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The Role of ICT in Office Work Breaks Workplace Social Performance / Skatova, Anya / Bedwell, Ben / Shipp, Victoria / Huang, Yitong / Young, Alexandra / Rodden, Tom / Bertenshaw, Emma Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.3049-3060
ACM Digital Library Link
Summary: Break activities -- deliberate and unexpected -- are common throughout the working day, playing an important role in the wellbeing of workers. This paper investigates the role of increasingly pervasive ICT in creating new opportunities for breaks at work, what impact the technology has on management of boundaries at work, and the effects these changes have on personal wellbeing. We present a study of the routines of office-workers, where we used images from participants' work-days to prompt and contextualize interviews with them. Analysis of coded photographs and interview data makes three contributions: an account of ubiquitous ICT creating new forms of micro-breaks, including the opportunity to employ previously wasted time; a description of the ways in which staff increasingly bring "home to work"; and a discussion of the emergence of "screen guilt". We evaluate our findings in relation to previous studies, and leave three research implications and questions for future work in this domain.

'A bit like British Weather, I suppose': Design and Evaluation of the Temperature Calendar Display and Visualizations / Costanza, Enrico / Bedwell, Ben / Jewell, Michael O. / Colley, James / Rodden, Tom Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.4061-4072
ACM Digital Library Link
Summary: In this paper we present the design and evaluation of the Temperature Calendar -- a visualization of temperature variation within a workplace over the course of the past week. This highlights deviation from organizational temperature policy, and aims to bring staff "into the loop" of understanding and managing heating, and so reduce energy waste. The display was deployed for three weeks in five public libraries. Analysis of interaction logs, questionnaires and interviews shows that staff used the displays to understand heating in their buildings, and took action reflecting this new understanding. Bringing together our results, we discuss design implications for workplace displays, and an analysis of carbon emissions generated in constructing and operating our design. More in general, the findings helped us to reflect on the role of policy on energy consumption, and the potential for the HCI community to engage with its application, as well as its definition or modification.

Understanding Energy Consumption at Work: Learning from Arrow Hill Work and Work Environments / Bedwell, Ben / Costanza, Enrico / Jewell, Michael O. Proceedings of ACM CSCW 2016 Conference on Computer-Supported Cooperative Work and Social Computing 2016-02-27 v.1 p.1337-1348
ACM Digital Library Link
Summary: Most work around technological interventions for energy conservation to date has focussed on changing individual behaviour. Hence, there is limited understanding of communal settings, such as office environments, as sites for intervention. Even when energy consumption in the workplace has been considered, the emphasis has typically been on the individual. To address this gap, we conducted a study of energy consumption and management in one workplace, based on a combination of workshops with a broad range of stakeholders, and quantitative data inspections. We report and discuss findings from this study, in light of prior literature, and we present a set of implications for design and further research. In particular, three themes, and associated intervention opportunities, emerged from our data: (1) energy wastage related to "errors"; (2) the role of company policies and the negotiation that surrounds their implementation; and (3) the bigger energy picture of procurement, construction and travel.

IdleWars: An Evaluation of a Pervasive Game to Promote Sustainable Behaviour in the Workplace Full Papers / Tolias, Evangelos / Costanza, Enrico / Rogers, Alex / Bedwell, Benjamin / Banks, Nick Proceedings of the 2015 International Conference on Entertainment Computing 2015-09-29 p.224-237
Link to Digital Content at Springer
Summary: Energy reduction is one of the main challenges that countries around the world currently face, and there is potential to contribute to this by raising awareness towards sustainability in the workplace. We introduce IdleWars, a pervasive game played using smartphones and computers. In the game, workers' proenvironmental or wasteful behaviour is reflected in their game score, and displayed through eco-feedback visualisations to try and call attention to energy wastage and potentially reduce it. A field deployment, over two weeks in a medium sized organisation, revealed that the physical and competitive elements of the game work well in engaging participants and stimulating discussion around energy wasted and conservation. However, the game turned out to encourage also some anti-conservation behaviours, as participants appropriated the game and extended its rules, sometimes in a way that favoured engagement and fun rather than proenvironmental behaviour. More in general, our study uncovered how both the game and idle time reduction in itself can rub against the daily practices of the workplace where the study was run.

Learning from the experts: enabling and studying DIY development of location-based visitor experiences DIY tools and strategies / Bedwell, Ben / Slack, Peter / Greenhalgh, Chris Proceedings of the 2015 International Conference on Ubiquitous Computing 2015-09-07 p.755-766
ACM Digital Library Link
Summary: In this paper we show how -- with the aid of enabling technology -- creative Location Based Experiences can be developed for visitors by non-technical professionals from the cultural heritage sector. We look at how these "Place Experts" approach and adopt web technologies to create and publish experiences including the roles they take on, the processes they adopt, and the way they appropriate the technology. We describe our short and long-term research engagements with the cultural heritage sector over the last three years and introduce Wander Anywhere, the website developed to enable this research. We find that place experts typically follow a four stage process in their engagement with location-based experiences, moving from comprehension to translation, development and finally approval. We suggest implications for the processes and technologies that might be employed by others seeking to support a similar type of engagement.

