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psychnology Tables of Contents: 010203040506070809101112

PsychNology Journal 11

Editors:Anna Spagnolli
Dates:2013
Volume:11
Standard No:ISSN 1720-7525
Papers:12
Links:www.psychnology.org | Table of Contents
  1. psychnology 2013 Volume 11 Issue 1
  2. psychnology 2013 Volume 11 Issue 2
  3. psychnology 2013 Volume 11 Issue 3

psychnology 2013 Volume 11 Issue 1

The Intersections of Technosciences and Social Justice BIBPDF 7-9
  David A. Banks; Ron Eglash; Daniel Lyles; Britney Summit-Gil

The Intersections of Technosciences and Social Justice

Homemade and Hell Raising Through Craft, Activism, and Do-It-Yourself Culture BIBAKPDF 11-20
  Elena Solomon
The purpose of this paper is to provide an overview of the literature on the intersections of craft activism as it stands within larger DIY craft culture and the professional-amateur divide. It uses a wider body of literature to highlight a contradiction between the ethos of "Do It Yourself," or DIY, which touts self-sufficiency and a romanticization of the handmade, and the very real connection between DIY gathering sites, whether virtual or in-person, and neoliberal consumerism. The piece discusses Do It Yourself culture as a whole, with special attention as to how physical and virtual DIY sites connect with consumerism, then overviews interrelatedness of the DIY lifestyle and professional-amateurism, paying specific attention to collaborative projects between professionals and amateurs. Using those prefaces, the paper focuses on an activist DIY subculture that attempts to resist the neoliberalism pervasive in wider DIY. It concludes by outlining real instances of craftivism and how the makers approached their projects, which serve to demonstrate how truly powerful craftivist resistance can be.
Keywords: craftivism, professional-amateur, DIY, neoliberalism
The Body Hacktivism Movement: A Talk About the Body BIBAKPDF 21-42
  Barbara Nascimento Duarte
This paper talks about the body in a movement of extreme body modification called Body Hacktivism. The aspiration of this movement is to unite hacking, body modification and activism. The Body Hacktivism is a current whose enthusiasts are found in different places in Europe, the United States, and South-America, and are connected through a network. Alongside the fieldwork, it is noticeable that many times the body hacktivists' accounts do not converge into a single version of what the movement is. Beyond that, their accounts about the body vary consistently, interfering directly in their body-related practices. The interviews presented partially here are the fruit of ethnographic research with body hacktivists from Europe and Brazil. In their speech about Body Hacktivism and the body this paper will try to shed light on the way they manage the complexity of their speech associated with body transformation, by paying more attention to the details of social life. Diverse questions can be raised regarding the appropriateness of various body enactments in the actors' speeches. Starting from the assumption that "nature/body" and "culture/modification" are not two completely distinct domains, this research is built by incorporating the issues of the ontological border set between these two concepts. By trying to trace interactions involved in this wide phenomenon, I expect to have unique insights into how ideas such as nature, culture, body modification, and technology are intertwined regarding Body Hacktivism in contemporary society.
Keywords: Body modification, Body Hacktivism, Technology, Activism, Hacking, Nature, Culture
The Social Web beyond "Walled Gardens": Interoperability, Federation and the Case of Lorea/n-1 BIBAKPDF 43-65
  Florencio Cabello; Marta G. Franco; Alex Haché
This paper starts from the warning given by Tim Berners-Lee about the present threats to the social web with a view to analyzing the main limitations of the Web 2.0 paradigm (fragmentation, centralization, control and risks to privacy). The authors continue on to describe several proposals (federation and interoperability, distribution and free management of identity and privacy) that tackle those threats. Finally, the paper offers a brief comparative map of decentralized social web efforts and focuses on the specific case of Lorea/N-1, a Spain-based federation of free social networks originated in 2009. Along with Lorea/N-1's pioneering nature and technical possibilities, the paper concludes by referring to its adoption by the M15 movement and by discussing its current limitations a well as its potential implications. To this end, our research combines bibliographic revision of recent works on the social web and fieldwork within Lorea/N-1 developing group.
Keywords: social web, social networking sites, interoperability, federation, Lorea/N-1
A Study of Admissions Software for Achieving Diversity BIBAKPDF 67-90
  Juan E. Gilbert; Andrea E. Johnson
In the face of legal and social challenges to affirmative action, many schools and programs are withdrawing from their efforts to create or support initiatives that allow racial/ethnic consideration to be given to applicants. This shift may allay fears of bias against majority groups but it also has the potential to disenfranchise some students and programs and leave them without the programs that help create opportunities and diversity at institutions of higher learning. This study examines the use of a software package, Applications Quest, as a possible alternative to aid admissions committees in providing clear, equitable, and reproducible policies in admissions processes. Rather than focus exclusively on race, Applications Quest creates a measure of "holistic diversity" that allows equal weight to many factors that contribute to a more diverse student population. A major research university in the South, Experiment University (EU) was enlisted to see if Applications Quest could produce a pool of applicants with the same academic achievement levels as the EU admissions selection committee while increasing holistic diversity using the requirements set forth by the committee. The results of the study show that Applications Quest was able to recommend a more diverse applicant pool than the EU admissions selection committee while meeting the same academic achievement levels in a fraction of the time using the same academic criteria.
Keywords: admissions software, diversity, holistic review, affirmative action, preferences
Critical Ancestral Computing: A Culturally Relevant Computer Science Education BIBAKPDF 91-112
  Cueponcaxochitl Dianna Moreno Sandoval
At first glance ancestral knowledge and computer science appear incompatible. Critical ancestral computing -- socio-cultural and historical ecosystem approaches to solve complex problems -- as an epistemological center for computer science education opens a pathway of critical consciousness, academic success and cultural relevance (Ladson-Billings, 2009). Weaving both disciplines to build a tapestry of critical ancestral computing in urban computer science education sets a stage for social transformation of present-day colonialism (Orelus, 2012). Critical ancestral computing feeds 1) a socio-historical learning context, 2) positive cultural academic identity formations, and 3) advocacy approaches that link engagement with society as individual and collective action by interrupting neocolonialism and prioritizing the health of social and environmental well-being.
Keywords: critical ancestral computing, indigenous epistemology, critical theory, culturally relevant and responsive pedagogy, computer science education, Mesoamerica, urban education, decolonial scholarship

