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CSCW Tables of Contents: 1112-112-213-113-214-114-215-115-216-116-2

Companion Proceedings of ACM CSCW 2016 Conference on Computer-Supported Cooperative Work and Social Computing

Fullname:Companion Proceedings of the 19th ACM Conference on Computer Supported Cooperative Work & Social Computing
Editors:Darren Gergle; Meredith Ringel Morris; Pernille Bjørn; Joseph Konstan
Location:San Francisco, California
Dates:2016-Feb-27 to 2016-Mar-02
Volume:2
Publisher:ACM
Standard No:ISBN: 978-1-4503-3950-6; ACM DL: Table of Contents; hcibib: CSCW16-2
Papers:125
Pages:549
Links:Conference Website
  1. CSCW 2016-02-27 Volume 2
    1. Demos
    2. Doctoral Symposium
    3. Panels
    4. Posters
    5. Workshops

CSCW 2016-02-27 Volume 2

Demos

First Life, the Neighborhood Social Network: a Collaborative Environment for Citizens BIBAFull-Text 1-4
  Alessio Antonini; Guido Boella; Alessia Calafiore; Carlo Salaroglio; Luigi Sanasi; Claudio Schifanella
First Life is a platform for Computer Supported Cooperation aimed at fostering co-production (in the sense of the Nobel Prize Elinor Ostrom) and Do It Yourself initiatives, providing a virtual place connected via maps to the concrete reality.
SEeS@W: Internet of Persons meets Internet of Things for Safety at Work BIBAFull-Text 5-8
  Alessio Antonini; Guido Boella; Alessia Calafiore; Federica Cena; Ilaria Lombardi; Carlo Salaroglio; Luigi Sanasi; Claudio Schifanella; Agata Marta Soccini
SEeS@w faces the problem of safety in working environments in an innovative way, putting together objects and people, and the virtual and real word. We aimed at designing and developing a demonstrative prototype of an innovative ICT solution to monitor, evaluate and manage risks in a complex cooperative working environment. Data about risks are provided by workers themselves using interactive maps, according to the Internet of Persons paradigm. Maps are also fed by other data collected by networks of ambient and wearable sensors connected to the Internet, according to the Internet of Things paradigm. Maps display and bring all these data together, and can be therefore used by workers as a powerful instrument to coordinate people, manage risk issues, and improve safety at work. Thanks to the Living Lab methodology, we brought together the technical and human aspects of the project, testing the solution in terms of effectiveness, acceptability, usability and ergonomics.
MixMeetWear: Live Meetings at a Glance BIBAFull-Text 9-12
  Ville Mäkelä; Scott Carter; Jennifer Marlow
We present MixMeetWear, a smartwatch application that allows users to maintain awareness of the audio and visual content of a meeting while completing other tasks. Users of the system can listen to the audio of a meeting and also view, zoom, and pan webcam and shared content keyframes of other meeting participants' live streams in real time. Users can also provide input to the meeting via speech-to-text or predefined responses. A study showed that the system is useful for peripheral awareness of some meetings.
IdeaGens: Enabling Expert Facilitation of Crowd Brainstorming BIBAFull-Text 13-16
  Joel Chan; Steven Dang; Steven P. Dow
Online crowds are a promising source of new innovations. However, crowd innovation quality does not always match its quantity. One way to improve quality is to enable experts to provide personalized feedback. However, this scales poorly, and may lead to premature convergence during creative work. To deal with these issues, we present IdeaGens, a crowd ideation system that adapts expert facilitation, a successful strategy for improving collaborative creativity in face-to-face brainstorms, to crowd brainstorming. In IdeaGens, experts monitor incoming ideas from the crowd through a dashboard, and offer high-level "inspirations" to guide ideation towards interesting solution themes. In a randomized controlled experiment, crowd workers who receive facilitation through IdeaGens generate significantly more creative ideas that unfacilitated crowd workers.
PostScholar: Surfacing Social Signals in Google Scholar Search BIBAFull-Text 17-20
  Larry Chan; Shagun Jhaver; Sandeep Soni
PostScholar is a service that augments the results returned by Google Scholar, a search engine for academic citations. PostScholar detects the social media activity related to an article and displays that information on the search results page returned by Google Scholar. This enables Google Scholar users to interpret the social media impact of an article, in addition to the citation impact provided by Google Scholar. The PostScholar service is implemented as a browser extension, and can be deployed across a variety of devices.
AutoStyle: Toward Coding Style Feedback At Scale BIBAFull-Text 21-24
  Rohan Roy Choudhury; HeZheng Yin; Joseph Moghadam; Armando Fox
While large-scale automatic grading of student programs for correctness is widespread, less effort has focused on automating feedback for good programming style: the tasteful use of language features and idioms to produce code that is not only correct, but also concise, elegant, and revealing of design intent. We hypothesize that with a large enough (MOOC-sized) corpus of submissions to a given programming problem, we can observe a range of stylistic mastery from naïve to expert, and many points in between, and that we can exploit this continuum to automatically provide hints to learners to improve their code style based on the key stylistic differences between a given learner's submission and one that is stylistically slightly better. We present a system with two key interfaces. The first is an instructor-facing GUI that allows an instructor to browse student submissions clustered by stylistic patterns and view chains from a particular submission to a canonical one. The second is a student-facing GUI that allows a student to submit a solution and receive instantaneous style feedback.
I Understand Your Frustration BIBAFull-Text 25-28
  Guy Feigenblat; David Konopnicki; Michal Shmueli-Scheuer; Jonathan Herzig; Hen Shkedi
The use of emotional intelligence in a conversation has a significant positive effect on customer satisfaction and can help resolve difficult conflicts. Many enterprises use virtual agents that automatically interact with customers across a variety of interaction channels. However, these agents have no emotional intelligence and cannot express themselves in an empathic manner. This demo demonstrates the use of emotional intelligence in a technical conversation with a customer. The agent is augmented with emotion sensing capabilities, which allow him to detect expressed emotions, and reply in an appropriate manner by expressing empathy, for example.
DiscoverySpace: Crowdsourced Suggestions Onboard Novices in Complex Software BIBFull-Text 29-32
  C. Fraser; Mira Dontcheva; Holger Winnemoeller; Scott Klemmer
Exploring Controversy in Twitter BIBAFull-Text 33-36
  Kiran Garimella; Michael Mathioudakis; Gianmarco De Francisci Morales; Aristides Gionis
Among the topics discussed on social media, some spark more heated debate than others. For example, experience suggests that major political events, such as a vote for healthcare law in the US, would spark more debate between opposing sides than other events, such as a concert of a popular music band. Exploring the topics of discussion on Twitter and understanding which ones are controversial is extremely useful for a variety of purposes, such as for journalists to understand what issues divide the public, or for social scientists to understand how controversy is manifested in social interactions.
Leveraging Learners for Teaching Programming and Hardware Design at Scale BIBAFull-Text 37-40
  Elena Glassman; Robert Miller
In a massive open online course (MOOC), a single programming or digital hardware design exercise may yield thousands of student solutions that vary in many ways, some superficial and some fundamental. Understanding large-scale variation in student solutions is a hard but important problem. For teachers, this variation can be a source of pedagogically valuable examples and expose corner cases not yet covered by autograding. For students, the variation in a large class means that other students may have struggled along a similar solution path, hit the same bugs, and can offer hints based on that earned expertise. We developed three systems to take advantage of the solution variation in large classes, using program analysis and learnersourcing. All three systems have been evaluated using data or live deployments in on-campus or edX courses with thousands of students.
CATS: Collection and Analysis of Tweets Made Simple BIBAFull-Text 41-44
  Ciprian-Octavian Truica; Adrien Guille; Michael Gauthier
Twitter presents an unparalleled opportunity for researchers from various fields to gather valuable and genuine textual data from millions of people. However, the collection process, as well as the analysis of these data require different kinds of skills (e.g. programing, data mining) which can be an obstacle for people who do not have this background. In this paper we present CATS, an open source, scalable, Web application designed to support researchers who want to carry out studies based on tweets. The purpose of CATS is twofold: (i) allow people to collect tweets (ii) enable them to analyze these tweets thanks to efficient tools (e.g. event detection, named-entity recognition, topic modeling, word-clouds). What is more, CATS relies on a distributed implementation which can deal with massive data streams.
Spatial and Social Connectedness in Web-based Work Collaboration BIBAFull-Text 45-48
  Leif Handberg; Charlie Gullströ; Joke Kort; Jimmy Nyström
The work presented here seeks an integration of spatial and social features supporting shared activities, and engages users in multiple locations to manipulate real-time video-streams. Standard and easily available equipment is used together with the communication standard WebRTC. It adds a spatial quality of experience by representing the users anywhere on the screen, with easily changed diverse backdrops, inviting users to co-design a shared mediated space. User studies show that a seamless integration of space, social dynamics and shared activity benefits the experience of presence, naturalness, immersion/ engagement and social connectedness. The results inform a discussion about spatial and social connectedness, stressing the importance of design to integrate architectural/spatial features and support complex social dynamics in mediated interaction.
A Speech Speed Awareness System for Non-Native Speakers BIBAFull-Text 49-52
  Jing Ye; Tomoo Inoue
Conversation between native speakers and non-native speakers is not always easy. Non-native speakers sometimes feel hard to understand what native speakers talked because of their speech speed. Even kind native speakers who speak slower in such a situation in the beginning often get back to their "natural" speed unconsciously after a while. Moreover, non-native speakers are supposed to pardon for one more listening but it is hard to get the opportunity when their partners keep on talking. In this study, we introduce a speech speed awareness system to alleviate this communication problem. It recognizes the speech speed in real-time and make the participants aware when the speech speed is too fast.
Social Display...We Can See What You Are Doing On Your Mobile Device BIBAFull-Text 53-56
  Pradthana Jarusriboonchai; Aris Malapaschas; Thomas Olsson; Kaisa Väänänen
Mobile devices have become powerful in terms of computing and supporting various human activities. People have moved some of their activities that earlier have been done with dedicated artifacts to mobile devices. However, due to the rather private and personal interfaces of mobile devices, activities that earlier were easily observable by surrounding others have become private, decreasing the surroundings people's awareness of a mobile user's activity and thus the possibilities for serendipitous interactions. We developed a prototype called social display; it provides light-weight visual cues about mobile user's current activity with the device. The cues are displayed on a display attached to the backside of the user's mobile device. We present the concept, explain the design decisions and briefly report key findings from, first, a focus group study and, second, a field trial study.
Facilitating Collaborative Problem-Solving with Computer-Supported Causal Mapping BIBAFull-Text 57-60
  Allan Jeong
Achieving group consensus in the development, evaluation, and selection of solutions to complex problems requires team members to identify and resolve differences in individual conceptions of the problem-space. However, the complexity of a problem makes this process to be a highly challenging task. As a result, this demonstration introduces jMAP -- a software application designed to facilitate collaborative problem-solving by enabling users to: 1) individually construct causal maps; 2) graphically overlay and juxtapose one individual's map over another individual's map to identify commonalities in causal links, root causes, and the causal chains linking root causes to a target outcome; 3) quantitatively score the extent to which two maps share causal links, root causes, and the causal chain links stemming from root causes; and 4) view their own maps with links that vary in density to convey the percentage of other users that included each specific link in their maps.
