MarkAirs: Around-Device Interactions with Tablets Using Fiducial Markers --
An Evaluation of Precision Tasks
Late-Breaking Works: Novel Interactions
/
Garcia-Sanjuan, Fernando
/
Jaen, Javier
/
Fitzpatrick, Geraldine
/
Catala, Alejandro
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.2474-2481
© Copyright 2016 ACM
Summary: This paper evaluates MarkAirs, an interaction technique that uses fiducial
markers to perform mid-air interactions. MarkAirs offers several advantages:
the proposed technique does not require any tracking external hardware other
than the front camera of a mobile device; it is robust even when the markers
are partially occluded; and it enables precise 2D manipulations (translation,
rotation and scaling). An evaluation study points to the feasibility and
precision of the proposed technique and the perceived usability and subjective
workload impressions of the participants.
Scaffolding the scaffolding: Supporting children's social-emotional learning
at home
Home and Family
/
Slovák, Petr
/
Rowan, Kael
/
Frauenberger, Christopher
/
Gilad-Bachrach, Ran
/
Doces, Mia
/
Smith, Brian
/
Kamb, Rachel
/
Fitzpatrick, Geraldine
Proceedings of ACM CSCW 2016 Conference on Computer-Supported Cooperative
Work and Social Computing
2016-02-27
v.1
p.1751-1765
© Copyright 2016 ACM
Summary: The development of strong social and emotional skills is central to personal
wellbeing. Increasingly, these skills are being taught in schools through well
researched curricula. Such social-emotional learning (SEL) curricula are most
effective if reinforced by parents, thus transferring the skills into everyday
contexts. Traditional SEL programs have however had limited success in engaging
parents, and we argue that technology might be able to help bridge this
school-home divide. Through interviews with SEL experts we identified central
design considerations for technology and SEL content: the reliance on
experiential learning and the need to scaffold the parents in scaffolding the
interaction for their children. This informed the design of a technology probe
comprising a magnet card and online SEL activities, deployed in a school and
via Mturk. The results provide a nuanced understanding of how technology-based
interventions could bridge the school-home gap in real-world settings and
support at-home reinforcement of children's social-emotional skills.
Practice-based CSCW Research: ECSCW bridging across the Atlantic
Panels
/
Bjørn, Pernille
/
Ciolfi, Luigina
/
Ackerman, Mark
/
Fitzpatrick, Geraldine
/
Wulf, Volker
Companion Proceedings of ACM CSCW 2016 Conference on Computer-Supported
Cooperative Work and Social Computing
2016-02-27
v.2
p.210-220
© Copyright 2016 ACM
Summary: Practice-based CSCW research is an orientation towards empirically-grounded
research embracing particular methodological approaches with the aim of
creating new theory about work, collaboration, and cooperative technologies.
While practice-based CSCW research has several strong roots in both North
America and Europe: ECSCW and Europe remain central to this tradition. In this
panel we will discuss the practice-based research approach asking questions
such as: What is the nature of Practice-based Computer Supported Cooperative
Work research? How is it different from other CSCW research approaches? What is
the relationship between these traditions in terms of conceptual approaches,
methodologies and open questions for future research? This panel will discuss
openly the diversity and commonalities between different CSCW traditions -- and
argue that practice-based CSCW research is not something that happens only at
ECSCW. ECSCW is not a geographical boundary for a certain type of research --
but rather a place for a specific research tradition and approach with links to
many academic places in the world.
Airsteroids: Re-designing the Arcade Game Using MarkAirs
Demos
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Garcia-Sanjuan, Fernando
/
Jaen, Javier
/
Catala, Alejandro
/
Fitzpatrick, Geraldine
Proceedings of the 2015 ACM International Conference on Interactive
Tabletops and Surfaces
2015-11-15
p.413-416
© Copyright 2015 ACM
Summary: This paper presents Airsteroids, a multi-player redesign of the classic
arcade game Asteroids. The redesign makes use of handheld devices such as
tablets and Smartphones and of MarkAirs, an around-device interaction (ADI)
with fiducial markers that reduces occlusion on the screens and interference
between users' interactions.
