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Query: Feltwell_T* Results: 5 Sorted by: Date  Comments?
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Constructing the Visual Online Political Self: An Analysis of Instagram Use by the Scottish Electorate Politics on Social Media / Mahoney, Jamie / Feltwell, Tom / Ajuruchi, Obinna / Lawson, Shaun Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.3339-3351
ACM Digital Library Link
Summary: This paper presents an investigation of how the Scottish electorate utilised photo-sharing on social media as a means of participation in the democratic process and for political self-expression in the periods immediately prior to two recent major democratic votes: the 2014 Scottish independence referendum, and the 2015 UK general election. We extend previous HCI literature on the growing use of social media in a political context and contribute specifically on understanding the emergent use of visual media by citizens when engaging with political issues and democratic process. Through a qualitative analysis of images shared on the platform Instagram, we demonstrate that the Scottish electorate did indeed used image-sharing for political self-expression -- posting a variety of visual content, representative of a diversity of political opinion. We conclude that users utilised Instagram as a platform to craft and present their "political selves". We raise questions for future research around power and inequality on such platforms as well as their capability of providing a persistent forum for debate.

Dendrogram Visualization as a Game Design Tool Works in Progress / Feltwell, Tom / Cielniak, Grzegorz / Dickinson, Patrick / Kirman, Ben J. / Lawson, Shaun Proceedings of the 2015 ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play 2015-10-05 p.505-510
ACM Digital Library Link
Summary: With the advent of game telemetry, contemporary game designers have access to a huge amount of real-time data about player behavior. However, in design practice there is a lack of effective visualization tools. Activity histograms or heatmaps can suffer from data overcrowding, making it difficult for the designer to identify patterns and outliers within a large dataset. This work-in-progress explores a new meta-visualization tool for game designers that uses dendrogram representations to highlight pertinent features within large sets of heatmaps. Through interviews with professional game designers, we find that dendrograms can be used to identify outliers quickly, and are valuable in guiding designers through complex telemetry. This contributes to the ongoing work on supporting richer tools for game design practice amongst an increasingly data-filled environment.

"Aye, have a dream #IndyRef": use of Instagram during the Scottish referendum Work-in-progress (posters) / Feltwell, Tom / Mahoney, Jamie / Lawson, Shaun Proceedings of the 2015 British Human Computer Interaction Conference 2015-07-13 p.267-268
ACM Digital Library Link
Summary: In this paper we investigate the use of Instagram by citizens engaged with the Scottish Independence Referendum 2014. Using qualitative analysis, we explore the themes that were evident in the images that Instagram users posted in the run up to the vote and highlight the importance of future work in understanding the use of imagery in social media during political campaigns.

Problematising Upstream Technology through Speculative Design: The Case of Quantified Cats and Dogs Quantified Self for Humans & Pets / Lawson, Shaun / Kirman, Ben / Linehan, Conor / Feltwell, Tom / Hopkins, Lisa Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.2663-2672
ACM Digital Library Link
Summary: There is growing interest in technology that quantifies aspects of our lives. This paper draws on critical practice and speculative design to explore, question and problematise the ultimate consequences of such technology using the quantification of companion animals (pets) as a case study. We apply the concept of "moving upstream" to study such technology and use a qualitative research approach in which both pet owners, and animal behavioural experts, were presented with, and asked to discuss, speculative designs for pet quantification applications, the design of which were extrapolated from contemporary trends. Our findings indicate a strong desire among pet owners for technology that has little scientific justification, whilst our experts caution that the use of technology to augment human-animal communication has the potential to disimprove animal welfare, undermine human-animal bonds, and create human-human conflicts. Our discussion informs wider debates regarding quantification technology.

Debating Poverty Porn on Twitter: Social Media as a Place for Everyday Socio-Political Talk Socio-Political Interactions / Brooker, Phil / Vines, John / Sutton, Selina / Barnett, Julie / Feltwell, Tom / Lawson, Shaun Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.3177-3186
ACM Digital Library Link
Summary: This paper presents an empirical investigation of how people appropriated Twitter for socio-political talk in response to a television (TV) portrayal of people supported by state welfare and benefits. Our findings reveal how online discussion during, and in-between, TV broadcasts was characterised by distinctly different qualities, topics and user behaviours. These findings offer design opportunities for social media services to (i) support more balanced real-time commentaries of politically-charged media, (ii) actively promote discussion to continue after, and between, programming; and (iii) incorporate different motivations and attitudes towards socio-political concerns, as well as different practices of communicating those concerns. We contribute to the developing HCI literature on how social media intersects with political and civic engagement and specifically highlight the ways in which Twitter interacts with other forms of media as a site of everyday socio-political talk and debate.