Future of Human-Building Interaction
Workshop Summaries
/
Alavi, Hamed S.
/
Lalanne, Denis
/
Nembrini, Julien
/
Churchill, Elizabeth
/
Kirk, David
/
Moncur, Wendy
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3408-3414
© Copyright 2016 ACM
Summary: In 2030, we will have a different interactive experience with our built
environments, at home, at work, and even in public urban spaces. This is
attributed to advancements in sensing and actuation systems that can integrate
into the building infrastructures, in symbiosis with the new environmental
concerns that call for new life, work, and mobility styles. This change,
whether gradual or sudden, evident or seamless, can have a remarkable impact on
our everyday experiences, and thus entails efforts to envision possible
scenarios and plan for them. We believe that buildings, as they would embody
our digital and physical interactive daily experiences, should be designed and
nurtured in a dialogue with their users at the individual as well as social
levels. This implies a responsibility of the HCI community to intervene and
involve the user in the Human-Building Interaction (HBI) design practice. We
propose bringing together expertise from the fields of human-computer
interaction, building and urban architecture, and social sciences, and provide
them with an occasion for collaboratively creating and sharing 'images' of HBI
by 2030. The goal is to uncover research opportunities and challenges that will
emerge through discussions and multi-faceted debates about the topics proposed.
Everyday Surveillance
Workshop Summaries
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Briggs, Pam
/
Churchill, Elizabeth
/
Levine, Mark
/
Nicholson, James
/
Pritchard, Gary W.
/
Olivier, Patrick
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3566-3573
© Copyright 2016 ACM
Summary: Surveillance, literally the 'close watching over' of a person or a group,
was historically carried out to monitor adversaries and criminals. The digital
era of sensor-rich, connected devices means that new forms of everyday
surveillance -- what some are calling 'dataveillance' -- are emerging. These
are changing the power structures that link people, businesses and governments.
In this multidisciplinary, one day workshop, we seek to rethink and understand
everyday surveillance practices, asking: what are new forms of surveillance
that accompany developments in Big Data and the emerging Internet of Things;
what are the anticipated and unanticipated effects of a surveillance culture;
how does surveillance need to be (re)configured in order to empower the citizen
or contribute to social good? We will ask who "owns" the data that arises from
these everyday acts of surveillance and what can result from rethinking these
ownership models. We will consider the role and place of research in
surveillance data collection and analysis.
On Vintage Values: The Experience of Secondhand Fashion Reacquisition
The Value of Things
/
Bowser, Anne E.
/
Haimson, Oliver L.
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Melcer, Edward F.
/
Churchill, Elizabeth F.
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.897-906
© Copyright 2015 ACM
Summary: Secondhand fashion is a rapidly growing, lucrative market with both off- and
online outlets. Studies of secondhand consumption have focused primarily on
people's motivations for secondhand shopping, highlighting sustainability
and/or thrift. We extend this work by looking at the motivations and practices
of secondhand shoppers who are driven instead by style, playfulness and
treasure-hunting. We present findings from ethnographic observation and
interviews with 13 secondhand shoppers. Three secondhand shopping orientations
emerged. Perfection Seeking involves seeking items that fit with an individual
look or personal brand. These items are seen as unique, and demonstrate an
alternative to mainstream fashion and consumption. Casual curiosity is less
focused, more engaged in browsing, and driven by both secondhand objects and
the secondhand experience itself. Digging involves the focused pursuit of
hidden "gems" or treasures, following the belief that unusual items are waiting
to be found. We offer ideas for designing secondhand shopping experiences to
support the needs for storytelling, experiential pleasure, and negotiation
around durable value.
Online Inspiration and Exploration for Identity Reinvention
Gender & Technology
/
Haimson, Oliver L.
/
Bowser, Anne E.
/
Melcer, Edward F.
/
Churchill, Elizabeth F.
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.3809-3818
© Copyright 2015 ACM
Summary: Self-representation online can be difficult for those who are in life
transitions that involve exploring new identity facets and changes in personal
style. Many desire to tailor their online representations for different
audiences. Social media site profiles and sharing settings offer varying levels
of anonymity, privacy, and thus safety, but these settings are often opaque and
poorly understood. To understand the complex relationship between identity,
personal style and online self-representation, we examine how people explore
and experiment with new styles in public and in private online settings during
gender transition. We present the results of interviews with transgender people
who have recently reinvented their personal style, or are planning to do so in
the near future. We find that people explore new styles in online settings to
craft possible or ideal future selves. When involving others, people engage
intimate and unknown others, but often avoid weak ties. Our results indicate
that to account for changing identities, social media sites must be designed to
support finding inspiration and advice from strangers and style experimentation
with close friends.