Around-Device Interactions: A Usability Study of Frame Markers in
Acquisition Tasks
Evaluation Methods/Usability Evaluation
/
Garcia-Sanjuan, Fernando
/
Catala, Alejandro
/
Fitzpatrick, Geraldine
/
Jaen, Javier
Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part II
2015-09-14
v.2
p.195-202
Keywords: Around-Device Interaction (ADI); Tablets; Fiducial markers; Frame markers;
Multi-Display Environments (MDE); Usability study
© Copyright 2015 Springer International Publishing Switzerland
Summary: Digital tabletops present numerous benefits in face-to-face collaboration
environments. However, their integration in real settings is complicated by
cost and fixed location. In this respect, building table-like environments
using several handheld devices such as tablets or smartphones provides a
promising alternative but is limited to touch interaction only. We propose
instead another kind of "around-device" interaction (ADI) technique using the
built-in front camera of these devices and fiducial frame markers, which
presents advantages including better awareness and less interference. This
paper contributes a first step in exploring the potential of this interaction
technique by conducting a usability test comparing several ergonomic factors
that may have an effect on the very first operation of the interaction: the
acquisition of the marker.
Organisational Overview: Institute for Design and Assessment of Technology,
Vienna University of Technology (TU Wien)
Organizational Overview
/
Fitzpatrick, Geraldine
/
Tellioglu, H.
/
Zagler, W.
/
Pohl, M.
/
Güldenpfennig, F.
/
Hödl, O.
/
Ganhör, R.
/
Mayer, P.
/
Frauenberger, C.
Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part IV
2015-09-14
v.4
p.624-625
© Copyright 2015 Springer International Publishing Switzerland
Summary: The Institute for Design & Assessment of Technology (IGW) is part of the
Faculty of Informatics at the Vienna University of Technology and is
historically comprised of two groups: Multidisciplinary Design and Human
Computer Interaction, which also includes the Centre for Applied Assistive
Technology. The institute is highly interdisciplinary, within a traditional
computer science faculty. Members come from various backgrounds, enabling us to
merge technical engineering and social sciences research with people-centred
design. The Institute includes 35 employed faculty/researchers/students and
over 10 associated PhD students, engaged in 30 projects funded by the EU and
national funding agencies, and supported by administrative staff.
Why and what did we throw out?: Probing on Reflection through the Food Waste
Diary
Sustainability & Recycling
/
Ganglbauer, Eva
/
Fitzpatrick, Geraldine
/
Güldenpfennig, Florian
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.1105-1114
© Copyright 2015 ACM
Summary: Issues of consumer food waste in industrialised countries are becoming an
increasing concern and this is paralleled by a growing interest in HCI to
support more sustainable consumption practices. In this paper we report on a
mobile food waste diary application that was made available on app stores, with
the aim of enabling motivated people to reflect on their moments of food waste
and to explore rationales. Through analysis of the entries submitted by users
of the diary application, we identify instances of reflection located on
different levels. The intention of supporting reflection was visible in
instances of submitted diary entries where deeper insights about the
relationships between food waste, previous experiences, habits, knowledge,
occurrences and intentions to change were offered.
Designing Social and Emotional Skills Training: The Challenges and
Opportunities for Technology Support
Kids Social, Emotional & Special Needs
/
Slovák, Petr
/
Gilad-Bachrach, Ran
/
Fitzpatrick, Geraldine
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.2797-2800
© Copyright 2015 ACM
Summary: Social and emotional skills are crucial for all aspects of our everyday
life. However, understanding how digital technology can facilitate the
development and learning of such skills is yet an under-researched area in HCI.
To start addressing this gap, this paper reports on a series of interviews and
design workshops with the leading researchers and developers of 'Social and
Emotional Learning' (SEL) curricula. SEL is a subfield of educational
psychology with a long history of teaching such skills, and a range of evidence
based curricula that are widely deployed in primary and secondary schools. We
identify the shared challenges across existing curricula that digital
technology might help address: the support for out-of-session learning,
scaffolding for parental engagement, and feedback for the curricula developers.
We argue how this presents an opportunity for mutually beneficial
collaborations, with the potential for significant real-world impact of novel
HCI systems, and can inform HCI work on supporting social and emotional skills
development in other domains.
Crossing HCI and Health: Advancing Health and Wellness Technology Research
in Home and Community Settings
Workshop Summaries
/
Lennon, Marilyn
/
Baillie, Lynne
/
Hoonhout, Jettie
/
Robertson, Judy
/
Fitzpatrick, Geraldine
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.2353-2356
© Copyright 2015 ACM
Summary: The ubiquity of mobile technology and advances in wearable health and
well-being technologies offer exciting opportunities for technology supported
home and community care. But are we ready for digitally enabled self-care? How
can the CHI community share best practices and methods in order to continue to
advance research that crosses methodological and cultural boundaries between
Health and HCI? This workshop will bring together key researchers working in
and across both HCI and Health to share these existing challenges and
opportunities for digital health research and practice and to continue to build
capacity in the crossings between HCI and health.
