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Query: Boehner_K* Results: 12 Sorted by: Date  Comments?
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Data, Design and Civics: An Exploratory Study of Civic Tech Civic Tech, Participation and Society / Boehner, Kirsten / DiSalvo, Carl Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.2970-2981
ACM Digital Library Link
Summary: Civic technology, or civic tech, encompasses a rich body of work, inside and outside HCI, around how we shape technology for, and in turn how technology shapes, how we govern, organize, serve, and identify matters of concern for communities. This study builds on previous work by investigating how civic leaders in a large US city conceptualize civic tech, in particular, how they approach the intersection of data, design and civics. We encountered a range of overlapping voices, from providers, to connectors, to volunteers of civic services and resources. Through this account, we identified different conceptions and expectation of data, design and civics, as well as several shared issues around pressing problems and strategic aspirations. Reflecting on this set of issues produced guiding questions, in particular about the current and possible roles for design, to advance civic tech.

Indoor weather stations: investigating a ludic approach to environmental HCI through batch prototyping Papers: design strategies / Gaver, William W. / Bowers, John / Boehner, Kirsten / Boucher, Andy / Cameron, David W. T. / Hauenstein, Mark / Jarvis, Nadine / Pennington, Sarah Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems 2013-04-27 v.1 p.3451-3460
ACM Digital Library Link
Summary: In this project, we investigated how a ludic approach might open new possibilities for environmental HCI by designing three related devices that encourage environmental awareness while eschewing utilitarian or persuasive agendas. In addition, we extended our methodological approach by batch-producing multiple copies of each device and deploying them to 20 households for several months, gathering a range of accounts about how people engaged and used them. The devices, collectively called the 'Indoor Weather Stations', reveal the home's microclimate by highlighting small gusts of wind, the colour of ambient light, and temperature differentials within the home. We found that participants initially tended to relate to the devices in line with two 'orienting narratives' of environmental tools or ludic designs, finding the devices disappointing from either perspective. Most of our participants showed lingering affection for the devices, however, for a variety of reasons. We discuss the implications of this 'sporadic interaction', and the more general lessons from the project, both for environmental HCI and ludic design.

Reflections on representation as response Thoughtful theory of humanity / Boehner, Kirsten interactions 2009-11 v.16 n.6 p.28-32
ACM Digital Library Link

Nourishing the ground for sustainable HCI: considerations from ecologically engaged art Sustainability 1 / DiSalvo, Carl / Boehner, Kirsten / Knouf, Nicholas A. / Sengers, Phoebe Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009-04-04 v.1 p.385-394
Keywords: art, design, reflective HCI, sustainable HCI
ACM Digital Library Link
Summary: Sustainable HCI is now a recognized area of human-computer interaction drawing from a variety of disciplinary approaches, including the arts. How might HCI researchers working on sustainability productively understand the discourses and practices of ecologically engaged art as a means of enriching their own activities? We argue that an understanding of both the history of ecologically engaged art, and the art-historical and critical discourses surrounding it, provide a fruitful entry-point into a more critically aware sustainable HCI. We illustrate this through a consideration of frameworks from the arts, looking specifically at how these frameworks act more as generative devices than prescriptive recipes. Taking artistic influences seriously will require a concomitant rethinking of sustainable HCI standpoints -- a potentially useful exercise for HCI research in general.

ArtLinks: fostering social awareness and reflection in museums Aesthetics, Awareness, and Sketching / Cosley, Dan / Lewenstein, Joel / Herman, Andrew / Holloway, Jenna / Baxter, Jonathan / Nomura, Saeko / Boehner, Kirsten / Gay, Geri Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems 2008-04-05 v.1 p.403-412
ACM Digital Library Link
Summary: Technologies in museums often support learning goals, providing information about exhibits. However, museum visitors also desire meaningful experiences and enjoy the social aspects of museum-going, values ignored by most museum technologies. We present ArtLinks, a visualization with three goals: helping visitors make connections to exhibits and other visitors by highlighting those visitors who share their thoughts; encouraging visitors' reflection on the social and liminal aspects of museum-going and their expectations of technology in museums; and doing this with transparency, aligning aesthetically pleasing elements of the design with the goals of connection and reflection. Deploying ArtLinks revealed that people have strong expectations of technology as an information appliance. Despite these expectations, people valued connections to other people, both for their own sake and as a way to support meaningful experience. We also found several of our design choices in the name of transparency led to unforeseen tradeoffs between the social and the liminal.

Interfaces with the ineffable: Meeting aesthetic experience on its own terms / Boehner, Kirsten / Sengers, Phoebe / Warner, Simeon ACM Transactions on Computer-Human Interaction 2008 v.15 n.3 p.12
ACM Digital Library Link
Summary: A variety of approaches have emerged in HCI that grapple with the ineffable, ill-defined, and idiosyncratic nature of aesthetic experience. The most straightforward approach is to transform the ineffable aspects of these experiences into precise representations, producing systems that are well-defined and testable but may miss the fullness of the experienced phenomenon. But without formal models and codified methods, how can we design and evaluate for a phenomenon we aren't sure can be adequately captured? In this article, we present a case study of a system for reflection and awareness of emotional presence that was, in a sense, lived into being. Through system design, use, and evaluation we recount how the system evolved into something that enhanced rather than impoverished the sympathetic awareness of another. In discussing the strategies and results of the case study, we examine what it means for the HCI community to not only design for aesthetic experiences but also bring aesthetics into the practice of HCI.