SIG: Gender-Inclusive Software: What We Know About Building It
SIG Meetings
/
Burnett, Margaret M.
/
Churchill, Elizabeth F.
/
Lee, Michael J.
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.857-860
© Copyright 2015 ACM
Summary: Recent research has shown that some software that is intended to be
gender-neutral is not, in fact, equally inclusive to males and females. But
little is known about how to design software in a gender-aware fashion, and
existing research on gender differences relevant to software design is
scattered across at least five different academic fields (e.g., psychology,
computer science, education, communications, and women's studies). This
research SIG will bring together female and male academics, industry
researchers, and practitioners with three goals in mind: (1) to build community
across research/practice boundaries; (2) to pool our knowledge on promising
practices for design and evaluation of software from a gender perspective; and
(3) to begin to build a shared, on-line research and literature base to support
solid, well-informed progress on this important issue.
Between the Lines: Reevaluating the Online/Offline Binary
Workshop Summaries
/
Vieweg, Sarah
/
Haimson, Oliver L.
/
Massimi, Michael
/
O'Hara, Kenton
/
Churchill, Elizabeth F.
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.2337-2340
© Copyright 2015 ACM
Summary: Scholarly debate within the HCI community has acknowledged that the concepts
of "online" and "offline" are merely handy descriptors for different
environments and contexts. However, when it comes to designing technologies,
this binary is still frequently invoked In this workshop, our goal is to
address what issues arise when we invoke this binary uncritically, and how we
can better understand people's everyday experiences of their on- and offline
self-representations and interactions. When, how and why do people invoke or
exploit notions of online versus offline? When does this notional "seam"
dissolve? We will articulate a broadened agenda for understanding behavior
across contexts. We aim to continue and update discussions of on- and offline
with a deeper focus on people's practices and experiences around the creation
and maintenance of a sense of "self" and identity and discuss designers' and
developers' roles and responsibilities in enabling and supporting those
practices.
Moving Beyond e-Health and the Quantified Self: The Role of CSCW in
Collaboration, Community and Practice for Technologically-Supported Proactive
Health and Wellbeing
Workshops
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Chamberlain, Alan
/
schraefel, m.c.
/
Poole, Erika
/
Munson, Sean
/
Danis, Catalina
/
Churchill, Elizabeth
Companion Proceedings of ACM CSCW 2015 Conference on Computer-Supported
Cooperative Work and Social Computing
2015-03-14
v.2
p.273-276
© Copyright 2015 ACM
Summary: Abstract What is the role of CSCW as methodology and epistemology in the
development of interactive technology for Proactive Health? Does CSCW have a
particular research contribution to make to the critical and timely development
of re-designing our cultures to support health as a social good rather than as
a medical condition? This workshop proposes to dedicate its two days to explore
these questions, in order to: Produce a draft research agenda for CSCW
challenges related to Proactive Health. Develop a near and longer term set of
objectives to deliver on this agenda.
Scrupulous, scrutable, and sumptuous: personal data futures
Columns
/
Churchill, Elizabeth F.
interactions
2014-09
v.21
n.5
p.20-21
© Copyright 2014 ACM
Reasons to be cheerful
Columns
/
Churchill, Elizabeth F.
interactions
2014-05
v.21
n.3
p.20-21
© Copyright 2014 ACM
Reasons to be cheerful, part 4
Keynote / Plenary Talks
/
Churchill, Elizabeth F.
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.7-8
© Copyright 2014 ACM
Summary: Reasons to be Cheerful, Part 3 was a song released by the UK's Ian Dury and
the Blockheads in 1979. The song simply enumerates a series of reasons for
being cheerful: Summer, Buddy Holly... 18-wheeler Scammels, Domenecker
camels... The list includes sex, generosity and politeness, yellow socks,
breakfast cereal, John Coltrane... and more.
In 1979 when the song was released HCI was still in its infancy, starting
its 'first wave'. Much focus was on efficiency and on communication as command.
Satisfaction was noted, but not central. Frustration was acknowledged but not
deeply theorized.