Webstrates: demonstrating the potential of Shareable Dynamic Media BIBAFull-Text 61-64
  Clemens Klokmose; James Eagan; Siemen Baader; Wendy Mackay; Michel Beaudouin-Lafon
Shareable Dynamic Media is our vision for an interactive computing environment that blurs the distinction between documents and applications, characterized by three key properties: malleability, so that users can appropriate and repurpose media in idiosyncratic ways; shareability, so that users can collaborate on any type of content; and distributability, so that users can access and manipulate media across diverse devices and platforms. Webstrates is a prototype web-based environment designed to explore this vision. It supports real-time sharing of any web content, as well as transclusion to flexibly combine and assemble multiple media together. The demonstration illustrates the power of Webstrates and Shared Dynamic Media through several scenarios, such as collaborative authoring, distributed slideshow presentation with audience participation, collaborative programming, and shareable window management.
CIRCLE ROUND; Flexible Communication using Multiple Access at Face-to-Face Meeting BIBAFull-Text 65-68
  Mankyung Lee; Joohee Kim; Kwangjae Lee; Jundong Cho
In this study, we aimed to assign active group communication on PC environment. Escaping from existing complicated information sharing method, we implemented real time sharing at meeting environment. Circle Round is a tangible device, which can enhance efficiency of communication through multiple access at face-to-face meeting. Unlike web-based cooperative tools, Circle Round can hold attention of communication through physical controlling and turn-taking method. Through quasi-naturalistic experiment, we concluded about the significance and usability of the device.
Stitched Groupies: A Playful Self-Photo Co-creation Activity BIBAFull-Text 69-72
  Di Lu; Casey Dugan
We have designed and implemented a photo co-creation activity, "Stitched Groupies," in a photo-taking and sharing platform called the #selfiestation. The system allows users to take and combine photos with peers so that they can create photos collaboratively and asynchronously across physical boundaries. Our work aims to connect users through creative photo co-creations and we are especially interested whether the mechanism can provide a light-weight and playful way to create new social ties.
Oppia: A Community of Peer Learners to Make Conversational Learning Experiences BIBAFull-Text 73-76
  Tricia Ngoon; Rachel Chen; Amit Deutsch; Sean Lip
We present Oppia, an open-source, interactive online learning site that aims to create a community of everyday learners by allowing users to both teach and learn from each other. The Internet presents great opportunity for more accessible and collaborative learning. With online learning there is more potential in harnessing collective intelligence to support peers in sharing knowledge with each other and collaborating on learning experiences. Oppia contributes to the CSCW community by tapping into this potential and shifting the focus of online education towards greater peer-produced educational content and peer interaction.
Green2.0: Enabling Complex Interactions Between Buildings and People BIBAFull-Text 77-80
  Manos Papagelis; Theohar Konomi; Thomas Krijnen; Roy Fang; Mohamed Elshenawy; Tamer El-Diraby
Professionals and researchers of the Architectural, Engineering & Construction (AEC) industry are challenged by the increasing complexity of designing, constructing and operating a building. This typically requires close cooperation of actors having different backgrounds and interests. Traditionally, this cooperation happens in an ad-hoc way and information exchange occurs through conventional general-purpose communication channels, such as paper or email. This communication and collaboration process can be inadequate and inefficient, as it makes room for many different interpretations, mistakes and errors and can eventually lead to schedule and cost alterations. We present Green2.0, a system that tries to leverage advancements in building information modeling to facilitate the collaboration process. The system integrates energy-efficiency simulation tools, and methods for online social network analysis to enable a data-driven approach to building design, construction and operation. By sharing all information online, all project actors can access relevant information when they need so that everyone can work efficient together. The system aims to advance the current state of the art by bringing about a fundamental shift in the way that AEC professionals work together throughout a building's lifecycle.
cLuster: Applications for Smart Clustering of Free-Hand Sketches BIBAFull-Text 81-85
  Florian Perteneder; Joanne Leong; Martin Bresler; Christian Rendl; Eva-Maria Grossauer; Michael Haller
Structuring and rearranging free-hand sketches on large interactive surfaces typically requires making multiple stroke selections. Without well-designed selection tools, this can be both time-consuming and fatiguing. Investigating the concept of automated clustering, we conducted a background study to understand the varying perspectives of how elements in sketches can be grouped. In response to these diverse user expectations, we present cLuster, a flexible, domain-independent clustering approach for free-hand sketches. Our approach is designed to accept an initial user selection, which is then used to calculate a linear combination of pre-trained perspectives in real-time. The remaining elements are then clustered. We demonstrate the utility of our approach in a variety of application scenarios.
Gaming for Science: A Demo of Online Experiments on VolunteerScience.com BIBAFull-Text 86-89
  Jason Radford; Andy Pilny; Katya Ognyanova; Luke Horgan; Stefan Wojcik; David Lazer
New information technologies are changing the way science is done. Programs like Zooniverse, Fold.It, and SciStarter demonstrate the power of recruiting online volunteers as participants and contributors to research. Platforms like Project Implicit and Volunteer Science confirm that a wide range of social scientific research can be conducted with volunteers in online laboratories. This demonstration will enable attendees of CSCW 2016 a chance to interact with the Volunteer Science system by participating in experiments, browsing the experiment creation platform, and discuss online experiments with the designers and developers of the system.
Well-Connected: Promoting Collaboration by Effective Networking BIBAFull-Text 90-93
  David Robb; Thomas Methven; Stefano Padilla; Mike Chantler
We have developed a method and system that uses mutually agreed problem structuring and self-selection to bring together meeting attendees with complementary interests. The method builds upon previous tools which facilitate structuring and to these we have added method and assistive technology that both facilitates selection, and that records and displays 'connections' in real-time. We have developed these methods over a number of major networking events and discovered that participants both enjoyed this targetted approach and found that it produced more effective collaboration opportunities.
CityCompass: A Collaborative Online Language Learning Application BIBAFull-Text 94-97
  Pekka Kallioniemi; Sumita Sharma; Markku Turunen
CityCompass supports conversational spoken language learning by means of way finding tasks. In CityCompass, two remotely located users, a tourist and a guide, collaboratively navigate in 360 degree panoramic views of a city, to reach a preassigned destination. Over one hundred and fifty students from schools in Germany, Finland and India have used the application for foreign language learning within their classroom activities. The project's goal is to establish a global network of schools to connect students from various cultures and backgrounds for conversational foreign language learning.
IdeaHound: Self-sustainable Idea Generation in Creative Online Communities BIBAFull-Text 98-101
  Pao Siangliulue; Joel Chan; Bernd Huber; Steven Dow; Krzysztof Gajos
One main challenge in large creative online communities is helping their members find inspirational ideas from a large pool of ideas. A high-level approach to address this challenge is to create a synthesis of emerging solution space that can be used to provide participants with creative and diverse inspirational ideas of others. Existing approaches to generate the synthesis of solution space either require community members to engage in tasks that detract from the main activity of generating ideas or depend on external crowd workers to help organize the ideas. We built IDEAHOUND a collaborative idea generation system that demonstrates an alternative "organic" human computation approach, where community members (rather than external crowds) contribute feedback about ideas as a byproduct of an activity that naturally integrates into the ideation process. This feedback in turn helps the community identify diverse inspirational ideas that can prompt community members to generate more high-quality and diverse ideas.
Oh, I Love Trash: Personality of a Robotic Trash Barrel BIBAFull-Text 102-105
  David Sirkin; Brian Mok; Stephen Yang; Wendy Ju
This demonstration merges two of our prior research foci: 1) exploring how robotic, expressive everyday objects -- such as a trash barrel or a sofa -- can and should interact with, and support, people during their daily activities, and 2) how imbue a personality into these objects, expressed through movement alone, to make their goals and intentions clear, understandable and agreeable.
Movement: A Secure Community Awareness Application and Display BIBAFull-Text 106-109
  Xiao Ma; Ross McLachlan; Donghun Lee; Mor Naaman; Emily Sun
The proliferation of mobile devices and popularity of applications like Facebook and Twitter has allowed people to stay connected to their farspread networks. However, little attention has been spent on connections in the local, physical community. These collocated connections are important for building social capital, sharing resources, and providing physical support. Movement is a visualization that uses location data generated automatically by mobile devices to increase community awareness following a new standard of privacy preservation. Movement also consists of an app that allows for direct connection to people with shared location histories, again in a secure and private manner. An integrated demo at CSCW will display the popular venues visited by conference attendees and allow users to connect with others who visited the same locations.
GroupLink: Group Event Recommendations Using Personal Digital Traces BIBAFull-Text 110-113
  Honghao Wei; Cheng-Kang Hsieh; Longqi Yang; Deborah Estrin
We present GroupLink, a group event recommendation system that suggests events to promote group members' face-to-face interactions in non-work settings. GroupLink addresses the challenge of finding events that appeal to a collection of individuals with diverse interests. The system mitigates the difficulties of identifying and tracking group members' preferences through analyzing and learning preferences from individual member's personal digital traces, including social media, email, and online streaming histories. It is a web-based service that can be easily accessed using diverse devices, and is particularly suited for enhancing interpersonal interactions in CSCW.
Coding Varied Behavior Types Using the Crowd BIBAFull-Text 114-117
  Jinyeong Yim; Jeel Jasani; Aubrey Henderson; Danai Koutra; Steven Dow; Winnie Leung; Ellen Lim; Mitchell Gordon; Jeffrey Bigham; Walter Lasecki
Social science researchers spend significant time annotating behavioral events in video data in order to quantitatively assess interactions [2]. These behavioral events may be instantaneous changes, continuous actions that span unbounded periods of time, or behaviors that would be best described by severity or other scalar ratings. The complexity of these judgments, coupled with the time and effort required to meticulously assess video, results in a training and evaluation process that can take days or weeks. Computational analysis of video data is still limited due to the challenges introduced by objective interpretation and varied contexts. Glance [4] introduced a means of leveraging human intelligence by recruiting crowds of paid online workers to accurately analyze hours of video data in a matter of minutes. This approach has been shown to expedite work in human-centered fields, as well as generate training data for automated recognition systems. In this paper, we describe an interactive demonstration of an improved, more expressive version of Glance that expands the initial set of supported annotation formats (e.g. time range, classification, etc.) from one to nine. Worker interfaces for each of these options are dynamically generated, along with tutorials, based on the analyst's question. These new features allow analysts to acquire more specific information about events in video datasets.
Confer: A Conference Recommendation and Meetup Tool BIBAFull-Text 118-121
  Amy Zhang; Anant Bhardwaj; David Karger
One of the primary goals of academic conferences is to promote scientific exchange of advances among people who may otherwise not have the opportunity to hear from one another. We present Confer, a tool designed to help conference attendees find interesting papers and talks, discover and meet people with shared interests, and manage their time using a personalized schedule for the conference. So far, we have deployed Confer to 17 academic conferences including several years of CHI and CSCW. Confer is also the primary program tool for CSCW 2016. Log analysis and survey results have shown that the tool helps conference attendees find interesting papers and manage their schedule. Furthermore the recommendation data generated from the tool has been used by conference organizers to help plan conference schedules as well as to organize social gatherings. Finally, the meetup feature seeks to help conference attendees reach out to other attendees with similar interests.