Designing for Sharing in Local Communities
Workshop Summaries
/
Malmborg, Lone
/
Light, Ann
/
Fitzpatrick, Geraldine
/
Bellotti, Victoria
/
Brereton, Margot
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.2357-2360
© Copyright 2015 ACM
Summary: The Sharing Economy has brought new attention to the everyday practice of
sharing. Digital tools are changing both what we can do together across
neighbourhoods and how we think about sharing our time, materials and skills.
It is possible to design to boost resource management, economic wellbeing and
social resilience by fostering sharing practices, but do different designs
speak to different priorities in design for sharing?
Methods for Human-Computer Interaction Research
Course Overviews
/
Gould, Sandy J. J.
/
Brumby, Duncan P.
/
Cox, Anna L.
/
Fitzpatrick, Geraldine
/
Hoonhout, Jettie
/
Lamas, David
/
Law, Effie
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.2473-2474
© Copyright 2015 ACM
Summary: This course delivers an introduction to a range of methods used in the
exploration of Human-Computer Interaction (HCI) problems. Guided by leading HCI
researchers and educators, attendees will be introduced to both qualitative and
quantitative research methods that have been used to understand people and
interactional contexts. We will also consider some of the major philosophical
traditions in HCI research along with contemporary framings of HCI approaches,
such as Interaction Science.
On Becoming a Counsellor: Challenges and Opportunities to Support
Interpersonal Skills Training
Collaborative Counseling
/
Slovák, Petr
/
Thieme, Anja
/
Tennent, Paul
/
Olivier, Patrick
/
Fitzpatrick, Geraldine
Proceedings of ACM CSCW 2015 Conference on Computer-Supported Cooperative
Work and Social Computing
2015-02-28
v.1
p.1336-1347
© Copyright 2015 ACM
Summary: Well-developed interpersonal skills are crucial for all social interactions.
However, understanding how interpersonal skills are taught or learned, and how
technology can play a part in this, is yet an under-researched area in CSCW and
HCI research. To start addressing this gap, our research explores the learning
processes of counselling students, for whom developing interpersonal skills
forms a fundamental part of their university education. We followed an
iterative process to gain an in-depth understanding of a specific counselling
program in the UK, combining interviews and low-fidelity technology prompts.
Overall, 26 participants comprising tutors, students and expert counsellors
took part. Our findings first provide insights into the highly collaborative
and social learning process of the students. We highlight the complexity of
interpersonal reflection as a crucial process for developing counselling
skills, and identify the challenges to learning that students face. Second, we
build on this understanding to draw out empirically grounded design
considerations around opportunities for technology innovation in this setting.
Towards fast and interactive prototypes of mobile apps
User experience
/
Ganhör, Roman
/
Güldenpfennig, Florian
/
Subasi, Özge
/
Fitzpatrick, Geraldine
Proceedings of the 2014 Australian Computer-Human Interaction Conference
2014-12-02
p.328-331
© Copyright 2014 ACM
Summary: With the advent of modern mobile phones and tablet devices unprecedented
opportunities arise to create rich user experiences that incorporate the
context in which the interaction is situated. Sensors and other built-in
technologies provide designers with a variety of possibilities for new and
exciting applications. Since building such applications requires specialists
there is an increasing demand for tools supporting people without programming
skills to access, explore and design for the opportunities of mobile devices.
In this paper we present a novel prototyping system named FamOz that combines
the ease of paper prototyping with the efficiency of Wizard of Oz while
exploiting the interactivity offered by new mobile devices. FamOz allows
designers and researchers to evaluate mobile prototypes in situated real-world
settings in an early stage of development.