Now, in 2014, in the third or perhaps even fourth wave of HCI, we talk about
engagement, connection, emotion, enjoyment, delight and joy... Efficiency is
still on the table but not dominant.
In this talk, I reflect on cheer, on joy and the human capacity for
optimism. I will update the Blockheads' list, to include some reasons I believe
we should be cheerful about the emerging landscape of mediated interaction and
social connection. My list will offer examples from my own collaborative work
in the design and development of engaging Internet experiences.
Perspectives on gender and product design
Workshop summaries
/
Dray, Susan M.
/
Busse, Daniela K.
/
Brock, Anke Marei
/
Peters, Anicia N.
/
Bardzell, Shaowen
/
Druin, Allison
/
Burnett, Margaret M.
/
Churchill, Elizabeth F.
/
Williams, Gayna
/
Holtzblatt, Karen
/
Murray, Diane
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.53-56
© Copyright 2014 ACM
Summary: Interactive technologies have a profound mediating effect on the way we
obtain and contribute to knowledge, relate to each other and contribute to
society. Often, "gender" is not a factor that is explicitly considered in the
design of these technologies. When gender is considered, products are often
designed with idealised models of gendered "users" -- designed for men,
designed for women, designed for boys, designed for girls, or designed for the
"average user" who could be male or female. However, the ways in which
gender-bias or gender-neutrality are constructed in the design process and the
resulting effect on the interactive artifacts that are produced is not well
understood. This workshop will address what HCI is currently bringing, and can
bring, to the table in addressing this issue.
Developing a living HCI curriculum to support a global community
Workshop summaries
/
Churchill, Elizabeth
/
Preece, Jennifer
/
Bowser, Anne
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.135-138
© Copyright 2014 ACM
Summary: ACM SIGCHI supports research to understand the philosophies and practices
that inform HCI education in order to support a broad community of students,
academics, and industry practitioners around the globe. This workshop builds on
3 years of research and collaboration to engage the HCI community in developing
a living curriculum for HCI. This includes selecting the platforms and tools
required to support a community, defining the parameters of content generation
and community participation, and identifying existing and new collaborators to
support this ambitious work.
Crowdfunding: an emerging field of research
Panel 102
/
Gerber, Elizabeth M.
/
Muller, Michael
/
Wash, Rick
/
Irani, Lilly C.
/
Williams, Amanda
/
Churchill, Elizabeth F.
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.1093-1098
© Copyright 2014 ACM
Summary: Crowdfunding, the request of resources through social media, has generated
much discussion in the popular press; however, there have been few systematic
empirical studies of this growing phenomenon. We bring together the leading HCI
researchers in crowdfunding and crowdsourcing to discuss this potentially
transformative socio-technical innovation that may advance (or harm) human
capabilities to innovate and collaborate. We will discuss current empirical
research on crowdfunding and the future of research in this field from diverse
perspectives including computer science, social science, communications, and
design, using both qualitative and quantitative research methods. To make real
progress towards realizing future research, we will lead a discussion with the
audience of new research agendas in crowdfunding.
The "expression gap": do you like what you share?
WWW 2014 posters
/
Sarma, Atish Das
/
Si, Si
/
Churchill, Elizabeth F.
/
Sundaresan, Neel
Companion Proceedings of the 2014 International Conference on the World Wide
Web
2014-04-07
v.2
p.247-248
© Copyright 2014 ACM
Summary: While recommendation profiles increasingly leverage social actions such as
"shares", the predictive significance of such actions is unclear. To what
extent do public shares correlate with other online behaviors such as searches,
views and purchases? Based on an analysis of 950,000 users' behavioral,
transactional, and social sharing data on a global online commerce platform, we
show that social "shares", or publicly posted expressions of interest do not
correlate with non-public behaviors such as views and purchases. A key takeaway
is that there is a "gap" between public and non-public actions online,
suggesting that marketers and advertisers need to be cautious in their
estimation of the significance of social sharing.
Beyond modeling private actions: predicting social shares
WWW 2014 posters
/
Si, Si
/
Sarma, Atish Das
/
Churchill, Elizabeth F.