Eyebrowse: Selective and Public Web Activity Sharing BIBAFull-Text 122-125
  Amy Zhang; David Karger; Joshua Blum
Browsing the Internet today is for the most part a private experience, with the exception of a few websites. We explore the possibilities and design considerations around a system to make browsing the web a more social activity. In order to address this, we present a system called Eyebrowse that allows users to selectively share their web browsing activity publicly and with friends, using a whitelist at the domain level. This opens up the capabilities to conduct discussions both in real-time and asynchronously around webpages that are designated by the user as a "public space", much like public spaces in real life. Eyebrowse also allows users to find interesting content recommendations, collect personal, web-scale, and friend browsing analytics, and maintain a public persona around their browsing data.

Doctoral Symposium

A Study of Cyberbullying Detection and Mitigation on Instagram BIBAFull-Text 126-130
  Zahra Ashktorab
My dissertation addresses developing applications to mitigate anxiety and depression resulting from cyberbullying. Through the "Continuum of Harm" framework, the technological solutions resulting from participatory design sessions I conducted with adolescents can be categorized through a three-pronged approach: 1) Primary Prevention, in which the cyberbullying incident is prevented before it starts; 2) Secondary Prevention, where the goal is to decrease the problem after it has been identified, and 3) Tertiary Prevention, when intervention occurs after a problem has already caused harm. I investigate the design and effectiveness of technological mechanisms to mitigate cyberbullying through Tertiary prevention on the popular social networking platform Instagram.
Connecting Older Adults through Voice-Based Interfaces BIBAFull-Text 131-134
  Robin Brewer
My dissertation work focuses on increasing access to online communication and enabling self-expression for older adults with vision impairments. This population experiences barriers including technology cost and learnability of accessible software required for going online. My dissertation draws on research in accessibility, social computing, and aging along with my background in computer science, human-computer interaction, and communication studies. I will design, build, and evaluate a voice-based online platform that allows older adults to share content and express themselves through a traditional phone interface. I will study how sharing through this platform impacts social support, isolation, and quality of life as people age with vision impairments.
Theory Driven Community Analytics and Influence on Community Success BIBAFull-Text 135-138
  Ryan Compton
This paper describes two projects that analyze online community behaviors. The first discusses the modeling of emotional and factual language within argumentative forums. When applied to enterprise communities, this model is found to be a predictor of member satisfaction. The next project covers a unique perspective of member and owner content creation and curation behaviors across the lifecycle of online communities. Both members and owners are found to increase in content posting but the level of linking is role dependent.
Large-scale Volunteer Engagement in Humanitarian Mapping BIBAFull-Text 139-142
  Martin Dittus
Organisers of large crowdsourcing initiatives need to consider how to produce outcomes with their projects, but also how to build volunteer capacity. The initial contributor experience plays an important role in this, particularly when contributions require some expertise: not all contributors who start to learn the practice are likely to be retained. My dissertation is focused on this growth challenge, using the example of the volunteer community of the Humanitarian OpenStreetMap Team. The research involves several quantitative observational studies at the scale of the individual, the group, and the collective, and qualitative studies of contributor experiences.
Collective Creativity through a Micro-Tasks Crowdsourcing Approach BIBAFull-Text 143-146
  Victor Girotto
Research and commerce activity has been expanding the potential of micro-task markets. Initially used for simple, disconnected tasks, they have now been able to achieve impressive results in creative domains such as writing and design. The goals for this research are to further explore the possibilities of micro-task markets for performing creative work by defining a set of tasks and processes for such a synergistic creative collaboration, as well as expanding this micro-task approach beyond traditional markets such as Mechanical Turk to skilled and motivated communities.
Understand the Design and Implementation of Civic Technologies in Public Organizations BIBAFull-Text 147-150
  Youyang Hou
Designing and implementing civic technologies can be hard within public organizations such as government and nonprofit organizations. My dissertation research attempt to contribute towards understanding the socio-technical factors that influence the design and implementation of civic technologies using a practice lens. By studying three different cases of civic technologies design and implementation process (nonprofit social media use, civic hacking and data dive events), I aim to identify opportunity and challenges in designing and using civic technologies to support civic engagement.
Social Sharing at Scale BIBAFull-Text 151-154
  Sanjay Kairam
Full participation in online social spaces requires the contribution of content in the form of text, activity, or multimedia. Decisions about whether to share a particular item and with whom can easily become complex, as users consider the potential risks or benefits of reaching various parts of their audience. As systems begin to support the sharing of large collections such as bulk-uploaded photos, these difficulties compound, and users often respond by adopting simple, suboptimal sharing strategies. My proposed dissertation aims to model sharing decisions in order to inform systems which support nuanced decision-making at large scale.
Design for User Autonomy in the System-Driven Personalization of Social Media BIBAFull-Text 155-158
  Da-jung Kim
Personalization has recently become an influential part of social media, as it significantly affects the ways people interact with each other through the systems. As more and more social media providers automatically personalize their services based on user data, of which process is often black-boxed, it hinders user's autonomy in their use of systems. In this context, this dissertation investigates the ways to design for user autonomy in a system-driven personalization of social media. Through three-phase studies, this dissertation aims to provide a solid set of design principles that researchers of future "smart" social systems can leverage in their practices.
Measuring and Managing Information Diets of Social Media Users: Research Overview BIBAFull-Text 159-162
  Juhi Kulshrestha
The widespread adoption of social media like Twitter and Facebook has lead to a paradigm shift in the way our society is producing and consuming information, from the broadcast mass media to online social media. To study the effects of this paradigm shift, we define the concept of information diet -- which is the composition of a set of information items being produced or consumed. Information diets can be constructed along many aspects like topics (eg. politics, sports, science etc), or perspectives (eg. politically left leaning or right leaning), or sources (eg. originating from different parts of the world). We use information diets to measure the diversity and bias in the information produced or consumed, and to study how the recommendation and search systems are shaping the diets of social media users. We leverage the insights we gain from analysing social media users' diets to design better information discovery and exchange systems over social media.
Global Software Development: Exploring Multiplicity and Asymmetric Dynamics in Collaborative Work BIBAFull-Text 163-166
  Stina Matthiesen
This overview presents the mid stages of my doctoral research -- based on ethnographic work conducted in IT companies in India and in Denmark -- on collaborative work within global software development (GSD). In the following I briefly introduce how this research seeks to spark a debate in CSCW by challenging contemporary ideals about software development outsourcing through the exploration of the multiplicities and asymmetric dynamics inherent in the collaborative work of GSD.
Safety through Collaboration: A New Challenge for Automotive Design BIBAFull-Text 167-170
  Nicole Perterer
A high number of car accidents are caused as a result of excessive demands and distraction. Collaboration can support drivers, since other tasks, e.g., operating with the navigation system, can be taken over by a front-seat passenger. But how can we, as researchers and HCI designers, develop and design collaborative in-car systems that really address safety issues or reduce demands during driving? Based on findings from three ethnographic studies I draw attention on the car as a safety-critical environment, where collaboration may solve safety issues.
Designing Computer Supported Collaborative Applications for UnderServed Indian Children BIBAFull-Text 171-174
  Sumita Sharma
Emerging learning technologies have largely neglected communities who stand to benefit the most: children from developing regions. These technologies provide a means of self-expression to children with autism who face severe social challenges, and a mechanism to collaborate socially with a typically developed individual. They can also inspire the imaginations of urban slum children who attend non-motivating and non-innovative government schools, and provide a platform for gaining a global perspective through cross cultural collaborations. My research focuses on exploring the challenges and opportunities in designing, developing and deploying collaborative learning applications for children in India.
How People Write Together Now: Exploring and Supporting Today's Computer-Supported Collaborative Writing BIBAFull-Text 175-179
  Dakuo Wang
Collaborative writing has become increasingly common now. I revisit this research topic because both the tools and people's skills have changed. In my dissertation project, I use both qualitative and quantitative research methods to investigate how people write together now. I have also built information visualization systems to complement existing research methods. By understanding what practices and tools people use in collaborative writing, I propose design implications for system designers to improve the tools, as well as collaboration guidelines for people to write together better.
Supporting Information Sharing and Presentation across Distributed Emergency Medical Settings BIBAFull-Text 180-183
  Zhan Zhang
The goal of my dissertation research is to examine the communication process between pre-hospital care providers and medical specialists at the point of care, identify information breakdowns and challenges within this process, and develop approaches to better support the pre-hospital information handover and presentation. My research has implications for CSCW researchers interested in examining coordination work and real-time information sharing activities across interdisciplinary teams in high-risk, distributed settings.

Panels

Visibility in Digital Space: Controlling Personal Information Online BIBAFull-Text 184-187
  Jed R. Brubaker; Jofish Kaye; Sarita Schoenebeck; Janet Vertesi
Individuals are increasingly visible in online spaces. Posting content to social media, browsing websites, and interacting with friends are all acts that render a person visible to other individuals, networks, and corporations. At the same time, these behaviors are being logged, archived, and aggregated in a variety of unexpected and emerging ways. In this panel, we explore the tensions that arise around controlling personal information online. We do so through a series of case studies around lesbian, gay, bisexual, and transgender (LGBT) identities, children, personal data exchange, and advertising. In each, we consider the politics of visibility around personal, family, social, and community identities, especially in the context of marginalized or scrutinized populations and experiences. We aim to generate debate about appropriate sharing behaviors online and to further an agenda that prioritizes greater control of personal information online.
Robots As Cooperative Partners... We Hope... BIBAFull-Text 188-192
  Cliff Lampe; Bob Bauer; Henry Evans; Dave Robson; Tessa Lau; Leila Takayama
Robots are increasingly becoming a real presence in our lives. From self-driving cars to autonomous drones to assistance robots, what is the state of the robot technology? How good IS our human-robot communication? How will robots (in many forms) become partners in our lives and in our work. This panel brings together robot practitioners (and several of their robots) on stage to talk about, and demonstrate, where all of this is going.
Innovations in autonomous systems: Challenges and opportunities for human-agent collaboration BIBAFull-Text 193-196
  Lia Emanuel; Joel Fischer; Wendy Ju; Saiph Savage
Autonomous agents are rapidly becoming collaborative partners in addressing diverse industry and social problem domains. With this shift brings a number of challenges and opportunities in understanding and designing for the dynamics involved in human and agents working collectively. This session will facilitate a wider discussion on the current socio-technical challenges for collaborative agent systems and human-agent interaction across a range of disciplines, and how we move forward to meet those challenges.
Does the Sharing Economy do any Good? BIBAFull-Text 197-200
  Tawanna Dillahunt; Airi Lampinen; Jacki O'Neill; Loren Terveen; Cory Kendrick
Despite the benefits offered by sharing economy, researchers have identified several challenges preventing disadvantaged groups (e.g. low socioeconomic status, un(der)employed and/or users from emerging regions) from receiving the same level of benefits as those from advantaged populations. This panel brings researchers from the sharing economy and mobile crowdsourcing space whose research has identified unique challenges for underserved populations. We consider the opportunities offered by these platforms to disadvantaged communities and examine to what extent these platforms instead may recreate disadvantage, as well as the workarounds communities employ to make these platforms work for them. We examine the opportunities for the CSCW community to address these challenges going forward.