psychnology 2013 Volume 11 Issue 2

Designing a Computer-based Rehabilitation Solution for Older Adults: The Importance of Testing Usability BIBAKPDF 119-136
  Fátima González-Palau; Manuel Franco; José M. Toribio; Raquel Losada; Esther Parra; Panagiotis Bamidis
Over the past years, the development of technology applications for elderly people has increased, creating new possibilities for treatment. These applications are usually identified as successful solutions for mental health but usability limitations may influence their effective deployment in clinical use. The objective of this study was to examine the usability aspects of a cognitive and physical training platform, comparing these aspects in healthy elderly, subjects with mild cognitive impairment (MCI) and others with dementia. Method: 80 elderly were recruited from different clinical contexts. They received three months of training with the Long Lasting Memories (LLM) platform and were assessed through a special questionnaire that asked for the usability aspects of the program. Results: High scores were found in all the sections of the questionnaire, indicating good usability and satisfaction with the LLM system. Participants with dementia expressed more difficulties than the rest of subjects (F(2,160) = 4,488; p = .009) in learning how to use LLM. Also most of the professionals found LLM difficult (60%) or very difficult (20%) for elderly subjects with cognitive impairment to use without help and revealed that this group needed more explanations in the use of the platform. Conclusion: The strengths and problems found related to usability enabled a better understanding of the LLM system that contributed improving the software. The results also highlighted the importance of examining not only the cognitive effectiveness of new rehabilitation programs, but also the immediate issues of design and acceptance by end users.
Keywords: Usability, Cognitive Training, Physical Training, Dementia, Mild Cognitive Impairment, Aging
An Integrative Model of Predictors of Enjoyment in Console versus Mobile Video Games BIBAKPDF 137-157
  Daniel M. Shafer
This study tested a model of enjoyment of video games focused on three important predictors; interactivity, realism and spatial presence. In a large, randomized experiment (N = 257), players of traditional console games were compared with their counterparts playing on mobile devices. The hypothesized model included perceived interactivity, perceived reality and spatial presence, with enjoyment as the outcome variable. In the final analysis, the model showed that console games produced higher perceived interactivity and perceived reality. Perceived reality and skill were the most powerful direct predictors of enjoyment. Perceived reality and perceived interactivity indirectly predicted enjoyment via powerful effects on spatial presence. The results suggest that mobile games are highly enjoyable, realistic, and presence-inducing, but console games still exceed them on these variables. The results highlight the importance of studying enjoyment of video games in the context of a model that considers concurrent effects of several game perception variables.
Keywords: Video Games, Enjoyment, Interactivity, Perceived Reality, Spatial Presence, Mobile Gaming
Current Issues and Future Directions in Methods for Studying Technology in the Home BIBAKPDF 159-184
  Tim Coughlan; Kerstin Leder Mackley; Michael Brown; Sarah Martindale; Stephan Schlögl; Becky Mallaband; John Arnott; Jettie Hoonhout; Dalila Szostak; Robin Brewer; Erika Poole; Antti Pirhonen; Val Mitchell; Sarah Pink; Nicolas Hine
Homes are essential contexts in which to understand how technologies are used and experienced. At the same time they hold substantial challenges for conducting research, exploring novel designs, and building understanding. In this paper we review approaches to studying the home, including recent innovations and issues that should guide further methodological reflection. We draw on the expertise of a large number of researchers experienced in studying technology in the home, who have formed a community to map the space of methods in use and share their experiences of the key issues faced in practice. Themes include utilising new technology as a source of data as well as an object of study, creating representations of home life that support discussion and reflection, revealing details of important yet routine or mundane activities, and supporting participation to overcome the complex ethical and privacy concerns inherent in the study of the home.
Keywords: Home, Research Methods, Human-Computer Interaction

