text 277-278
  Trond T. Nilsen; Nell Carden Grey; Batya Friedman
We showcase the Voices from the Rwanda Tribunal project and associated website that provides online public access to a set of historic video interviews with personnel from the International Criminal Tribunal for Rwanda. The demonstration emphasizes the careful design process needed for a project of this sensitivity, including two technical features that democratize curation of the collection -- (1) public suggestions for video highlights and (2) public contribution of keywords in Kinyarwanda, English or French.
Dig-event: let's socialize around events BIBAFull-Text 279-280
  Zhenzhen Zhao; Ji Liu; Noel Crespi
Traditional social networks socialize around the contents that have uploaded to these sites and discover interesting contents uploaded by others. In this demo we aim to explore the idea of activity-oriented social networks. We design a novel social networking site called Dig-Event (Do-it-together Event), where people are able to share events through calendar, while discover interesting events shared by others. Our demo has been inspired by previous research on calendaring and popular social network applications like Facebook and Google+. It allows users to share their activities to the customized social circle, conduct events by selecting activity-based gadgets. The features of event recommendation and integration with existing social networks further boost the event socialization experience.

CSCW horizon presentation

Socially immature organizations: a typology of social networking systems [SNS] with organizations as users [OAU] BIBAFull-Text 281-292
  Matthew T. Mullarkey
This research conducts a survey of Social Networking Systems (SNS) literature and develops a Typology that challenges and identifies gaps in the basic questions thus far explored in SNS literature. The gap analysis exposes the previously unexplored opportunity for SNS with Organizations as Users (OAU) and deduces a framework for anticipating the emergence of full blown SNS with OAU that will rival the "Facebooks" of the world that thus far focus only on Individuals as Users.
Hot or not: a qualitative study on ecological impact of social media & fashion consumption BIBAFull-Text 293-300
  Yue Pan; John Thomas
Over the past few years, social media and social networking systems have become increasingly popular and have become immersed into people's lives in many ways. In this paper, we investigate how social media influence people in making decisions about fashion consumption of digital artifacts, especially from the perspective of sustainability. As a way to investigate, we conducted a qualitative study with 17 people by asking them about their experience of using social media in choosing electronic computing and communication devices. Our findings include an interpretation of people's motivations on fashion consumption, people's awareness of the ecological impacts of fashion consumption, as well as how social media influence people in making decisions about fashion consumption.
Supporting parent-young child activities with interactive tabletops: a conceptual analysis BIBAFull-Text 301-310
  Lu Xiao; Jennifer Martin
Young children have development characteristics that make the traditional desktop a less favorable choice for supporting parent-young child activities. However, they love to explore the world through touch, which makes multi-touch interactive tabletops good candidates for affording parent-young child interactions. Yet our understanding of designing tabletop applications to support parent-young child interactions is very limited. This paper reviews the related literature on the research topic, and presents the design implications of supporting parent-young child activities through a digital tabletop.