What did we get right and wrong about CSCW during the past 30 years? BIBAFull-Text 201-203
  Daniel Russell; Steven Poltrock; Irene Greif
The first CSCW conference was held 30 years ago. Over that time, many topics have been addressed, many ideas have been put forward, much research has been reported. What did the field get right? And what did the field get wrong? The panel, comprised of people who directly witnessed much of this history, will reflect on these questions. We don't expect all to agree with each panelist's conclusions, and we will invite reactions and contributions from the audience as well.
Constantly connected: At what price and with what rewards? BIBAFull-Text 204-209
  Gloria Mark; Mary Czerwinski; Gordon Bell; Roy Pea; Anind Dey; Alex Soojung-Kim; Melissa Mazmanian
The temptation to constantly refer to the web, or lifelog every event, or wear a watch (or other personal device) that connect you with the pulse of available information is strong. But is it a good idea to be that much online?
   Our panelists will address this question, each presenting a short opening statement about why their position (pro or con) is correct. The panelists will each be able to ask a question of another panelist challenging their position, and inviting a rebuttal. We will ask audience participants their opinions at the start of the debate, and then again at the end of the debate to determine if any hearts and minds were changed in the process.
Practice-based CSCW Research: ECSCW bridging across the Atlantic BIBAFull-Text 210-220
  Pernille Bjørn; Luigina Ciolfi; Mark Ackerman; Geraldine Fitzpatrick; Volker Wulf
Practice-based CSCW research is an orientation towards empirically-grounded research embracing particular methodological approaches with the aim of creating new theory about work, collaboration, and cooperative technologies. While practice-based CSCW research has several strong roots in both North America and Europe: ECSCW and Europe remain central to this tradition. In this panel we will discuss the practice-based research approach asking questions such as: What is the nature of Practice-based Computer Supported Cooperative Work research? How is it different from other CSCW research approaches? What is the relationship between these traditions in terms of conceptual approaches, methodologies and open questions for future research? This panel will discuss openly the diversity and commonalities between different CSCW traditions -- and argue that practice-based CSCW research is not something that happens only at ECSCW. ECSCW is not a geographical boundary for a certain type of research -- but rather a place for a specific research tradition and approach with links to many academic places in the world.

Posters

Designing Paralinguistic Digital Affordances for Social Support BIBAFull-Text 221-224
  Mousa Ahmadi; Mary E. Schneider; Rohit Kadam; Donghee Yvette Wohn
Paralinguistic digital affordances (PDAs) [2] are simple cues that one can give in response to social media content with one click. The Like, while ubiquitous, can be inappropriate for certain situations due to its literal meaning. In this study, we conducted focus groups with young adults to understand what type of PDAs would be best in a system designed specifically for social support. Hugs were considered to be a good alternative, although cultural sensitivities should be taken into consideration.
MET: An Enterprise Market for Tasks BIBAFull-Text 225-228
  Anupriya Ankolekar; Filippo Balestrieri; Sitaram Asur
Crowdsourcing platforms have been rapidly harnessed by organizations for business uses, but enterprises continue to use traditional hierarchical forms of work allocation within their own boundaries. Using crowd work models within enterprises requires addressing enterprise-specific concerns such as how to maintain focus on employees' primary work while providing the right incentives to perform crowd work, how to promote wide employee participation while preserving management oversight and control. We present a novel crowd work system for the enterprise, the Market for Enterprise Tasks (MET), that addresses these concerns via two novel features: an incentive system tied to real-world dollars and multiple means of indirect control offered to the management, especially the ability to limit the size of tasks performed in the market. We have deployed MET in several groups within a large IT enterprise and report on initial experiences.
Film Ties: Crowd-sourced Teaching of Cinematography Using Intelligent Example Galleries BIBAFull-Text 229-232
  William Bares; Donald Schwartz
Learning the craft of cinematography involves understanding when to use particular camera shots to communicate a given narrative. Although guidelines exist for frequently-used or idiomatic scenarios, the filmmaker must also consider her individual style, narrative context, and 3D scene configuration. Consequently, our Web-based, social interface for teaching film enables educators to create and share their own example shots and rationale for their selection. This collaborative system crowdsources the aesthetic expertise of instructors and intelligently suggests applicable example shots and commentaries to all students. This paper presents preliminary evaluation of the prototype.
Sharing, Human Values, and Computer Activity Tracking BIBAFull-Text 233-236
  Karen Boyd; Adam Rule; Aurélien Tabard; Jim Hollan
Recording and sharing detailed, in-context data about computer-mediated work can help workers, their peers, managers, and researchers gain rich insights about work. But tracking it raises a number of privacy questions: how do we help people understand and control what is being recorded? What data is sensitive? Who owns the data? We present work-in-progress using Value Sensitive Design to identify values and tradeoffs involved in tracking and sharing computer-mediated work activity.
Motivational Impact of Facebook Posts on Environmental Communities BIBAFull-Text 237-240
  Marina Cardoso; Elizabeth Warrick; Jennifer Golbeck; Jennifer Preece
As environmental groups utilize social media to increase the participation of citizens in contributing scientific data, the question of what kind of content will motivate user engagement becomes increasingly important. Using a Social Network Analysis framework and following on the heels of motivational studies, we examine the Facebook Fan Pages of three environmental communities: eBird, Aspen Center for Environmental Studies and the Anacostia Watershed Society. We find that whether posts originate with the page owner (Page Posts), with users (User Posts), or whether they are posted by Fan Pages of other sites (Mention Posts), posts on a site fall into 4 main categories based on their message and intent: informational, invitational, motivational and investigational. While thematic content analysis corroborates that posts by owners motivate the most user engagement across the board, the degree to which Page Posts cumulatively fall into the motivational category on a site critically impacts user engagement.
Time Management Application: Insights on French and Chinese Collaboration BIBAFull-Text 241-244
  Heloise Chalot; Chieh Cheng; Chinwen Yu; Pei-Luen Rau; Qin Gao
In this research, a mobile time management application was developed and tested on 5 Chinese and 5 French students of a university in China through some basic manipulations of the prototype and a personal interview in order to gain insights on cultural differences between French and Chinese time management practices. It was shown that the interviewees were late depending on the events' priority, but the priority is different for Chinese and French students. Chinese students tend to change meeting times more frequently; therefore they often double-check meetings for confirmation. Design guidelines for time management applications can be deducted from these observations.
Social Incentives in Pervasive Fitness Apps for Obese and Diabetic patients BIBAFull-Text 245-248
  Yu Chen; Mirana Randriambelonoro; Antoine Geissbuhler; Pearl Pu
Social incentives such as cooperation and competition are found to motivate users in pervasive fitness applications. This work investigates how social incentives work for individuals with obesity and diabetes. We used a mobile fitness application called HealthyTogether as an experimental platform, which allows dyads to achieve fitness goals together and compete in an online community. We conducted a four-week study with 16 obese and diabetic patients who used HealthyTogether to exercise with a buddy. Results show that participants exercised more with social incentives compared with their baseline. Collaborating with buddies to compete in a community was reported as motivating for dyads exercising with strong ties. Social interactions could be demotivating between dyads who did not know each other well. Finally, it is crucial to consider patients' technical literacy when designing behavior-changing technologies.
Beyond Official: Government Information Work through Personal Accounts BIBAFull-Text 249-252
  Dharma Dailey; Kate Starbird
This research demonstrates how government information workers employed different communication strategies through social media after a mass-causality event. Effectively using social media for some government functions may blur the lines between official work and the personal boundaries of government workers, thus raising privacy concerns for government employees.
Using Gamification to Tackle the Cold-Start Problem in Recommender Systems BIBAFull-Text 253-256
  Sebastian Feil; Martin Kretzer; Karl Werder; Alexander Maedche
The cold start problem in recommender systems refers to the inability of making reliable recommendations if a critical mass of items has not yet been rated. To bypass this problem existing research focused on developing more reliable prediction models for situations in which only few items ratings exist. However, most of these approaches depend on adjusting the algorithm that determines a recommendation. We present a complimentary approach that does not require any adjustments to the recommendation algorithm. We draw on motivation theory and reward users for rating items. In particular, we instantiate different gamification patterns and examine their effect on the average user's number of provided report ratings. Our results confirm the positive effect of instantiating gamification patterns on the number of received report ratings.
LeadWise: Using Online Bots to Recruite and Guide Expert Volunteers BIBAFull-Text 257-260
  Claudia Flores-Saviaga; Saiph Savage; Dario Taraborelli
In order to help non-profits recruit volunteers with specialized knowledge we propose LeadWise, a system that uses social media bots to recruit and guide contributions from experts to assist non-profits in reaching their goals. We test the feasibility of using the system to recruit specialized volunteers for Wikipedia. We focus in particular on experts who can help Wikipedia in its objective of reducing the gender gap by covering more women in its articles. Results from our first pilot show that LeadWise was able to obtain a noteworthy number of expert participants in a two week period with limited requests to targeted specialists.
When did my childhood become an art exhibit?! BIBAFull-Text 261-264
  Hannah Freedman; Tobi Adebisi; Charlotte Tang; Zahid Syed
Social media has dramatically altered the ways in which people share experiences. Through on-site observations during the Art of Video Games exhibition in a local museum and an examination of related Instagram postings, we found that visitors try to re-experience their memories and to collectively reminisce about their past gaming. We also discuss the implications of our findings as ways to encourage visitor engagement and to build a natural storehouse of knowledge.
Making Games as Collaborative Social Experiences: Exploring An Online Gaming Community BIBAFull-Text 265-268
  Guo Freeman
In addition to playing games together, making games together has offered new opportunities for social interaction and community building in online spaces. This paper presents an empirical study of how making indie games become interactive and collaborative social experiences in an Asian female-dominated online gaming community. It contributes to the CSCW community by providing a better understanding of the social side of game making in addition to game playing, and points to the importance of social engagement in game making communities.
@Stake: A Game to Facilitate the Process of Deliberative Democracy BIBAFull-Text 269-272
  Eric Gordon; Becky Michelson; Jason Haas
Public engagement in government decision-making is often hindered by a lack of diversity, underutilization of digital tools, and unclear feedback mechanisms -- a problem made acute in the context of historically low levels of trust in American government [5]. But one thread of democratic innovation is in mini-publics for deliberation and discussion. Games are a productive mechanism for this. @Stake is a game designed to build deliberative capacity through role-play and ideation. The present research examines the use of @Stake within a Participatory Budgeting process and presents evidence that it leads to increased empathy and creativity in the civic process.
TeleTourist: Immersive Telepresence Tourism for Mobility-Restricted Participants BIBAFull-Text 273-276
  Lilian de Greef; Meredith Morris; Kori Inkpen
People can have experiences through video calls that are otherwise inaccessible. For example, someone who cannot leave the home may wish to experience visiting the zoo. We present TeleTourist, a system that uses video calls with strangers to share experiences for people with mobility restrictions. We designed TeleTourist to enhance immersion and personalization, as well as help balance the relationship between participants of the video calls. We discuss features we have implemented or envisioned for TeleTourist, as well as attributes we wish to evaluate in future work.