/
Sundaresan, Neel
Companion Proceedings of the 2014 International Conference on the World Wide
Web
2014-04-07
v.2
p.377-378
© Copyright 2014 ACM
Summary: We study the problem of predicting sharing behavior from e-commerce sites to
friends on social networks via share widgets. The contextual variation in an
action that is private (like rating a movie on Netflix), to one shared with
friends online (like sharing an item on Facebook), to one that is completely
public (like commenting on a YouTube video) introduces behavioral differences
that pose interesting challenges. In this paper, we show that users' interests
manifest in actions that spill across different types of channels such as
sharing, browsing, and purchasing. This motivates leveraging all such signals
available from the e-commerce platform. We show that carefully incorporating
signals from these interactions significantly improves share prediction
accuracy.
The currencies of paper currency
Columns
/
Churchill, Elizabeth F.
interactions
2014-01
v.21
n.1
p.24-25
© Copyright 2014 ACM
EDITED BOOK
Ways of Knowing in HCI
/
Olson, Judith S.
/
Kellogg, Wendy A.
2014
p.472
Springer New York
Reading and Interpreting Ethnography (1-23)
+ Dourish, Paul
Curiosity, Creativity, and Surprise as Analytic Tools: Grounded Theory Method (25-48)
+ Muller, Michael
Knowing by Doing: Action Research as an Approach to HCI (49-68)
+ Hayes, Gillian R.
Concepts, Values, and Methods for Technical Human--Computer Interaction Research (69-93)
+ Hudson, Scott E.
+ Mankoff, Jennifer
Study, Build, Repeat: Using Online Communities as a Research Platform (95-117)
+ Terveen, Loren
+ Konstan, Joseph A.
+ Lampe, Cliff
Field Deployments: Knowing from Using in Context (119-142)
+ Siek, Katie A.
+ Hayes, Gillian R.
+ Newman, Mark W.
+ Tang, John C.
Science and Design: The Implications of Different Forms of Accountability (143-165)
+ Gaver, William
Research Through Design in HCI (167-189)
+ Zimmerman, John
+ Forlizzi, Jodi
Experimental Research in HCI (191-227)
+ Gergle, Darren
+ Tan, Desney S.
Survey Research in HCI (229-266)
+ Müller, Hendrik
+ Sedley, Aaron
+ Ferrall-Nunge, Elizabeth
Crowdsourcing in HCI Research (267-289)
+ Egelman, Serge
+ Chi, Ed H.
+ Dow, Steven
Sensor Data Streams (291-321)
+ Voida, Stephen
+ Patterson, Donald J.
+ Patel, Shwetak N.
Eye Tracking: A Brief Introduction (323-348)
+ Navalpakkam, Vidhya
+ Churchill, Elizabeth F.
Understanding User Behavior Through Log Data and Analysis (349-372)
+ Dumais, Susan
+ Jeffries, Robin
+ Russell, Daniel M.
+ Tang, Diane
+ Teevan, Jaime
Looking Back: Retrospective Study Methods for HCI (373-393)
+ Russell, Daniel M.
+ Chi, Ed H.
Agent Based Modeling to Inform the Design of Multiuser Systems (395-419)
+ Ren, Yuqing
+ Kraut, Robert E.
Social Network Analysis in HCI (421-447)
+ Hansen, Derek L.
+ Smith, Marc A.
Research Ethics and HCI (449-468)
+ Bruckman, Amy
Epilogue (469-472)
+ Kellogg, Wendy A.
+ Olson, Judith S.
AUTHORED BOOK
Foundations for Designing User-Centered Systems: What System Designers Need
to Know about People
/
Ritter, Frank E.
/
Baxter, Gordon D.
/
Churchill, Elizabeth F.
2014
p.442
Springer London
== Introduction: Aims, Motivations, and Introduction to Human-Centered Design ==
Introducing User-Centered Systems Design (3-31)
User-Centered Systems Design: A Brief History (33-54)
== Design Relevant User Characteristics: The ABCS ==
Anthropometrics: Important Aspects of Users' Bodies (57-80)
Behavior: Basic Psychology of the User (81-121)
Cognition: Memory, Attention, and Learning (123-164)
Cognition: Mental Representations, Problem Solving, and Decision Making (165-200)
Cognition: Human--Computer Communication (201-223)
Social: Social Cognition and Teamwork (225-252)
Social: Theories and Models (253-280)
Errors: An Inherent Part of Human-System Performance (281-305)
== Methods ==
Methodology I: Task Analysis (309-333)
Methodology II: Cognitive Dimensions and the Gulfs (335-352)
Methodology III: Empirical Evaluation (353-380)
== Summary ==
Summary: Putting It All Together (383-410)
Multimedia framed
Keynote address
/
Churchill, Elizabeth
Proceedings of the 2013 ACM International Conference on Multimedia
2013-10-21
p.1-2
© Copyright 2013 ACM
CoStream: co-construction of shared experiences through mobile live video
sharing
Innovative interaction
/
Dezuli, Niloofar
/
Huber, Jochen
/
Churchill, Elizabeth F.