Doctoral colloquium

Information & social networks: engineering attitudes & behaviors BIBAFull-Text 311-314
  Andrew L. Brooks
Over the past fifteen years communication networks have become increasingly pervasive, and none more significantly than the Internet. For hundreds of millions of people around the world recently emerging information and social networks are key points of contact with the Internet. These networks are platforms engineered to leverage personal data and activities to provide tailored experiences and deliver targeted advertisements that seek to guide users' attitudes and behaviors. This paper highlights the author's studies examining how these networks' designs and existence amongst other networks impact our interactions with one another, and his plans for addressing this domain for his dissertation.
Breaking news on wikipedia: dynamics, structures, and roles in high-tempo collaboration BIBAFull-Text 315-318
  Brian C. Keegan
The goal of my research is to evaluate how distributed virtual teams are able to use socio-technical systems like Wikipedia to self-organize and respond to complex tasks. I examine the roles Wikipedians adopt to synthesize content about breaking news events out of a noisy and complex information space. Using data from Wikipedia's revision histories as well as from other sources like IRC logs, I employ methods in content analysis, statistical network analysis, and trace ethnography to illuminate the multilevel processes which sustain these temporary collaborations as well as the dynamics of how they emerge and dissolve.
Craft, computing & culture BIBAFull-Text 319-322
  Daniela K. Rosner
My doctoral research investigates how digital technologies are woven into the production and consumption of the artifacts we create. To date I have explored these issues in the work of handcraft where I find that social networking sites and software are not only seen as key channels for organizing and propagating material; they are also worked with as material in themselves. I further find that IT contributes to the longevity of cultural material, a concept that challenges mainstream notions of digital media as ephemeral and separate from matter.
Gone fishin': information technology in the Icelandic fishery BIBAFull-Text 323-326
  Hrönn Brynjarsdóttir
To build truly effective information technology (IT), we need to think beyond the idea of IT as a catchall panacea and engage with the socio-cultural context in which our systems exist. In the Icelandic fishing industry, IT has embodied a promise of increased safety and productivity. However, the increased efficiency has accelerated what may become an unsustainable practice of overfishing. Similarly, new work practices associated with IT are at the center of a disconnect between fishers and natural resource monitoring entities in spite of both camps wanting to work towards preserving the resource they rely on for their livelihood.
Planning in an Italian airport BIBAFull-Text 327-330
  Ilaria Redaelli
This research focuses on the use and the characteristics of plans in the coordination centre which manages the allocation of the parking areas of an Italian airport. I assume that this situated, technologically mediated, socially distributed and time-constrained planning activity shows that in critical time domains the relationship between plans and situated actions is more varied than described by Suchman. Therefore my research will contribute both to the theoretical debate on the features and use of plans in the CSCW community and to the understanding of the use of plans in controlling work.
Using teamwork and taskwork to study mixed-focus collaboration BIBAFull-Text 331-334
  James R. Wallace
The primary contribution of my work is a methodology for the study of teamwork and taskwork during mixed-focus collaboration. I am currently completing the third experimental study in a series of three that investigate the role of shared and personal displays in supporting collaboration. The first study compared single- and multi-display configurations, and found that single display systems supported coordination, whereas multi-display systems improved collaborative outcomes. The second study compared different shared display types and identified how they support group synchronization, monitoring, and grounding behaviours. The final study investigates information sharing when groups are supported by interactive tabletops and tablets.
Building a standpoints web to support decision-making in wikipedia BIBAFull-Text 335-338
  Jodi Schneider
Although the Web enables large-scale collaboration, its potential to support group decision-making has not been fully exploited. My research aims to analyze, extract, and represent disagreement in purposeful social web conversations. This supports decision-making in distributed groups by representing individuals' claims and their justifications in a "Standpoints Web", a hypertext web interlinking the claims and justifications made throughout the social web. The two main contributions of my dissertation are an architecture for the Standpoints Web and a case study implementing the Standpoints Web for Wikipedia's deletion discussions.
Crowd computation: organizing information during mass disruption events BIBAFull-Text 339-342
  Kate Starbird
This research examines large-scale human interaction occurring through social media during times of mass disruption, seeking to understand how the connected crowd acts to organize a flood of data moving through those platforms into useful information resources. The work combines empirical analysis of social media communication, interviews, and participant observation to explore how people work to organize information and how they use social media platforms to organize themselves to do this work. Synthesizing findings from four distinct, yet interrelated studies, this research progresses towards a new conceptualization of the distributed, connected work of organizing information during mass disruption events.
The use of awareness displays for role clarity in distributed workgroups BIBAFull-Text 343-346
  Lindsay Reynolds
During group work, sometimes members' roles are unclear, which leads to confusion about which activities one should do. This may be especially true in distributed groups, where it is harder to see what others are doing, and when roles are not assigned to members. Awareness displays can provide information to group members to help them determine their roles. I will explore this using collaborative groups in multi-player online games. This study will first observe groups to identify factors associated with role ambiguity, develop an awareness display which provides role-related information, and lastly, test the display in an experimental setting.
Social networking technologies and knowledge sharing in organizations BIBAFull-Text 347-350
  Mohammad Hossein Jarrahi
My doctoral research is an exploratory project focused on understanding and theorizing on the ways in which various social networking technologies (SNTs) facilitate informal knowledge sharing in the workplace. Forms of SNT include (but are not limited to) corporate social networking platforms, weblogs, wikis, and social networking sites such as Facebook, Twitter and LinkedIn. Here I discuss the work to date, outline future steps and detail the expected contributions of this research. The primary outcome of this research is a greater conceptualization of the role and value of various SNTs for knowledge sharing in organizational contexts, which still remain understudied within the CSCW arena.
Social media at work: structures of collaboration BIBAFull-Text 351-354
  Osama Mansour
The present document provides a general overview of my research which aims at understanding the emergence of new organizational arrangements in the context of using open Wikis for knowledge collaboration and sharing. It also provides an overview of my research, motivation and discussion of the research problem, aim and research questions, and methods. Further, an overview of the current situation of my research is presented. Finally, it provides a discussion of the benefits from participating at the CSCW2012 DC.
Collective capabilities: building a theory of coordinated collective action in a networked improvement community BIBAFull-Text 355-358
  Peter Samuelson Wardrip
In order to scale innovations in education, a Networked Improvement Community (NIC), forms a network of members with diverse expertise from a variety of contexts. By testing innovations in diverse settings and coordinating what is learned from the tests, a NIC builds an infrastructure for addressing educational problems. To gain a deeper understanding of coordination and collaboration in a NIC, I take a case-based approach to build a theory of coordinated collaborative action in a NIC. Drawing upon qualitative and social network data from an operating NIC, I seek to understand the nature of the NIC's coordinated collaborative action and uncover mechanisms that facilitate consequential joint work.
Creative self-expression in socio-technical systems BIBAFull-Text 359-362
  Tyler Pace
Massive networked communities, from Wikipedia contributors to amateur multimedia producers, have demonstrated enormous creativity and productivity in recent years. The dissertation research I discuss in this paper theorizes the creative products of these communities as acts of self-expression that exist within unique socio-technical contexts. Further, my work motivates the study of these creative acts as a new avenue for designing creativity support tools in CSCW.
Multilingual use of twitter: social networks and language choice BIBAFull-Text 363-366
  Irene Eleta
Understanding the language ecology within an online social network could inform the design of socio-technical systems that effectively enable information diffusion and collective action across language borders. This dissertation work proposes to explore the language choices of bilingual and multilingual users in the microblogging site Twitter in relation to their social network and types of information shared. At the same time, it aims at identifying the characteristics that could enable cross-language information flows. The methodology will follow a recently proposed paradigm of Web content analysis that includes social network analysis.