Exploring skin conductance synchronisation in everyday interactions
/
Slovák, Petr
/
Tennent, Paul
/
Reeves, Stuart
/
Fitzpatrick, Geraldine
Proceedings of the 8th Nordic Conference on Human-Computer Interaction
2014-10-26
p.511-520
© Copyright 2014 ACM
Summary: Detecting interpersonal and emotional aspects of behaviour is a growing area
of research within HCI. However, this work primarily processes data from
individuals, rather than drawing on the dynamics of an interaction between
people. Literature in social psychology and neuroscience suggests that the
synchronisation of peoples' biosignals, in particular skin conductance (EDA),
can be indicative of complex interpersonal aspects such as empathy. This paper
reports on an exploratory, mixed methods study to test the potential of EDA
synchronisation to indicate qualities of interpersonal interaction in
real-world relationships and contexts. We show that EDA synchrony can be
indicate meaningful social aspects in everyday settings, linking it to the
mutual emotional engagement of those interacting. This connects to earlier work
on empathy in psychotherapy, and suggests new interpretations of EDA
sychronisation in other social contexts. We then outline how these findings
open opportunities for novel HCI and ubicomp applications, supporting training
of social skills such as empathy for doctors, and more generally to explore
shared experiences such as multiplayer games.
Reflecting Back on Designers' Mental Models: The Power to Influence?
Keynotes
/
Fitzpatrick, Geraldine
Proceedings of the 2014 Annual European Conference on Cognitive Ergonomics
2014-09-01
p.1
© Copyright 2014 ACM
Summary: The conference theme of ECCE 2014 refers to 'cognition in the wild' and how
the various contexts involved in cognitive modeling can be revealed. The
contexts that are noted -- domain structures, task competences and learning
capabilities -- reflect the perspective of the researcher looking out to the
domain and the users of interest. In this talk I want to turn the 'in the wild'
mirror back onto ourselves as researchers and practitioners. A traditional way
of talking about designer/researcher mental models is with respect to the
system being designed, and the potential for mismatch between designer and user
mental models about the system. Reflecting on some of our own past work, I will
argue that there can also be much more subtle but powerful ways in which our
mental models and conceptualisations matter. In telling some of our stories,
the hope is to trigger more general reflections: What hidden assumptions and
biases do we bring to how we conceptualise our domains or users, and that only
reveal themselves when some unexpected mismatch arises 'in the wild'? What ways
are we unintentionally influencing, that we don't even think to think about, in
particular around sub-conscious processes that play out particularly 'in the
wild'? While the very point is that many of our most powerful mental models are
hidden or implicit, there is also the potential for us to develop more
reflective strategies to probe and help reveal these models, to better serve
the domains and users of interest.
Making Sense of Rich Data Collections on Mobile Devices
Paper Session 6: Instrument Developments
/
Güldenpfennig, Florian
/
Fitzpatrick, Geraldine
/
Reitberger, Wolfgang
Proceedings of the 2014 Annual European Conference on Cognitive Ergonomics
2014-09-01
p.30
© Copyright 2014 ACM
Summary: Mobile phones today offer great opportunities for capturing information
enabled by sensor capabilities. A challenge, however, is to create meaningful
order in this increasing amount of heterogeneous data and to exploit it in
proficient ways. In this paper we present ContextCatcher, a mobile phone
application for creating rich multimedia repositories and information
collections on mobile devices. This software enables capturing a variety of
file formats, for example, photos, videos, text, GPS locations, etc. Moreover,
ContextCatcher facilitates the aggregation of these files into ContextObjects,
which can be thought of as container structures for bundling the file
collections. We describe a study featuring 18 participants, who created 681
media files contained within 80 ContextObjects. We analyze this data to explore
its underlying structure and the emergent relations between the files through
the lens of sensemaking. Finally, we show why the ContextCatcher concept can
both be helpful in information foraging and sensemaking.
Duography in the Classroom: Creative Engagement with Two-sided Mobile Phone
Photography
Special Issue on Mobile Learning and Educational Mobile HCI
/
Güldenpfennig, Florian
/
Reitberger, Wolfgang
/
Ganglbauer, Eva
/
Fitzpatrick, Geraldine
International Journal of Mobile Human Computer Interaction
2014-07
v.6
n.3
p.51-67
© Copyright 2014 IGI Global
Summary: The potential of mobile devices to support learning has been explored for
some time; however, little attention has been paid to arts education and the
active creation of content on mobile devices as a facilitator of learning
experiences. Further, new features of mobile phones such as dual cameras open
new possibilities for supporting learning in creative contexts. In this paper,
the authors investigate 'duography', a novel kind of 'two-sided' photography,
for mobile phones in an art class. The study involves 17 adolescents, and their
art teacher, over the course of 12 weeks. The objective is to convey creative
competencies by means of the affordances of new mobile phones. The authors
analyse a rich set of student created 'two-sided photos' to unpack the
potential of this novel learning tool for technology-mediated art education.