Quantifying Toxicity and Verbal Violence on Twitter BIBAFull-Text 277-280
  Joshua Guberman; Carol Schmitz; Libby Hemphill
Online harassment is a continuing problem, endemic to many social media platforms and other means of web-based communications, and few means exist to analyze web content for instances of verbal violence and aggression. We are developing a scale of online aggression that can be applied to Twitter posts (tweets) and that is based on existing measures of trait aggression and cyberbullying. For the purpose of testing and validating our scale, we are relying on Mechanical Turk, an Amazon Web Service, through which we can enlist and pay workers to code our dataset of tweets. Preliminary results suggest that aggression in tweets is difficult for human coders to identify and that we have not reached consensus about what constitutes harassment online. We discuss our preliminary results and propose next steps such as scale modification and automated classifier development.
Collab-ChiQat: A Collaborative Remaking of a Computer Science Intelligent Tutoring System BIBAFull-Text 281-284
  Rachel Harsley; Nick Green; Barbara Di Eugenio; Satabdi Aditya; Davide Fossati; Omar Al Zoubi
This paper focuses on the motivation, design, and initial prototype implementation of Collab-ChiQat. Collab-ChiQat is a collaborative reconceptualization of an existing intelligent tutoring system for Computer Science Education originally intended for one-to-one student-system tutoring. Collab-ChiQat allows students to work as pair programmers as they solve coding problems for linked lists, a foundational and difficult to grasp CS concept. The work is unique in it's comparison of how system structuring of collaboration affects both learning and actual collaboration. In one condition, students are left to themselves with no system feedback regarding their collaborative behavior. While in a second condition, the collaboration is semi-structured, meaning students received a visualization of their participation and other metrics.
Analyzing Lexical Expressions in an Human-Agent Online Explanation Task: Influence of Affect and Characteristics BIBAFull-Text 285-288
  Yugo Hayashi
The present study investigated how the variables, consisting of the expressions of emotion and embodied characteristics of the PCA and the personal characteristics of the participants, influenced the participants' explanation performance. In the study, a lexical network analysis, focusing on the co-occurrence of key words in the participant's text explanation as dependent variables, was used for automatic evaluation. Text-mining and machine learning results show that during the explanation activity the expression and the gender of the PCA influence the learners' performance. This paper provides insight into the behavior of humans performing online tasks and suggestions related to the design of efficient online tutoring systems.
A Journey of Citizen Science Data in an Online Environment BIBAFull-Text 289-292
  Yurong He; Jennifer Preece; Jennifer Hammock; Michele Weber; Seabird McKeon; Andrea Wiggins
Previous CSCW studies on citizen science have focused on supporting data collection, rather than data sharing among a wider audience. Here we describe the process by which citizen science data are collaboratively shared by individual and organizational social actors. Three sets of collaborative efforts are essential for enabling data to travel through the online environments: creating shareable data, assuring data quality, and setting up data sharing partnerships.
What a Surprise: Initial Connection with Coworkers on Facebook and Expectancy Violations BIBAFull-Text 293-296
  Lei Huang; Dan Wang
Connecting with peer coworkers on private social network sites (SNSs) such as Facebook is common nowadays. Initial connection with coworkers on private SNSs might bring lots of surprises because one can gain access to much personal information of his/her colleagues that is not shared at workplace. To understand how this process influences impressions of and workplace relationships with the coworkers, we draw on Expectancy Violation Theory with data collected through MTurk survey (N=207) aiming at proposing a typology of Facebook contents that constitute expectation violations. This poster presents early findings that guide subsequent studies exploring outcomes of the violations.
Encouraging Work in Citizen Science: Experiments in Goal Setting and Anchoring BIBAFull-Text 297-300
  Corey Jackson; Gabriel Mugar; Kevin Crowston; Carsten Østerlund
This paper describes the results of an online field experiment where we designed and analyzed the effects of a goal-setting tracker in an online citizen science project -- Floating Forest. The design of our tracker was influenced by psychology theories of anchoring and goal-setting. Our results of our experiment revealed: (1) setting goals increases annotations in a session; (2) numeric anchors influence goals; and (3) participants in the treatment who saw a prompt but did not set a goal, contributed more annotations than the participants in the control group. Our research shows how goal-setting and anchoring combine to increase work in online communities.
Why Do Teammates Hate Me? Cross-Cultural Tensions and Social Dynamics in Online Games BIBAFull-Text 301-304
  Jialun Jiang; Svetlana Yarosh
We discuss the multi-ethnic tension and social dynamics behind toxicity in online game Dota 2. We present a player survey and preliminary analysis of user-generated keywords and future work in interpreting the survey results.
CODer Entrepreneurs: How Entrepreneurs can benefit from a Dynamic Social Semantic Tagging System BIBAFull-Text 305-308
  Saman Kamran; Mehdi Jazayeri; Tahsin Ettefagh
Tagging (or bookmarking) online resources with representative keywords is one of the most popular and practical approaches for giving identity to the objects. Human taggers in social tagging systems give identity to the objects. Tagged objects also represent the perception or identity of their human taggers in return. Although users' interest and their perception about Web content might change over time, most current approaches define a fixed identity for the objects. These approaches always recommend objects to the users based on their fixed, defined identities since they use a source of knowledge that does not evolve. In our social semantic tagging system, COD (Collaborative Ontology Development), we update identities of the users and Web contents dynamically based on the latest collective opinion of the evolving communities of relevant users [1]. In this poster, we present how entrepreneurs can define a reliable representation of their commonsense knowledge about different entrepreneurial entities by using COD. CODer Entrepreneurs in the automatically formed communities can dynamically improve identity of the entrepreneurial objects related to their expertise or interests.
TickTockRun: Towards Enhancing Communication in Runner Families BIBAFull-Text 309-312
  Kristina Knaving; Pawel Wózniak
Past studies have shown that advanced amateur runners often find it hard to communicate the difficulties of training frequently to their friends and family. Given that orchestration is required to effectively include running in everyday routines, tools for facilitating communication are likely to of-fer improvements. This paper presents TickTockRun -- a design exploration of how tracking data from running and daily activity sensing can stimulate discussions within a household. We designed an interactive artefact for the living room that visualises running training and daily activity. It offers visual and audio representations of activity to trigger discussion and allows family members to access activity information. We also propose an in-the-wild study plan for TickTockRun.
Hands-Free Collaboration Using Telepresence Robots for All Ages BIBAFull-Text 313-316
  Akihiro Kosugi; Masatomo Kobayashi; Kentarou Fukuda
The use of telepresence robots brings the impression of physical presence to remote collaborations, which is beneficial in terms of establishing a closer relationship in a short time. However, operating a robot requires substantial cognitive effort. This can cause problems in practical situations involving older users, where the cognitive load interferes with the main task that needs to be performed. We have developed a telepresence robot system that addresses this problem by lowering the barriers preventing the operation of a robot. Its basis is the concept of an "observation window" that allows the robot to be operated without using hands or having to wear additional devices. This lightweight, less intrusive technology is expected to be desirable even for older users. This poster describes the mechanism and implementation of our system and reports its effectiveness in practical use by people of all ages, including older users.
Mining Shapes of Expertise in Online Social Q&A Communities BIBAFull-Text 317-320
  Varun Kumar; Niranjan Pedanekar
Expertise of an individual is metaphorically defined by shapes of letters such as I, T, M and hyphen, depending on her expertise in an area (depth) and the number of areas of interest (width). Industries have now started recruiting people with specific shapes of expertise. In this poster, we introduce the idea of mining shapes of user expertise in a typical online social Question and Answer (Q&A) community where expert users often answer questions posed by other users. We report observations on distribution of different shapes of expertise in a StackExchange community called Super User.
Designing a New System for Sharing Computer Science Teaching Resources BIBAFull-Text 321-324
  Mackenzie Leake; Colleen Lewis
Many online communities for high school computer science teachers have been developed to help teachers connect with each other and share course materials. However, these sites have failed to meet teachers' needs and are widely underused. Creating new communities by repeating the design of existing sites will only require teachers to search additional sites to find what they need. Prior work has framed the inefficacy of these sites in terms of usability without exploring additional underlying problems that discourage teachers from using the sites. We interviewed teachers about their attitudes toward existing sites to further our understanding of these underlying problems. During interviews teachers said that finding relevant resources is difficult and contributing to these communities requires too much time. We propose a new design for a system that lowers the barrier to participation while providing teachers with improved access to each other's relevant course materials.
Designing Shared Gaze Awareness for Remote Collaboration BIBAFull-Text 325-328
  Jerry Li; Mia Manavalan; Sarah D'Angelo; Darren Gergle
In this project, we evaluate two different methods for highlighting shared gaze across two tasks with different collaborative properties. There are many factors to consider when designing shared gaze representations such as how much information to display and when to provide it so that it will be most useful. Unlike other non-verbal forms of communication such as deictic gesturing, gaze is not always intentionally communicative and therefore we need to think critically about when and how to display it. For each task, participants saw their partner's gaze displayed continuously, em-phasized either by previous fixation points or extended fixations. We discuss our findings and present design implications for shared gaze awareness based on inter-action traces and interviews with participants.
Tactile Teacher: Enhancing Traditional Piano Lessons with Tactile Instructions BIBAFull-Text 329-332
  Richard Li; Yingyan Wang; Chih-Pin Hsiao; Nicholas Davis; James Hallam; Ellen Do
Tactile Teacher is a pair of fingerless gloves that senses a piano teacher's finger tapping and actuates corresponding vibration motors on the student's glove. In this paper, we briefly introduce the gloves and report preliminary results from a user study with 13 subjects. The study shows that the system improves the playing accuracy of subjects without musical instrument experience by roughly 13%. However, no significant effects on the subjects with musical instrument experience were observed. We conclude the paper with future works and the potential impacts of Tactile Teacher on real-time active learning.
Why Developers Are Slacking Off: Understanding How Software Teams Use Slack BIBAFull-Text 333-336
  Bin Lin; Alexey Zagalsky; Margaret-Anne Storey; Alexander Serebrenik
Slack is a modern communication platform for teams that is seeing wide and rapid adoption by software development teams. Slack not only facilitates team messaging and archiving, but it also supports a wide plethora of integrations to external services and bots. We have found that Slack and its integrations (i.e., bots) are playing an increasingly significant role in software development, replacing email in some cases and disrupting software development processes. To understand how Slack impacts development team dynamics, we designed an exploratory study to investigate how developers use Slack and how they benefit from it. We find that developers use Slack for personal, team-wide and community-wide purposes. Our research also reveals that developers use and create diverse integrations (called bots) to support their work. This study serves as the first step towards understanding the role of Slack in supporting software engineering.
Exploring Computational Composite: An Approach To Sensorial Interaction BIBAFull-Text 337-340
  Szu-Yu Liu; Tung-Jen Tsai; Daniel Alenquer
Smart materials can utilize information gathered from users and the environment to actively respond by transforming its physical properties. Even though recent developments in technology allowed for smart materials to become feasible and viable in a variety of contexts, they are not commonly seen in everyday computing devices. Different fields of knowledge such as Design and Engineering can benefit from harnessing the power of smart materials by proposing new forms of interaction within the space that smart materials unfold. We believe that by drawing inspiration from the theoretical framework of Computational Composite, a notion of Sensorial Interaction can be established, and provide practitioners with the tools necessary to bring this new field to a wider range of solutions. The purpose of this study is to establish, initially, a cross-domain conversation and to highlight the research opportunities revealed by introducing new channels of expression to an artifact.
