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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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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 / 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
ACM Digital Library Link
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
Link to Digital Content at Springer
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
Link to Digital Content at Springer
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
www.igi-global.com/article/duography-in-the-classroom/116485
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
ACM Digital Library Link
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
www.thinkmind.org/index.php
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
ACM Digital Library Link
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
ACM Digital Library Link
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
crpit.com/abstracts/CRPITV150Jungmann.html
crpit.com/confpapers/CRPITV150Jungmann.pdf
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
ACM Digital Library Link
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
ACM Digital Library Link
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
Link to Digital Content at 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.
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