The authors illustrate how duography can mediate creative engagement by
providing a frame for reflective discussions and negotiations on different
perspectives and multiple meanings of artefacts. The authors conclude with a
set of strategies for designing mobile teaching tools for arts education.
Nutriflect: reflecting collective shopping behavior and nutrition
Social media usage
/
Reitberger, Wolfgang H.
/
Spreicer, Wolfgang
/
Fitzpatrick, Geraldine
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.3309-3318
© Copyright 2014 ACM
Summary: A poor nutritional state, as is the case for many people today, can increase
risks for cancer, cardiovascular disease and obesity. Technology supported
approaches could potentially be used to positively influence food consumption.
We present the Nutriflect system, which utilizes users' shopping data to inform
them about their long term shopping behavior. In an initial study we conducted
structured interviews in grocery stores. Based on the results we implemented a
system that visualized a household's collective shopping information via
situated displays. The aim was to raise awareness about shopping habits and to
enable reflection about nutrition without burdening the users with the manual
entry of their eating habits. We evaluated the system in a 4 week field study
in 8 households with 21 users. The results indicate that contextually situated
displays, showing shopping patterns against personal nutrition goals, can
foster a reflective and respectful approach towards better shopping and
nutrition.
Trombosonic: Designing and Exploring a New Interface for Musical Expression
in Music and Non-Music Domains
Interaction and Interface Design and Evaluation III
/
Hödl, Oliver
/
Fitzpatrick, Geraldine
Proceedings of the 2014 International Conference on Advances in
Computer-Human Interactions
2014-03-23
p.54-59
Keywords: Sound and Music Computing, Interface for Musical Expression, Exploratory
Evaluation
© Copyright 2014 IARIA
Summary: The "Trombosonic" is a new digital music instrument based on the
foundational principles of the slide trombone. An ultrasonic sensor combined
with a red laser allows the performer to play the instrument using similar
movements to playing a trombone to change the pitch, by moving one hand back
and forth even though there is no physical slider available. Furthermore,
additional sensors enhance musical expression by gestural movement of the whole
interface and by using the breath. Due to its compact size and the lack of a
slider, the Trombosonic can be played in many different ways. This inspired us
to do an informal evaluation to explore the potential applicability of our
prototype in different fields and settings other than music. We identified a
certain suitability for old and young people and a new possibility for people
with restricted mobility to play such a musical instrument. Further development
might include a built-in microphone to use the human voice and an expansion of
the synthesizer's features.
Reframing design culture and aging
Forums
/
Subasi, Özge
/
Malmborg, Lone
/
Fitzpatrick, Geraldine
/
Östlund, Britt
interactions
2014-03
v.21
n.2
p.70-73
© Copyright 2014 ACM
Summary: Community + Culture features practitioner perspectives on designing
technologies for and with communities. We highlight compelling projects and
provocative points of view that speak to both community technology practice and
the interaction design field as a whole. -- Christopher A. Le Dantec, Editor
Think globally, act locally: a case study of a free food sharing community
and social networking
Supporting communities
/
Ganglbauer, Eva
/
Fitzpatrick, Geraldine
/
Subasi, Özge
/
Güldenpfennig, Florian
Proceedings of ACM CSCW 2014 Conference on Computer-Supported Cooperative
Work and Social Computing
2014-02-15
v.1
p.911-921
© Copyright 2014 ACM
Summary: Social networking has a long history of supporting communities online. In
this paper we are concerned with a specific community that has formed around
free food sharing to save food from being wasted. Specifically, Foodsharing.de
is a platform that enables consumers, farmers, organizations and retailers to
offer and collect food. Associated with this is the Foodsharing Facebook group
where broader community discussions take place. We report on a qualitative
analysis of the Foodsharing Facebook group to understand its role in emerging
and sustaining the community. The Facebook group is a place where the
individual values and motives, socio-political discussions and mass media
interrelate and create new social patterns through narratives and local
community building. We present our findings as interplay between individual,
community, organisational levels, public relations and media, the operational
platform Foodsharing.de that enables local communities and the Facebook group
where global ideological framing of the community takes place.
Spatial Play Effects in a Tangible Game with an F-Formation of Multiple
Players
User Interaction and Usability
/
Jungmann, M.
/
Cox, R.
/
Fitzpatrick, G.