WASSUP? LOL: Characterizing Out-of-Vocabulary Words in Twitter BIBAFull-Text 341-344
  Suman Maity; Anshit Chaudhary; Shraman Kumar; Animesh Mukherjee; Chaitanya Sarda; Abhijeet Patil; Akash Mondal
Language in social media is mostly driven by new words and spellings that are constantly entering the lexicon thereby polluting it and resulting in high deviation from the formal written version. The primary entities of such language are the out-of-vocabulary (OOV) words. In this paper, we study various sociolinguistic properties of the OOV words and propose a classification model to categorize them into at least six categories. We achieve 81.26% accuracy with high precision and recall. We observe that the content features are the most discriminative ones followed by lexical and context features.
Mining Twitter Conversations around E-commerce Promotional Events BIBAFull-Text 345-348
  Binny Mathew; Unnikrishnan A; Tanmoy Chakraborty; Niloy Ganguly; Samik Datta
With Social Media platforms establishing themselves as the de facto destinations for their customers' views and opinions, brands around the World are investing heavily on invigorating their customer connects by utilizing such platforms to their fullest. In this paper, we develop a novel technique for mining conversations in Twitter by weaving together all conversations around an event into one unified graph (Conversation Graph, henceforth). The structure of the Conversation Graph emerges as a variant of the BOWTIE structure (dubbed ASKEWBOWTIE henceforth) as a result of the complex communication patterns amongst these players. Finally, we investigate the structural properties of the ASKEWBOWTIE structure to understand the configuration of the components and their temporal evolution.
Encount'r: Exploring Passive Context-Awareness for Opportunistic Social Matching BIBAFull-Text 349-352
  Julia Mayer; Quentin Jones
Mobile social matching applications are changing the way we meet new people. However, there are many open challenges associated with the design of systems that introduces people proactively without a specific user query, but instead when the opportunity arises. We present Encount'r, an opportunistic social matching system that implements passive context-awareness to unobtrusively inform people about relevant opportunities. Preliminary findings from a think aloud evaluation of both the concept and the designs are discussed and ongoing research efforts are presented.
Product X: An Output-Agreement Game for Product Perceptual Mapping BIBAFull-Text 353-356
  Hajime Mizuyama; Eiji Miyashita
This work proposes an output-agreement game, named Product X, that collects words and phrases that characterize the differences between a set of products. In the proposed game, each player is paired with another at random and, instead of an image, the paired players are provided with a purchase scenario. The scenario describes a scene where an individual chooses a product from a given product set from two different suppliers. The players are supposed to enter verbal expressions that explain the reason for the individual's choice, and when an expression entered by a player is judged to match one of the expressions entered by the other player, both of the players are given points based on the quality of the expression. The expressions gathered by the game are then used to draw a perceptual map of the set of products. Furthermore, when a designer wants to locate a new product on the perceptual map, the proposed game can be used to characterize the unknown new product "X."
An Architecture for Social Sharing and Collaboration around Open Data Visualisations BIBAFull-Text 357-360
  Delfina Malandrino; Ilaria Manno; Giuseppina Palmieri; Andrea Petta; Donato Pirozzi; Vittorio Scarano; Luigi Serra; Carmine Spagnuolo; Luca Vicidomini; Gennaro Cordasco
This paper introduces the DatalEt-Ecosystem Provider (DEEP), an open source, extensible, modular and pluggable architecture providing datalets, which are web-component visualisations of datasets content. DEEP enables the sharing and collaboration around data visualisations, supporting for instance communities in public deliberation around Open Data. Users can create, reconfigure, reuse and share interactive visualisations in any web-page and other systems.
Feeling Distance: An Investigation of Mediated Social Touch Prototypes BIBAFull-Text 361-364
  Timothy Pallarino; Aaron Free; Katrina Mutuc; Svetlana Yarosh
Physical distance presents a challenge for building and maintaining relationships. With recent work showing the effectiveness of both visual and haptic feedback in supporting interpersonal touch over a distance, such technologies look to bridge this gap and improve existing communication technologies. In this project, we explore the potential role of shape-shifting displays for doing so. We present two prototypes, one using linear slide potentiometers and the other using linear actuators, that incorporate these forms of feedback to facilitate mediated social touch. We present the benefits and drawbacks of each system, and conclude that, for a system focused on collaboration and synchronous communication, linear actuators may be better suited due to their load capacity and precision.
Game-theoretic models identify useful principles for peer collaboration in online learning platforms BIBAFull-Text 365-368
  Vineet Pandey; Krishnendu Chatterjee
To facilitate collaboration in massive online classrooms, instructors must make many decisions. For instance, the following parameters need to be decided when designing a peer-feedback system where students review each others' essays: the number of students each student must provide feedback to, an algorithm to map feedback providers to receivers, constraints that ensure students do not become free-riders (receiving feedback but not providing it), the best times to receive feedback to improve learning etc. While instructors can answer these questions by running experiments or invoking past experience, game-theoretic models with data from online learning platforms can identify better initial designs for further improvements. As an example, we explore the design space of a peer feedback system by modeling it using game theory. Our simulations show that incentivizing students to provide feedback requires the value obtained from receiving a feedback to exceed the cost of providing it by a large factor (greater than 7). Furthermore, hiding feedback from low-effort students incentivizes them to provide more feedback.
Sustaining Reciprocity: Generating Social Capital within Peer-Support Communities BIBAFull-Text 369-372
  Thanh-Mai Phan; Svetlana Yarosh
The concept of reciprocity is embedded into community. A successful online peer-support community is characterized by its members actively giving and receiving support, namely in the form of advice and encouragement. In this paper, we investigate incentives for sustaining generalized reciprocity and explore its relationship with social capital on InTheRooms.com, an online recovery network.
Enticing Casual Nature Preserve Visitors into Citizen Science via Photos BIBAFull-Text 373-376
  Jennifer Preece; Carol Boston; Tom Yeh; Jacqueline Cameron; Mary Maher; Kazjon Grace
While scientists need the contributions of members of the public if they are to document biological diversity across large spaces and over long periods of time, it is challenging to recruit enough volunteers. Since many people use their smartphones to take pictures when they are in nature, it may be beneficial to understand what they gravitate toward as a first step in understanding how they might be engaged in citizen science. We examined photographs taken by casual visitors to a Colorado nature preserve to look for clues about what attracts them. A thematic analysis revealed that the majority of their pictures were of plants, birds, and landscapes, and three-quarters chose to annotate some photos with comments or questions. Based on these findings, we propose ways to entice such visitors toward participating in biodiversity-oriented citizen science projects.
Testing Higher-Order Network Structures in an Online Experiment BIBAFull-Text 377-380
  Jason Radford; Amotz Barnoy; Alexey Nikolaev; Saad Mneimneh; David Lazer; Ram Ramanathan
Currently, the de facto representational choice for networks is graphs which capture pairwise relationships between entities. This dyadic approach fails to adequate capture the array of group relationships that are more than the sum of their parts and prevalent in real-world situations. For example, collaborative teams, wireless broadcast, and political coalitions all contain unique group dynamics that need to be captured. In this paper, we use simplicial complexes to model these supra-dyadic relationships in networks. We argue that a number of problems within social and communications networks such as network-wide broadcast and collaborative teams can be elegantly captured using simplicial complexes in a way that is not possible with graphs. In this study, we operationalize several types of simplicial complexes in an online-based experiment using the Wildcat Wells paradigm. We then run subjects in these experiments to investigate measures of team strength and hub behavior using simplicial complex models.
Asian American Chicago Network: A Case Study of Facebook Group Use By Immigrant Groups BIBAFull-Text 381-384
  Xi Rao; Libby Hemphill
Through analyzing data from posts and about users, we describe how one particular Facebook group helps immigrants to the U.S. use social media to build a local community. As a preliminary study in intercultural communication through social media, we analyze one case, the Asian American Chicago Network (AACN) Facebook group, and uncover common topics users discuss and relationships between user tenure and various indicators of leadership and interaction. Our small finalized results from this preliminary project suggest that members of AACN likely use it (1) to build a professional network in the U.S.A., and (2) to reinforce and affirm their Asian culture and identities.
Crowdfunding: Applying Collective Indexing of Emotions to Campaign Videos BIBAFull-Text 385-388
  Josue Reyes; Cristina Bahm
Crowdfunding has gained increasing popularity among those seeking to finance both for-profit and non-profit endeavors. Previous work has begun to explore the factors that lead to successful crowdfunding campaigns. While crowdfunding campaigns with videos have been shown to have a higher probability of success, few studies have examined their effect on giving behavior. This work begins to close the gap in the literature by presenting a method to examine the interactions between a crowdfunding campaign video and a potential supporter in terms of emotion. We present a methodology based on a technique first developed in the study of emotions and videos that utilizes the idea of collective indexing. Our results show that it is likely that the emotional footprints of each video can be measured using our methodology. From our initial findings we hope to begin the conversation on emotion and crowdfunding campaigns in the scientific community.
Thinking in 4D: Preserving and Sharing Mental Context Across Time BIBAFull-Text 389-392
  Adam Rule; Jim Hollan
Creative activities are frequently interrupted, making it difficult to maintain complex trains of thought. This paper presents a preliminary study of the knowledge, artifacts, and strategies programmers, writers, and graphic designers use to preserve and restore mental context across time. Our findings inform the design of resumption aids that might help people share mental context both with their future selves and collaborators.
Towards a Framework for Collaborative Video Surveillance System Using Crowdsourcing BIBAFull-Text 393-396
  Susumu Saito; Tetsunori Kobayashi; Teppei Nakano
This paper proposes a new framework for video surveil-lance systems for crime prevention. The main purpose of this framework is to help provide reasonable and stable solutions for automated video surveillance systems in a collaborative way. This framework is characterized by a verification process using crowdsourcing after the image analysis process: automated image analyzer detects as many suspicious events as possible followed by filtering process using human intelligence, to achieve both high re-call and high precision rates. Here we describe the basic mechanisms for collaboration between camera devices, data stores, image analyzers and surveillance crowds.
GreenDesigners: Gamified Ubiquitous Learning for Sustainable Engineering Design BIBAFull-Text 397-400
  Fariha Salman; David Riley; Salman Javed
This poster presents the design of our study that develops and implements a digitally augmented ubiquitous STEM learning experience called GreenDesigners. We study how this learning experience equips science learners with sustainable engineering concepts and design practices. Our paper focuses on five elements in our learning and research design that enable high school students to initiate rich interactions as they engage with a gamified-trail of augmented information layered onto the real world setting of a solar demonstration home. Our presentation will elaborate upon these elements to bring out a critical analysis of the decisions taken in the design and pilot testing process.
