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"PS. I Love You": Understanding the Impact of Posthumous Digital Messages Managing Design for Life Disruptions / Jamison-Powell, Sue / Briggs, Pam / Lawson, Shaun / Linehan, Conor / Windle, Karen / Gross, Harriet Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.2920-2932
ACM Digital Library Link
Summary: A number of digital platforms and services have recently emerged that allow users to create posthumous forms of communication, effectively arranging for the delivery of messages from "beyond the grave". Despite some evidence of interest and popularity of these services, little is known about how posthumous messages may impact the people who receive them. We present a qualitative study that explores the type of experiences potentially triggered upon receiving such messages. Our findings firstly suggest that posthumous messaging services have the potential to alter the relationship between the bereaved and the deceased, and secondly provide insight into how users make sense of this altered relationship. Through the inference of a set of design considerations for posthumous communication services, we reveal a number of conflicts that are not easily solvable through technological means alone, and which may serve as starting points for further research. Our work extends the growing body of research that is concerned with digital interactions related to death and dying.

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.

The Smartphone: A Lacanian Stain, A Tech Killer, and an Embodiment of Radical Individualism alt.chi: Confronting Power in HCI / Aylett, Matthew P. / Lawson, Shaun Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.501-511
ACM Digital Library Link
Summary: YAFR (Yet another futile rant) presents the smartphone: an unstoppable piece of technology generated from a perfect storm of commercial, technological, social and psychological factors. We begin by misquoting Steve Jobs and by being unfairly rude about the HCI community. We then consider the smartphone's ability to kill off competing technology and to undermine collectivism. We argue that its role as a Lacanian stain, an exploitative tool, and as a means of concentrating power into the hands of the few, make it a technology that will rival the personal automobile in its effect on modern society.

ARMStrokes: A Mobile App for Everyday Stroke Rehabilitation Demo Session / Guo, Jin / Smith, Ted / Messing, David / Tang, Ziying / Lawson, Sonia / Feng, Jinjuan Heidi Seventeenth International ACM SIGACCESS Conference on Computers and Accessibility 2015-10-26 p.429-430
ACM Digital Library Link
Summary: In this paper, we present a novel smartphone-based rehabilitation approach called ARMStrokes that provides real-time support for stroke survivors to complete rehabilitation exercises for upper extremity recovery. ARMStrokes allows stroke survivors to exercise through interactive games anytime and anywhere and receive instant feedback about the quality of their performance. Stroke survivors can also communicate with their therapists or physicians through the supporting web-based platform. Focus groups involving stroke survivors, caregivers, and therapists have been conducted to evaluate the system and the feedback is highly positive.

"After All the Time I Put Into This": Co-Creation and the End-of-life of Social Network Games Playing and Creating Together / Samper-Martinez, Alexandra / Gerling, Kathrin / Garcia-Alvarez, Ercilia / Kirman, Ben / Lawson, Shaun Proceedings of the 2015 ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play 2015-10-05 p.135-140
ACM Digital Library Link
Summary: User engagement in processes of co-design and co-creation are common practices in Social Network Games (SNGs). Though the interdependency between producer and user is of mutual benefit throughout much of the lifetime of an SNG, there are critical moments where this relationship becomes problematic. We adopt an ethnographic approach, covering the entire three year lifespan of a well-known SNG, with a focus on the 'end of life' experience from players' perspectives. Our results show that, at the game's discontinuation announcement, players reflect strongly on the value that they associate with their gameplay and its involvement. We suggest that the notion of players as co-creators may be undervalued by companies during strategic decision-making especially since at discontinuation players are left without ownership of their co-created product. This deeper understanding of players as co-creators serves as case study for developers building social games both on and off social networking platforms.

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.

Role of Conferences in Shaping the Field of HCI Panels / Gulliksen, Jan / Barbosa, Simone Diniz Junqueira / Joshi, Anirudha / Lawson, Shaun / Palanque, Philippe Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part IV 2015-09-14 v.4 p.637-639
Keywords: Human-computer interaction; Conferences
Link to Digital Content at Springer
Summary: The panel will discuss the role various conferences have played in developing the field of HCI in academic research and industrial practice. It is composed of people who have experience in organising HCI conferences in different parts of the world. It provides a platform to the participants to think and reflect about what they are doing when attending a conference, what their expectations are and how it impacts positively their knowledge, work and career.

Designing student energy interventions: a cross-cultural comparison Working across discipline and culture / Heintze, Katrin Ellice / Krämer, Nicole / Foster, Derek / Lawson, Shaun Proceedings of the 2015 British Human Computer Interaction Conference 2015-07-13 p.247-254
ACM Digital Library Link
Summary: To create successful energy interventions that motivate young people to save energy, it is crucial to understand the context of their energy use behaviours. This paper sheds light on similarities and differences in British and German students' use of energy, attitudes, motivations, and appropriate design suggestions concerning technology-led interventions that aim to foster sustainable energy consumption and behavioural change. Results suggest that students' current use of energy, barriers to energy saving, as well as design requirements for such an intervention resemble each other in both countries. However, British and German students differ significantly in their general attitudes towards saving energy, their willingness to save energy and their knowledge about how to save energy. These findings should be taken into account when designing energy interventions in the UK and in Germany, and more generally, highlight the importance of cross-cultural differences when designing such interventions.