Proceedings of AUIC'14, Australasian User Interface Conference
2014-01-22
p.57-66
© Copyright 2014 Australian Computer Society
Summary: Drawing on Kendon's F-formation framework of social interaction, we analysed
the game-space activity of collocated players engaged in a tangible multiplayer
game. Game input from groups of 3 players interacting competitively in a
natural spatial arrangement via balance-boards requiring whole-body movements
was logged and analysed quantitatively. The spatial analysis of a range of
players' activities in game-space revealed synergistic effects combining
perceptual-motor factors with game-strategy behaviour which were reflected in
preferred game-board playing regions. The findings illustrate the importance
for HCI designers of considering interactions between human spatial behaviour,
physical space and virtual game-space as games become increasingly embodied and
social.
The development of a sensor-based system for older people: a case study
HCI from cradle to grave
/
Haslwanter, Jean D. Hallewell
/
Fitzpatrick, Geraldine
Proceedings of the 27th BCS International Conference on Human-Computer
Interaction
2013-09-09
p.11
© Copyright 2013 Authors
Summary: An aging population is creating increasing pressures on health care systems.
Assistive technologies including telecare monitoring applications installed in
the home are being promoted as part of the solution. These systems differ from
other more interactive systems both in using sensor-based technologies and
having older users, aspects that can affect the way the user is viewed, which
in turn can affect what is prioritised in design decisions. However little is
known to date about the processes involved in designing such systems,
especially from the perspective of how 'users' are considered. To explore this
we studied a development project in telecare with a focus on how the user
discourse evolved. Using qualitative methods and thematic analysis, we
identified two broad themes about how 'users' are considered: the disappearing
older user, where the discussion moved from rich pictures of older people's
lives to sense-able scenarios; and the privileged developer, where
representations of older relatives were mediated by the developers' stories of
their own relatives, inadvertently prioritising their own needs as carers for
those relatives. The findings demonstrate some of the challenges for a
user-centred design process that can occur when working with sensor-based
systems and older people that could have implications for whether these systems
will be accepted.
SOFTec 2013: second workshop on computer mediated social offline
interactions
Workshop: SOFTec 2013: second workshop on computer mediated social offline
interactions
/
Memarovic, Nemanja
/
Kostakos, Vassilis
/
Fitzpatrick, Geraldine
/
Schmidt, Albrecht
Adjunct Proceedings of the 2013 International Joint Conference on Pervasive
and Ubiquitous Computing
2013-09-08
v.2
p.1373-1380
© Copyright 2013 ACM
Summary: In the age of online social networks, instant messaging, and email, social
offline interactions seem destined to become an anachronism: as our use of
electronic media increases, the number of hours per day that we interact
directly with others "in the flesh" declines. Yet for all the power of
synchronous and asynchronous remote communication, virtual interactions are
hardly an adequate substitute. Recent studies show, e.g., that users of online
social networking sites feel lonelier than non-users, and that people who have
regular social offline interactions on a weekly basis enjoy a significantly
reduction in mortality. Is there a way to have our cake and eat it, too? Can we
design technology in such a way that its use comes not at the expense of social
offline interaction, but supports it? The goal of this workshop is to examine
how we can build technologies that promote offline interactions.
A Review of 25 Years of CSCW Research in Healthcare: Contributions,
Challenges and Future Agendas
CSCW: The First Quarter Century
/
Fitzpatrick, Geraldine
/
Ellingsen, Gunnar
Computer Supported Cooperative Work
2013-08
v.22
n.4/6
p.609-665
Keywords: coordination; CSCW; electronic health records (EHR); electronic patient
records (EPR); healthcare; health ICT; integration; interaction; medical
records; policy; review; standardisation; workplace studies; workpractice
Copyright © 2013 Springer
Summary: CSCW as a field has been concerned since its early days with healthcare,
studying how healthcare work is collaboratively and practically achieved and
designing systems to support that work. Reviewing literature from the CSCW
Journal and related conferences where CSCW work is published, we reflect on the
contributions that have emerged from this work. The analysis illustrates a rich
range of concepts and findings towards understanding the work of healthcare but
the work on the larger policy level is lacking. We argue that this presents a
number of challenges for CSCW research moving forward: in having a greater
impact on larger-scale health IT projects; broadening the scope of settings and
perspectives that are studied; and reflecting on the relevance of the
traditional methods in this field -- namely workplace studies -- to meet these
challenges.