Webizing Mixed Reality for Cooperative Augmentation of Life Experience BIBAFull-Text 401-404
  Daeil Seo; Byounghyun Yoo; Heedong Ko
Most mixed and augmented reality (MAR) applications require the target to be specified a priori and need the same MAR applications among cooperative users. Thus, most existing MAR applications are hard to share MAR scenes or contents without prior agreement for cooperative works. To address this problem, we propose a webizing method that redesigns component relationship of MAR content using an episode as a container of user interactions for sharing life experience and activities. The MAR scene can be gradually developed by multiple participants of the episode. Our examples demonstrate MAR contents can be cooperatively produced, accumulated and consumed like Web 2.0, a digital prosumption that has proven effective in dramatic expansion of Web contents.
Identifying and Characterizing Sleeping Beauties on YouTube BIBAFull-Text 405-408
  Sandipan Sikdar; Anshit Chaudhary; Shraman Kumar; Niloy Ganguly; Abhijnan Chakraborty; Gaurav Kumar; Abhijeet Patil; Animesh Mukherjee
The generally accepted notion about popularity dynamics of user generated contents (e.g., tweets, videos) is that such contents attain their peak popularity within first few days and then gradually fade into oblivion. However, analyzing more than 350K videos on YouTube, we find that more than 10% of them obtain their peak popularity after at least one year from being uploaded. We term such videos as Sleeping Beauties and observe that these videos engage users more compared to other videos on YouTube. We further observe that sleeping beauties can retain their popularity to a greater extent following their peak popularity compared to other videos. We believe that recognizing such videos will not only benefit the advertisers, but also the designers of recommendation systems who seek to maximize user satisfaction. Through this interactive poster, we bring the presence and characteristics of sleeping beauties in front of the research community.
Situation-aware communication method based on contextual info BIBAFull-Text 409-412
  Scott Song; Minjin Rho; Suna Kim
In recent years, the rapid expansion of wireless communication-parallel-with the development of diverse device technologies-has fostered an environment in which smart phones, tablets, and cars can collaboratively communicate with each other anytime and anywhere.
Human Process Design: Mediate between People and Help Them to Look into the Future BIBAFull-Text 413-416
  Kei Taira; Masahide Noda; Motoshi Sumioka; Takumi Baba; Takashi Ohno; Riichiro Take
We propose a service that is similar to an operating system for humans. We often have tasks that we want to do but never start. We would not start them if there is no deadline, or if there is, we would be haunted by it. We have many tasks requested by a company, customer, family...etc., and those we want to do for ourselves. However, our time is limited and some tasks are left undone as a result. Lasting regrets result from the things we fail to do, not those we do. Moreover, tasks needing cooperation are tricky. We have to organize schedule, considering people concerned. If you are an important person, you can hire a secretary, but most of us can't. We propose the Human Process Design (HPD) service that is, so to speak, a task scheduler for humans. It makes a schedule and recommends a next task, and helps him/her complete tasks. We discuss the concept and the fundamental architecture of HPD and confirm its effectiveness thorough prototyping.
Exploring Engagement in a 'Social Crowd' on Twitter BIBAFull-Text 417-420
  Jacob Thebault-Spieker; Angbang Xu; Jilin Chen; Jalal Mahmud; Jeffrey Nichols
People use Twitter to communicate with companies and friends, and ask for or share information. Here, we explore participation and engagement in an information-gathering 'social crowd'. We first present a study of engagement behavior through both Twitter Ads and direct outreach, and find that direct outreach achieves a higher engagement rate. Second, by showing people other users' participation with a shared interest, we explore the potential for engagement of social crowds. We demonstrate the benefit to engagement of sharing social context, present a preliminary step towards deeper studies on the social component of engagement, and suggest directions for understanding and supporting social crowd engagement.
BotViz: Data Visualizations for Collaborations With Bots and Volunteers BIBAFull-Text 421-424
  Carlos Toxtli; Claudia Flores-Saviaga; Flor Aguilar; Alejandra Monroy; Juan Flores; Jeerel Herrejon; Norma Chavez; William Dai; Needa Almani; Shloka Desai; Saiph Savage
Online bots are quickly becoming important collaborators with humans in tackling issues in healthcare, politics, and even activism. Recently, non-profits have used many bots in place of their human members to scaffold collaborations with citizens. However, this shift invites new challenges: it is difficult for outsiders to understand the joint effort that bots have now initiated with humans, limiting the goals reached collectively. To help non-profits coordinate the volunteers recruited by online bots, we propose BotViz. BotViz is a new online platform that via data visualizations provides outsiders a clear understanding of the interactions of bots with volunteers. Our data visualization presents two benefits related to traditional interfaces: 1) Diversity, wherein people can understand the diversity of the volunteers, especially their unique strengths; 2) Stalling, wherein people who may be delaying the collective effort triggered by bots can be easily identified by volunteers. Together, our data visualizations point to a future where humans and online bots can better collaborate in order to have large scale impact.
The role of outsiders in consensus formation: A case study of Yelp BIBAFull-Text 425-428
  Utpal Prasad; Niloy Ganguly; Animesh Mukherjee; Nikky Kumari; Mohit Kumar
Review sites play a key role in determining the reputation and popularity of various businesses. Consumers are influenced by the reviews on these sites to take their decision before adoption of a service, rendering significant potential to reviewers on these sites to hurt or boost the practise of business units. It is usually believed that the local reviewers have a better understanding of the business hosts in their regions and their reviews are much more influential. However by analyzing the reviews on a popular review site Yelp, we show that the reviews provided by the non-local reviewers ("outsiders") converge over time while local reviewers are much more decentralised and provide mixed choices to the consumers. In order to identify the possible reasons for this, we unfold a series of systematic differences in the reviewing characteristics of the outsiders that make them strikingly different from the insiders.
How Social Annotation Affects Second Language Reading BIBAFull-Text 429-432
  Hao-Chuan Wang; Cheng-Hsien Han; Mei-Hua Pan; Chi-Lan Yang
Annotation is a common practice to aid reading. Social annotation may benefit collaborative second language learning in the way that second language readers may share their annotations to help each other read articles of a non-native language. In a laboratory study, we simulated the process of social annotation and examined how seeing others' annotations affects readers' understanding of the content as well as their production and editing of annotations. The preliminary results showed that reading other people's annotations can affect article reading and the modification of annotations especially when readers disagreed with the annotations.
Optil.io: Cloud Based Platform For Solving Optimization Problems Using Crowdsourcing Approach BIBAFull-Text 433-436
  Szymon Wasik; Maciej Antczak; Jan Badura; Artur Laskowski; Tomasz Sternal
The main objective of the presented research is to design a platform for continuous evaluation of optimization algorithms using crowdsourcing technique. The resulting platform, called Optil.io, runs in a cloud using platform as a service model and allows researchers from all over the world to collaboratively solve computational problems. This is the approach that has been already proved to be very successful for data mining problems by web services such as Kaggle. During our project we adapted this concept for solving computational problems that require implementation of software. To achieve this we designed the on-line judge system that receives algorithmic solutions in a form of source code from the crowd of programmers, compiles it, executes in a homogeneous run-time environment and objectively evaluates using the set of test cases. It was verified during internal experiments at the Poznan University of Technology and it is now ready to be presented to wider audience.
LBSNShield: Malicious Account Detection in Location-Based Social Networks BIBAFull-Text 437-440
  Yuan Xuan; Yang Chen; Huiying Li; Pan Hui; Lei Shi
Given the popularity of GPS-enabled smart devices, location-based social networks (LBSNs) have attracted numerous users around the world. The openness of LBSN platforms has also made themselves the targets of malicious attackers. In LBSNs, attackers can register a number of fake identities and let them post spam reviews or fake checkins. Therefore, discovering and blocking the malicious accounts are vital for the experience of legitimate users. In this paper, we investigated how to accurately detect malicious accounts in LBSNs. We collected rich user data from a popular LBSN in China, so-called Dianping. We then built a crowdsourcing based annotation platform to mark legitimate and malicious accounts. By examining the annotated data set, we selected a number of key features to distinguish between these two types of accounts. Based on these features, we built LBSNShield, a machine learning-based malicious account detection system. According to our extensive evaluation, our system can achieve an F1-score of 0.89.
Today's Life Style and Yesterday's Life Experience: A Study of Financial Practices of Retirees In China BIBAFull-Text 441-444
  Ping-Jing Yang; Xianghua Ding
This poster reports a qualitative study of older adults' financial practices in today's increasingly digitalized monetary infrastructure, based on semi-structure interviews with 10 retirees in Shanghai China. An inductive analysis of the interview results reveals that their financial practices as well as their use or non-use of ICT are closely related to their current life styles and past life experiences. After presenting the preliminary findings, we will suggest some implications for design for the older adults.
Group Finder: Finding the "Right": Online Support Groups for People in Recovery BIBAFull-Text 445-448
  Yuan Yao; Svetlana Yarosh
Nowadays, more people in recovery choose to seek help from online support groups. This paper presents Group Finder, a content-based online support groups recommender that makes suggestions by using the measurements of post contents in social and psychological dimensions.
Curiosity vs. Control: Impacts of Training on Performance of Teams Working with Robots BIBAFull-Text 449-452
  Sangseok You; Lionel, Jr. Robert
Training robot operators is one approach to promoting better performance in teams working with robots. Yet, training does not always result in better performance. This study conducts a preliminary analysis of why by examining two psychological states of use: control and curiosity. An experimental study involving 30 teams two humans and two robots employing robots was conducted. Results showed that training minimized the negative impacts of curiosity and heightened the positive impacts of control on task involving the use of a robot.
Design Illustrations to Make Adoption of Ola Technology More Beneficial for Indian Auto-Rickshaw Drivers BIBAFull-Text 453-456
  Himanshu Zade; Jacki O'Neill
'Ola' is a p2p platform, similar to Uber, which connects passengers to car and auto-rickshaw (auto) drivers in India. Indian auto drivers face challenges when adopting the Ola app. Ola is the first internet technology most drivers in India have used, and changes their work practices by introducing a new workflow. We describe the contrast in the workflow of drivers -- before and after the adoption of Ola taking a user experience (UX) perspective. We propose design implications, using the contrast as an opportunity for the betterment of the auto drivers.

Workshops

Where did my Office go? Is it in the Cloud!? Workshop on Spatial and Social Connectedness in Virtual and Mediated Work Environments BIBAFull-Text 457-464
  Charlie Gullström; Joke Kort
The physical workplace -- a hub for communication, collaboration and co-located interaction -- can no longer be taken for granted. Today, the design of intelligent interactive media, physical products and ubiquitous environments has passed the phase of being technology-driven. Meaning, insight and experience are now the key design drivers for the bridging of digital and physical design. We foresee how new interconnected knowledge systems -- objects/devices, buildings and even cities created from web-based services and IoT -- thoroughly transform CSCW. A wide spectrum of services already invites users to seamlessly move between real and virtual workspaces, using a range of previously separated media channels. This interdisciplinary workshop welcomes researchers and practitioners to a day-long exchange targeting User eXperience (UX) and, specifically, the relationship between social and spatial connectedness in mediated and virtual work environments. Examples from ongoing research and developments informs a discussion on how the borders between the virtual and real become increasingly obsolete.