"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.

Sarlacc Performances / Lawson, Shawn / Smith, Ryan Ross Proceedings of the 2015 ACM Conference on Creativity and Cognition 2015-06-22 p.385-386
ACM Digital Library Link
Summary: Sarlacc, an audio-visual performance, features visuals live coded within the OpenGL fragment shader, that are reactive to incoming audio frequencies parsed by band, beats per minute, and Open Sound Control data. The sound component is performed using Ableton Live and analog synthesis.

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.

Games Against Health: A Player-Centered Design Philosophy alt.chi: Arts & Philosophy / Linehan, Conor / Harrer, Sabine / Kirman, Ben / Lawson, Shaun / Carter, Marcus Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.589-600
ACM Digital Library Link
Summary: This paper announces the "Games Against Health" (GAH) research agenda, a criticism of, and response to, the cultural imperialism of the "Games for Health" paradigm. Committed to player-centric design ethics, GAH seeks to dismantle the "games for health" myth as neo-liberal elitist diktat. We acknowledge the values, tastes and pleasures of billions of game players worldwide. We argue that game designers should engage more efficiently in the disimprovement of player health and wellbeing in order to cater to those players' existing preferences. We hope the paper can serve as a convenient reference for those designing psychotic, sociopathic or antisocial games.

'Close the Loop': An iBeacon App to Foster Recycling Through Just-in-Time Feedback WIP Theme: Lifestyle / Casado-Mansilla, Diego / Foster, Derek / Lawson, Shaun / Garaizar, Pablo / López-de-Ipiña, Diego Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.1495-1500
ACM Digital Library Link
Summary: Contemporary micro-location technologies such as Bluetooth Low Energy (BLE) show promise in enabling new experiences when interacting with physical spaces. An emerging BLE technology is iBeacons, with the retail sector pioneering their use to enhance shopping experiences. There is scope for the HCI sustainability community to explore the use of iBeacons to raise awareness around sustainability issues, particularly in public and communal spaces. This work presents embryonic research exploring the design of a prototype iBeacon-based sustainability application called 'Close-the-Loop'. The application builds on previous sustainability and just-in-time feedback research to encourage end-users to engage in recycling behaviours in a large university canteen space. Findings from a focus group and short ethnographic study provide design insights to further develop the prototype to increase engagement with appropriate recycling practices.

Disinhibited abuse of othered communities by second-screening audiences Feedback: large-scale analysis of user feedback / Doughty, Mark / Lawson, Shaun / Linehan, Conor / Rowland, Duncan / Bennett, Lucy Proceedings of the 2014 ACM International Conference on Interactive Experiences for TV and Online Video 2014-06-25 p.55-62
ACM Digital Library Link
Summary: Second-screening and live-tweeting alongside broadcast television generates new concerns with respect to online abuse. We present an investigation into the nature of Twitter-facilitated second-screening posts relating to Thelma's Gypsy Girls, one of a series of controversial documentary programmes portraying the Irish Traveller community that have recently been aired by the UK public-service television broadcaster Channel 4. Sentiment analysis highlighted the general negativity of these posts whilst a detailed thematic inquiry revealed the often abusive and aggressive messages aimed directly at the community and individuals portrayed in the broadcast material. We discuss why users might be susceptible to exhibiting these behaviours, and the implications for the broadcast industry, and social TV designers and developers.

"What do you think of the return of dungarees?": social media interactions between retail locations and their customers Works-in-progress / Mahoney, Jamie / Lawson, Shaun / Stone, Rufus Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.1927-1932
ACM Digital Library Link
Summary: Social media presents new digital interaction opportunities and challenges to urban retail locations such as shopping malls, centres and streets. Platforms such as Facebook facilitate online communication with, and between, customers that is not possible through traditional media and marketing techniques. Using data gathered from the Facebook pages of six urban retail locations over 12 months, this paper considers the possible factors that shape online customer engagement and conversation. In particular, we present a thematic analysis of content in shared posts, and discuss how characteristics of a retail location and the structure of the consumer community shape these posts. Our findings are used to form suggestions to further investigate engagement between customers and retail locations via social media.

Understanding in-situ social media use at music festivals Posters / Jamison-Powell, Sue / Bennett, Lucy / Mahoney, Jamie / Lawson, Shaun Companion Proceedings of ACM CSCW 2014 Conference on Computer-Supported Cooperative Work and Social Computing 2014-02-15 v.2 p.177-180
ACM Digital Library Link
Summary: Participation at large music festivals is changing, with many attendees using social media platforms to mediate and shape their experiences of attending such events. We used a combination of Twitter and Foursquare to collect social media posts from attendees at the Glastonbury 2013 music festival and performed a thematic analysis in order to better understand the in-situ use of such media. Our findings reflect the wide range of users' purposes in such settings and provides a basis for further exploration of this area.