psychnology 2013 Volume 11 Issue 3

LIFEisGAME Prototype: A Serious Game about Emotions for Children with Autism Spectrum Disorders BIBAKPDF 191-211
  Samanta Alves; António Marques; Cristina Queirós; Verónica Orvalho
This paper presents the LIFEisGAME prototype-Ipad version -- a serious game that proposes to enhance facial and emotional recognition skills in children with Autism Spectrum Disorders (ASD). We assess the prototype game regarding motivation to play and game usability, and also participants' emotional recognition abilities and technology usage. People with autism are less likely to gaze at faces and are also impaired in face discrimination tasks. Recently, technology plays an active role in helping these individuals to understand emotions and recognise facial expressions. LIFEisGAME prototype was played during a 15 minute game session by 11 children with ASD, with ages varying from 5-15 years old (M=9.27, SD=2.97), 91% were male and 9% were female, 82% were verbal ASD and 18% were non-verbal ASD. We video recorded each child and the footage was analysed according to game usability and motivation to play. Parents (n=11) filled out a parental consent form and a questionnaire about their child's technology usage and their emotional understanding. Therapists' opinions (n=8) about the game were given during an unstructured interview. The game was presented on an Ipad 4 (9.7 inches, 2048x1536). Participants enjoyed the prototype but it still needs to be simplified. All participants had experience with computer games. Fear, disgust and surprise were the most challenging emotions to recognise. Parents suggested adding musical stimuli to promote motivation and therapists recommended to include visual game instructions. Technology is a useful resource for autism and LIFEisGAME utilises technology to promote emotional understanding, bringing positive outcomes to quality of life for children with autism.
Keywords: Autism, emotions, prototype-game, children, Ipad
Service Providers' Perceptions on the Uptake of Computerised Cognitive Behavioural Therapy (CCBT) BIBAKPDF 213-233
  Eliane Du; Ethel Quayle; Hamish Macleod
Studies suggest that Computerised Cognitive Behavioural Therapy (CCBT) is an effective self-help approach with or without therapist guidance for mild to moderate anxiety and depression. According to media reports, CCBT will be offered to patients across National Health Service (NHS) Scotland to save costs and as a solution to the long waiting lists for face-to-face therapy. However, the low adherence by patients to programmes of CCBT remains a concern. The attitudes and perceptions of practitioners toward CCBT may have an impact on the uptake and adherence. However, this has rarely been explored in previous research. In-depth semi-structured interviews were carried out with service providers at different NHS organisations who were involved in both decision-making about the availability of CCBT and in providing support concerning its use. Interview data were analysed using Grounded Theory Methods. The results confirmed that usability was not the only factor influencing the uptake of CCBT. One core category, "shaping behaviour" emerged from the interviews indicating that attitudes and perceptions of practitioners toward this intervention might have compromised the effective use of CCBT and its service delivery. Several elements of these attitudes were identified. Specifically, "shaping behaviour" related to issues surrounding challenging practices; increasing awareness and understanding; promoting and marketing; getting buy-in and increasing acceptance; and believing in technology and its effectiveness. These factors are all critical to the success and clinical impact of this type of intervention.
Keywords: Computerised cognitive behavioural therapy, CCBT, human computer interaction, HCI, usability, depression, anxiety, attitude, behaviour, perception, practitioner, adherence
Are self-regulation and depressive symptoms predictors of problematic Internet use among first year university students? BIBAKPDF 235-249
  Rene Sebena; Olga Orosova; Jozef Benka
Within the framework of Bandura's theory, problematic Internet use is the product of deficient self-regulatory processes. It has previously been shown by several studies that psychosocial disorders such as anxiety or depression make people inclined to develop maladaptive behaviors. The aim of this study was to investigate whether self-regulation skills and depressive symptoms predict generalized problematic Internet use (GPIU). The study was conducted among university students using Caplan's model of GPIU. Previous findings related to self-regulation skills and GPIU among university students have not produced consistent results. A cross-sectional design was employed to assess the study objective. First year university students from Slovakia (n=814) completed the Short Self-Regulation Questionnaire, Modified Beck Depression Inventory and Generalized Problematic Internet Use Scale 2. Linear regression models were built to explore whether self-regulation and depressive symptoms predict problematic Internet use. No gender differences were found regarding the pattern of associations between self-regulation and GPIU nor between depressive symptoms and GPIU. Higher levels of depressive symptoms positively predicted GPIU (p<0.001). Self-regulation negatively predicted GPIU (p<0.001). Gender was not associated with GPIU. This study showed that problems with self-regulation skills as well as depressive symptoms might lead to problematic Internet use.
Keywords: Self-regulation, generalized problematic Internet use (GPIU), depressive symptoms, university students