Datawear: Self-reflection on the Go or How to Ethically Use Wearable Cameras for Research Interactivity / Skatova, Anya / Shipp, Victoria E. / Spacagna, Lee / Bedwell, Benjamin / Beltagui, Ahmad / Rodden, Tom Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.323-326
ACM Digital Library Link
Summary: A growing number of studies use wearable sensors, including cameras, to detect user activity patterns. When an object of academic investigation, these patterns are interpreted by researchers and conclusions are drawn about people's habits and routines. Alternatively, interpretations are provided by users themselves during extensive post-study interviews. Such approaches inevitably expose personal data collected about individuals to researchers, which can potentially change the behavior under investigation. We introduce a new approach to using wearable sensor data in research. It allows people to interpret and self-reflect on their data and submit for investigation only reflections, without sharing their raw data. In this interactivity, we present and discuss the Datawear mobile application prototype, which is designed to conduct "in the wild" studies of personal experiences.

Exploring Reactions to Widespread Energy Monitoring Sustainability / Colley, James A. / Bedwell, Benjamin / Crabtree, Andy / Rodden, Tom Proceedings of IFIP INTERACT'13: Human-Computer Interaction-4 2013 v.4 p.91-108
Keywords: Distributed energy monitoring; measurement; apportionment; representation; technology probe
Link to Digital Content at Springer
Summary: This paper explores the measurement, apportionment and representation of widespread energy monitoring. We explicate the accountability to users of the data collected by this type of monitoring when it is presented to them as a single daylong picture. We developed a technology probe that combines energy measurement from the home, workplace and the journeys that connect these spaces. Through deployment of this probe with five users for one month we find that measurement need not be seamless for it to be accountable; that apportionment is key to making consumption for communal spaces accountable and that people can readily make useful inferences about their energy consumption from daylong pictures formed from widespread monitoring. Finally, we present four issues raised by the probe -- the nature of real world monitoring, the dynamic and social nature of apportionment, disclosure of energy data and alignment of incentives with consumption -- that need to be addressed in future research.

Participant Experiences of Mobile Device-Based Diary Studies / Sun, Xu / Golightly, David / Cranwell, Jo / Bedwell, Benjamin / Sharples, Sarah International Journal of Mobile Human Computer Interaction 2013 v.5 n.2 p.62-83
www.igi-global.com/article/participant-experiences-mobile-device-based/77623
Summary: Mobile device-based diary studies have potential as contextual data capture methods that address the limitations of the traditional paper-based diary method. While there have been a number of studies that demonstrate the power of the mobile device-based diary approach, there is less known about participants' experience of such studies. This paper presents three cases of mobile data capture to bring together user experiences of participating in diary studies and discuss how this can be fed into the design of methodology.

Encouraging spectacle to create self-sustaining interactions at public displays Engagement and Acceptance / Bedwell, Ben / Caruana, Theresa Proceedings of the 2012 ACM International Symposium on Pervasive Displays 2012-06-04 p.15
ACM Digital Library Link
Summary: We present the first public trial of a novel mobile phone-public display application and discuss how key results from the trial can influence future designs of high visibility human-computer interactions. This paper describes how the design and deployment of the installation was engineered to utilise the single user's interaction, both to attract participants and onlookers as well as to sustain a continuous flow of new participants. We present a series of significant ethnographic observations relating to the public's interaction with the installation during its use then discuss how these features contributed to the success of the installation's original aims and how observations of unexpected behaviour offer insight into design strategies that can be employed to foster the role of participant as a crucial aspect of the overall spectacle.

In support of city exploration New media experiences 1 / Bedwell, Ben / Schnädelbach, Holger / Benford, Steve / Rodden, Tom / Koleva, Boriana Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009-04-04 v.1 p.1171-1180
Keywords: city guide, locative experiences, performance
ACM Digital Library Link
Summary: The novel experience Anywhere allowed participants to explore an urban area, tying together information not normally available, new points of views and interaction embedded into physical places. Guided by 'unseen', on-the-street performers in an ongoing conversation maintained over mobile phones, they gained access to locative media and staged performances. Our analysis demonstrates how Anywhere produced engaging and uniquely personalised paths through a complex landscape of content, negotiated by the performer-participant pair around various conflicting constraints. We reflect our analysis through the lens of the key characteristics exhibited by mechanisms that support city exploration, before focussing on possible extensions to the technological support of teams of professional and amateur guides.