The Role of ICT in Office Work Breaks
Workplace Social Performance
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Skatova, Anya
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Bedwell, Ben
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Shipp, Victoria
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Huang, Yitong
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Young, Alexandra
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Rodden, Tom
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Bertenshaw, Emma
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.3049-3060
© Copyright 2016 ACM
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
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Costanza, Enrico
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Bedwell, Ben
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Jewell, Michael O.
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Colley, James
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Rodden, Tom
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.4061-4072
© Copyright 2016 ACM
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
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Bedwell, Ben
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Costanza, Enrico
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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
© Copyright 2016 ACM
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
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Tolias, Evangelos
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Costanza, Enrico
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Rogers, Alex
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Bedwell, Benjamin
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Banks, Nick
Proceedings of the 2015 International Conference on Entertainment Computing
2015-09-29
p.224-237
© Copyright 2015 IFIP
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
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Bedwell, Ben
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Slack, Peter
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Greenhalgh, Chris
Proceedings of the 2015 International Conference on Ubiquitous Computing
2015-09-07
p.755-766
© Copyright 2015 ACM
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
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Skatova, Anya
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Shipp, Victoria E.
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Spacagna, Lee
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Bedwell, Benjamin
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Beltagui, Ahmad
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Rodden, Tom
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.323-326
© Copyright 2015 ACM
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
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Colley, James A.
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Bedwell, Benjamin
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Crabtree, Andy
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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
© Copyright 2013 IFIP
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
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Sun, Xu
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Golightly, David
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Cranwell, Jo
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Bedwell, Benjamin
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Sharples, Sarah
International Journal of Mobile Human Computer Interaction
2013
v.5
n.2
p.62-83
© Copyright 2013 IGI Global
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
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Bedwell, Ben
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Caruana, Theresa
Proceedings of the 2012 ACM International Symposium on Pervasive Displays
2012-06-04
p.15
© Copyright 2012 ACM
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
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Bedwell, Ben
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Schnädelbach, Holger
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Benford, Steve
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Rodden, Tom
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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
© Copyright 2009 ACM
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.