How HCI interprets the probes Designing for specific cultures / Boehner, Kirsten / Vertesi, Janet / Sengers, Phoebe / Dourish, Paul Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007-04-28 v.1 p.1077-1086
ACM Digital Library Link
Summary: We trace how cultural probes have been adopted and adapted by the HCI community. The flexibility of probes has been central to their uptake, resulting in a proliferation of divergent uses and derivatives. The varying patterns of adaptation of the probes reveal important underlying issues in HCI, suggesting under acknowledged disagreements about valid interpretation and the relationship between methods and their underlying methodology. With this analysis, we aim to clarify discussions around probes, and, more importantly, around how we define and evaluate methods in HCI, especially those grounded in unfamiliar conceptions of how research should be done.

Evaluating experience-focused HCI SIG / Kaye, Joseph 'Jofish' / Boehner, Kirsten / Laaksolahti, Jarmo / Ståhl, Anna Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007-04-28 v.2 p.2117-2120
ACM Digital Library Link
Summary: A growing trend in the field is the development of experience-focused HCI, which emphasizes the experience of using the technology, rather than the focus on the task that is characteristic of many other approaches HCI. A focus on experience also means that research concentrating on such technologies produces a different kind of knowledge than task-focused HCI, and that this knowledge must be validated in different ways. Importantly, this focus means that evaluation techniques designed for evaluating task-focused measures, such as classical notions of usability, are inadequate (although far from unnecessary) for the evaluation of experience. In this SIG, participants who are interested in designing, building or currently evaluating experience-focused projects will discuss ways to do so. This SIG is intended to appeal to a broad cross section of the CHI community, ranging from practitioners and developers to computer and social scientists.

How emotion is made and measured / Boehner, Kirsten / DePaula, Rogério / Dourish, Paul / Sengers, Phoebe International Journal of Human-Computer Studies 2007 v.65 n.4 p.275-291
Keywords: Affective computing; Affective evaluation
Link to Article at ScienceDirect
Summary: How we design and evaluate for emotions depends crucially on what we take emotions to be. In affective computing, affect is often taken to be another kind of information -- discrete units or states internal to an individual that can be transmitted in a loss-free manner from people to computational systems and back. While affective computing explicitly challenges the primacy of rationality in cognitivist accounts of human activity, at a deeper level it often relies on and reproduces the same information-processing model of cognition. Drawing on cultural, social, and interactional critiques of cognition which have arisen in human-computer interaction (HCI), as well as anthropological and historical accounts of emotion, we explore an alternative perspective on emotion as interaction: dynamic, culturally mediated, and socially constructed and experienced. We demonstrate how this model leads to new goals for affective systems -- instead of sensing and transmitting emotion, systems should support human users in understanding, interpreting, and experiencing emotion in its full complexity and ambiguity. In developing from emotion as objective, externally measurable unit to emotion as experience, evaluation, too, alters focus from externally tracking the circulation of emotional information to co-interpreting emotions as they are made in interaction.

Advancing ambiguity Privacy 1 / Boehner, Kirsten / Hancock, Jeffrey T. Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006-04-22 v.1 p.103-106
ACM Digital Library Link
Summary: Ambiguity is an important concept for HCI because of its pervasiveness in everyday life, yet its emergent nature challenges the role of design. We examine these difficulties with regards to Aoki and Woodruff's [1] proposal to use ambiguity as a resource for designing space for stories in personal communication systems. We challenge certain assumptions about ambiguity and propose a set of design and evaluation guidelines that flow from this re-conceptualization of ambiguity and design.

Beyond just the facts: transforming the museum learning experience Work-in-progress / Thom-Santelli, Jennifer / Boehner, Kirsten / Gay, Geri / Hembrooke, Helene Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006-04-22 v.2 p.1433-1438
ACM Digital Library Link
Summary: We present Museum Detective, a handheld system designed for use by school children to encourage guided learning through paired discovery of one object in an art museum. Initial analysis showed that children were able to use the devices cooperatively and exhibited longer-term retention of information about the artifacts in the gallery. We propose that the design of the Museum Detective interface can be refined to further encourage students to actively transform their museum learning experience.

Imprints of place: creative expressions of the museum experience Late breaking results: short papers / Boehner, Kirsten / Thom-Santelli, Jennifer / Zoss, Angela / Gay, Geri / Hall, Justin S. / Barrett, Tucker Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005-04-02 v.2 p.1220-1223
ACM Digital Library Link
Summary: Personalization and social awareness, important aspects in the definition of a place, are traditionally overlooked in the design of technology for museums. We describe Imprints, a system to enhance the role of visitor participation beyond information receiver to active creator of sense of place. Overall response to the Imprints system is explored through interviews and log analysis of use. Despite some usability issues, response to the system was positive, and it was appropriated for both personalization and awareness of others. The results suggest an opportunity to introduce technology that plays with the dynamic between private expression and public presence in the traditional environment of the art museum.