Collocated Interaction: New Challenges in 'Same Time, Same Place' Research BIBAFull-Text 465-472
  Joel Fischer; Martin Porcheron; Andrés Lucero; Aaron Quigley; Stacey Scott; Luigina Ciolfi; John Rooksby; Nemanja Memarovic
In the 25 years since Ellis, Gibbs, and Rein proposed the time-space taxonomy, research in the 'same time, same place' quadrant has diversified, perhaps even fragmented. The goal of this one-day workshop is to bring together researchers with diverse, yet convergent interests in tabletop, surface, mobile and wearable technologies, and those interested in the social aspects of interaction, such as conversation analysis and ethnomethodology. These communities have matured considerably, and produced significant exemplars of systems, methods, and studies concerned with collocated interactions. Yet, new challenges abound as people wear and carry more devices than ever, creating fragmented device ecologies at work, and changing the ways we socialise with each other. In this workshop we seek to start a dialogue to look back as well as forward, review best practices, discuss and design paper-prototypes using the collocated design framework, to consider how we might address new and future challenges through collocated design practice.
Collaborative Appropriation: How Couples, Teams, Groups and Communities Adapt and Adopt Technologies BIBAFull-Text 473-480
  Michael Muller; Katja Neureiter; Alina Krischkowsky; Manfred Tscheligi
Previous workshops examined how individual users adopt and adapt technologies to meet local needs, "completing design through use." However, there has been little systematic study of how groups engage collaboratively in these activities. This workshop opens a discussion for these forms of collaborative appropriation, including field studies, design explorations, theoretical accounts, and critical reflections.
Deceptive/Honest/Unreliable/Reliable? Unpacking Social Signaling Theory for Social Computing Systems Analysis and Design BIBAFull-Text 481-484
  David McDonald; Amirah Majid; N. Shami
Social signaling theory (SST) is an analytical approach for interpreting interactions in social settings that are not ostensibly explicit. Social computing researchers are beginning to apply SST to study questions of identity, trust, reliability, and multi-cultural communication. Example framing questions include: Relationships: How does social signaling theory complement existing theories used for studying social computing systems? Applications: What types of questions about social computing systems cannot currently be answered from an SST stance? Interventions: How can Social Signaling Theory be leveraged to facilitate the design of next generation social computing systems? During this workshop, through a variety of creative activities and lively discussions, we will begin to unpack SST, map how it is currently being used in research, and investigate the potential for future exploration.
Breaking into new Data-Spaces: Infrastructure for Open Community Science BIBAFull-Text 485-490
  Aaron Halfaker; Jonathan Morgan; Yuvaraj Pandian; Elizabeth Thiry; William Rand; Kristen Schuster; A. J. Million; Sean Goggins; David Laniado
Despite being freely accessible, open online community data can be difficult to use effectively. To access and analyze large amounts of data, researchers must become familiar with the meaning of data values. Then they must also find a way to obtain and process the datasets to extract their desired vectors of behavior and content. This process is fraught with problems that are solved over and over again by each research team/lab that breaks into a new dataset. Those who lack the necessary technical skills may never be able to start.
CSCW and theSharing Economy: The Future of Platforms as Sites of Work Collaboration and Trust BIBAFull-Text 491-497
  Airi Lampinen; Victoria Bellotti; Coye Cheshire; Mary Gray
Networked platforms for peer-to-peer exchange and on-demand labor, along with the practices that they foster, are attracting increasing attention from CSCW scholars. This workshop seeks to bring the emerging community together to explore how the new domain of "sharing economy" research could help shift forward broader conceptual and theoretical efforts within CSCW, and how, on the other hand, we might utilize prior work more effectively to inform our research agenda and efforts in this emerging sub-area of the field. In particular, the workshop focuses on the future of platforms as sites of work, collaboration and trust. The workshop approaches sharing and the "sharing economy" phenomenon inclusively, adopting a "big tent" approach to invite broad participation. The one-day event will consist of diverse activities, with an emphasis on in-depth conversations, community building, and support for establishing new collaborations.
Designing online experiments: Citizen science approaches to research BIBAFull-Text 498-502
  Andy Pilny; Brian Keegan; Brooke Wells; Chris Riedl; David Lazer; Jason Radford; Katya Ognyanova; Leslie DeChurch; Michael Macy; Noshir Contractor; Waleed Meleis
In this workshop we will host presentations from researchers performing online experiments and spend a half day helping attendees create experiments using the Volunteer Science platform. Current approaches to online science use new information technologies to collect and processes data and engage citizen scientists across the globe. Programs like Zooniverse, Fold.It, and SciStarter demonstrate the power of recruiting online volunteers as participants and contributors to research. Platforms like Project Implicit and Volunteer Science confirm that a wide range of social scientific research can be conducted with volunteers in online laboratories. In this workshop, a group of scholars with wide-ranging experience in this area will discuss existing and emerging approaches to online experimentation. Participants will learn about designing and running online studies and will be given access to the Volunteer Science research platform (volunteerscience.com) where they will work with researchers to develop, test, and deploy their own online studies.
Collaboration and Decision Making in Crisis Situations BIBAFull-Text 503-508
  Adriana Vivacqua; Ana Cristina Garcia; José Canós; Martina Comes; Vaninha Vieira
Emergencies are critical situations that demand immediate action to avoid adverse consequences to life and property. A key challenge in Emergency Management is decision-making under time pressure, with an overload of unconfirmed, uncertain and conflicting information, including the management of many people, with distinct and possibly fluid roles, in different places. Collaboration in these settings is an interesting element, since emergency response generally involves multiple agencies and the public, which have different views, protocols and priorities, but must act in concert to handle the situation. In addition, an increasing amount of virtual information is necessary to inform and manage volunteers. The goal of this workshop is to identify and map the main challenges of collaboration in crisis situations, review current research methods and approaches to address them and from there to address the lack of formal processes, structures, methodologies and tools, following a multidisciplinary approach.
Data-work in Healthcare: The New Work Ecologies of Healthcare Infrastructures BIBAFull-Text 509-514
  Claus Bossen; Kathleen Pine; Gunnar Elllingsen; Federico Cabitza
The workshop focuses on the new work ecologies emerging from implementation and use of information infrastructures in healthcare (IIH). As IIH "grows" through organizational and regulatory mechanisms, CSCW researchers grapple with the shifting nature of healthcare data. CSCW has long been concerned with coordination, cooperation, and communication among interdisciplinary occupations in healthcare. Yet, while medical record keeping is still a primary function of IIH, second order data usages are increasingly large foci of IIH design and use. Facilitating development of health data practice and infrastructure is an area ripe for CSCW research. Critical topics include but are not limited to: re-use of clinical data for second order usages; design of artifacts and infrastructures; politics of creating and using data; algorithmic authority of IIH and effects on the exercise of expertise and discretion of healthcare professions; new forms of healthcare data work, including new occupations; data-driven accountability and management in healthcare.
Toward a Typology of Participation in Crowdwork BIBAFull-Text 515-521
  Karin Hansson; Michael Muller; Tanja Aitamurto; Ann Light; Athanasios Mazarakis; Neha Gupta; Thomas Ludwig
There are new potentials for transformative developments in government, work life, science, and emergency response as the use of participatory and social media has become widespread in society and enabled a more collaborative information production. However, these new platforms for participation have not solved many of the pre-crowd problems regarding participation, such as lack of representativeness and flawed deliberative processes. Therefore it is important and relevant to look at the power relations within crowd production and to examine how different tools handle participatory processes in the crowd. This workshop examines different types of participation in crowd work such as crowdsourced policymaking, crisis management, citizen science and paid crowd work, among others, focusing on relations and power dynamics within and beyond the crowds. We welcome researchers from a diversity of disciplines and perspectives to formulate a typology of participation in crowd work.
Let's Talk About the Quantified Workplace BIBAFull-Text 522-528
  Afra Mashhadi; Fahim Kawsar; Akhil Mathur; Casey Dugan; N. Shami
Over the past decades the advances in pervasive technology have enabled new ways of understanding human behaviour in the workplace. This trend merged with the new rise in the Quantified-Self movement has engendered a new paradigm of Quantified Workplace, where sensing solutions as well as participatory inputs could be used to model, quantify and visualise dynamics of the workplace. In this workshop we want to start a new dialogue to discuss challenges, insights and reflections on this topic. To this aim we are looking for original submissions which offer new insights or propose new techniques for Quantified Workplace. We welcome technical research papers, qualitative research studies, case studies as well as work-in-progress papers which could trigger discussions around the workshop topics.
Developing a Research Agenda for Human-Centered Data Science BIBAFull-Text 529-535
  Cecilia Aragon; Clayton Hutto; Andy Echenique; Brittany Fiore-Gartland; Yun Huang; Jinyoung Kim; Gina Neff; Wanli Xing; Joseph Bayer
The study and analysis of large and complex data sets offer a wealth of insights in a variety of applications. Computational approaches provide researchers access to broad assemblages of data, but the insights extracted may lack the rich detail that qualitative approaches have brought to the understanding of sociotechnical phenomena. How do we preserve the richness associated with traditional qualitative methods while utilizing the power of large data sets? How do we uncover social nuances or consider ethics and values in data use? These and other questions are explored by human-centered data science, an emerging field at the intersection of human-computer interaction (HCI), computer-supported cooperative work (CSCW), human computation, and the statistical and computational techniques of data science. This workshop, the first of its kind at CSCW, seeks to bring together researchers interested in human-centered approaches to data science to collaborate, define a research agenda, and form a community.
Algorithms at Work: Empirical Diversity, Analytic Vocabularies, Design Implications BIBAFull-Text 536-543
  Susann Wagenknecht; Min Lee; Caitlin Lustig; Jacki O'Neill; Himanshu Zade
Computational algorithms have recently emerged as the subject of fervent public and academic debates. What animates many of these debates is a perceived lack of clarity as to what algorithms actually are, what precisely they do, and which human-technology-relations their application may bring about. Therefore, this CSCW workshop critically discusses computational algorithms and the diverse ways in which humans relate to them -- focusing particularly upon work practices and investigating how algorithms facilitate, regulate, and require human labor, as well as how humans make sense of and react to them. The purpose of this workshop is threefold: first, to chart the diversity of algorithmic technologies as well as their application, appropriation, use and presence in work practices; second, to probe analytic vocabularies that account for empirical diversity; third, to discuss implications for design that come out of our understandings of algorithms and the technologies through which they are enacted.
Large-scale Collaborative Projects to Affect Societal Change BIBAFull-Text 544-549
  Mark Ackerman; Ning Gu; Xianghua Ding; Jiang Yang; Volker Wulf
Major projects to support citizens in healthcare, government, energy-savings, disability, and the like are in the research phases or are underway, often on a large-scale. These efforts -- in China, the U.S., Europe, and elsewhere -- aim to affect societal changes through technical means. Yet, these projects are seldom only computational, but often a combination of technical and social, interwoven to provide a suitable infrastructure for these efforts to change society. These projects are seldom only collaborative either, but collaboration and coordination play central roles in many of these efforts. CSCW cannot only learn from these efforts in the field but CSCW's research interests and findings can also help in return. This workshop aims to bring together people from numerous countries and societies who are carrying out these projects or are interested in these efforts to share architectures, designs, findings, and theories so as to promote these projects.