/
Mühlhäuser, Max
Proceedings of the 27th BCS International Conference on Human-Computer
Interaction
2013-09-09
p.6
© Copyright 2013 Authors
Summary: Mobile media sharing is an increasingly popular form of social media
interaction. Research has shown that asynchronous sharing fosters and maintains
social connections and serves as a memory aid. More recently, researchers have
investigated the potential for mobile media sharing as a mechanism for
providing additional event-related information to spectators in a stadium. In
this paper, we describe CoStream, a novel system for mobile live sharing of
user-generated video in-situ during events. Developed iteratively with users,
CoStream goes beyond prior work by providing a strong real-time coupling to the
event, leveraging users' social connections to provide multiple perspectives on
the ongoing action. Field trials demonstrate that real time sharing of
different perspectives on the same event has the potential to provide
fundamentally new experiences of same-place events, such as concerts or stadium
sports. We discuss how CoStream enriches social interactions, increases
context, social and spatial awareness, and thus encourages active
spectatorship. We further contribute key requirements for the design of future
interfaces supporting the co-construction of shared experiences during events,
in-situ.
Putting the person back into personalization
Columns: Ps and Qs
/
Churchill, Elizabeth F.
interactions
2013-09
v.20
n.5
p.12-15
© Copyright 2013 ACM
Exploring the representation of women perspectives in technologies
Panels
/
Dray, Susan M.
/
Peer, Andrea
/
Brock, Anke M.
/
Peters, Anicia
/
Bardzell, Shaowen
/
Burnett, Margaret
/
Churchill, Elizabeth
/
Poole, Erika
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.2447-2454
© Copyright 2013 ACM
Summary: Technology has a profound mediating effect on the way we relate, obtain
knowledge, and contribute to society. Given the impact and potential
ramifications of technology on our society, it is imperative that both
masculine and feminine perspectives are included in shaping our modern day
technologies. This panel focuses on the representation of women perspectives in
technologies we design, analyze, and use. There are many barriers when it comes
to getting women perspectives into system designs such as: the small amount of
HCI gender research currently in the literature, the lack of analysis of
gender-agnostic software tools which fit female problem-solving approaches, and
low grant support for research which looks at the representation of the
feminists' perspective in our current discourse. This panel will address these
barriers with respect to the tools and technologies we experience and design.
Mobile advertising: evaluating the effects of animation, user and content
relevance
Papers: mobile applications
/
de Sa, Marco
/
Navalpakkam, Vidhya
/
Churchill, Elizabeth F.
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.2487-2496
© Copyright 2013 ACM
Summary: The potential for user-relevant, context-appropriate, targeted advertising
on mobile devices is enormous given device improvements and advances in
personal and location-based data collection. However, little is known about how
users experience display advertisements ('ads') on mobile devices, or what
factors drive mobile ad effectiveness. In this paper, we investigate users'
experiences of display advertising on mobile devices. We consider three factors
that are often studied in desktop settings the ad's level of personal relevance
to the user, its relevance to the page content, and within-ad properties, with
a particular focus on the level of animation in the ad. Our findings reveal a
few surprises. First, personal relevance to the user has little or no impact on
ad efficacy measured by recall. Instead, content relevance boosts ad recall.
Second, user relevance leads to a more pleasant and interesting experience, but
content relevance has no effect. Third, contrary to the popular notion that
animation often leads to more effective ads by garnering more user attention,
we find that a simple type of animation, such as blinking animation, negatively
affects user experience and reduces ad recall. Our findings, while focused on
advertising, offer insights for design of mobile content presentation in
general.
Teaching and learning human-computer interaction: past, present, and future
Cover story
/
Churchill, Elizabeth F.
/
Bowser, Anne
/
Preece, Jennifer
interactions
2013-03
v.20
n.2
p.44-53
© Copyright 2013 ACM
A matter of taste
Columns: Ps and Qs
/
Churchill, Elizabeth F.
interactions
2013-01
v.20
n.1
p.14-17
© Copyright 2013 ACM