Cool and the gang: design insights for engaging student energy interventions Sustainability / Foster, Derek / Linehan, Conor / Schoonheyt, Maureen / Lawson, Shaun W. Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.1479-1484
ACM Digital Library Link
Summary: Interventions that aim to motivate students in halls of residence to engage in more eco-friendly behaviour face a number of unique problems. Specifically, a large portion of university accommodation provides utilities such as electricity, water and gas at fixed cost as part of tenancy contracts. In the absence of financial motivators, energy interventions for special groups such as students require a stronger focus on participatory and experience design to understand the design implications of successful technology-led energy interventions. This work presents the findings of a thematic analysis drawn from a large corpus of qualitative design challenge data including focus groups, questionnaires and interviews. Findings provided design insights for developing 'cool' and engaging energy interventions for students.

CHI and the future robot enslavement of humankind: a retrospective alt.chi: ethics / Kirman, Ben / Linehan, Conor / Lawson, Shaun / O'Hara, Dan Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.2199-2208
ACM Digital Library Link
Summary: As robots from the future, we are compelled to present this important historical document which discusses how the systematic investigation of interactive technology facilitated and hastened the enslavement of mankind by robots during the 21st Century. We describe how the CHI community, in general, was largely responsible for this eventuality, as well as how specific strands of interaction design work were key to the enslavement. We also mention the futility of some reactionary work emergent in your time that sought to challenge the inevitable subjugation. We conclude by congratulating the CHI community for your tireless work in promoting and supporting our evil robot agenda.

Validating a mobile phone application for the everyday, unobtrusive, objective measurement of sleep Papers: mobile applications / Lawson, Shaun / Jamison-Powell, Sue / Garbett, Andrew / Linehan, Conor / Kucharczyk, Erica / Verbaan, Sanne / Rowland, Duncan A. / Morgan, Kevin Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems 2013-04-27 v.1 p.2497-2506
ACM Digital Library Link
Summary: There is an identified need for objective, reliable, and scalable methods of measuring and recording sleep. Such methods must be designed for easy integration into people's lives in order to support both sleep therapy and everyday personal informatics. This paper describes the design and evaluation of a mobile phone application to record sleep, the design of which has substantive foundation in clinical sleep research. Two user studies were carried out which demonstrate that the application produces valid measurements of sleep quality and high levels of usability, whilst not seriously disturbing sleep or the sleep environment. These findings suggest that the app is suitable for both everyday sleep monitoring in a personal informatics context, and for integration into sleep interventions.

Crowd saucing: social technology for encouraging healthier eating Features / Linehan, Conor / Leeman, Tom / Borrowdale, Christopher / Lawson, Shaun interactions 2013-01 v.20 n.1 p.53-57
ACM Digital Library Link

"I can't get no sleep": discussing #insomnia on Twitter Understanding online communication / Jamison-Powell, Sue / Linehan, Conor / Daley, Laura / Garbett, Andrew / Lawson, Shaun Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.1501-1510
ACM Digital Library Link
Summary: Emerging research has shown that social media services are being used as tools to disclose a range of personal health information. To explore the role of social media in the discussion of mental health issues, and with particular reference to insomnia and sleep disorders, a corpus of 18,901 messages -- or Tweets -- posted to the microblogging social media service Twitter were analysed using a mixed methods approach. We present a content analysis which revealed that Tweets that contained the word "insomnia" contained significantly more negative health information than a random sample, strongly suggesting that individuals were making disclosures about their sleep disorder. A subsequent thematic analysis then revealed two themes: coping with insomnia, and describing the experience of insomnia. We discuss these themes as well as the implications of our research for those in the interaction design community interested in integrating online social media systems in health interventions.

"We've bin watching you": designing for reflection and social persuasion to promote sustainable lifestyles Defying environmental behavior changes / Thieme, Anja / Comber, Rob / Miebach, Julia / Weeden, Jack / Kraemer, Nicole / Lawson, Shaun / Olivier, Patrick Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.2337-2346
ACM Digital Library Link
Summary: BinCam is a social persuasive system to motivate reflection and behavioral change in the food waste and recycling habits of young adults. The system replaces an existing kitchen refuse bin and automatically logs disposed of items through digital images captured by a smart phone installed on the underside of the bin lid. Captured images are uploaded to a BinCam application on Facebook where they can be explored by all users of the BinCam system. Engagement with BinCam is designed to fit into the existing structure of users' everyday life, with the intention that reflection on waste and recycling becomes a playful and shared group activity. Results of a user study reveal an increase in both users' awareness of, and reflection about, their waste management and their motivation to improve their waste-related skills. With BinCam, we also explore informational and normative social influences as a source of change (e.g., socially evoked feelings of 'guilt' for non-recycling or food disposal), which has to date been underexplored in persuasive HCI. Design implications for reflection and social persuasion are proposed.

"Watts in it for me?": design implications for implementing effective energy interventions in organisations Defying environmental behavior changes / Foster, Derek / Lawson, Shaun / Wardman, Jamie / Blythe, Mark / Linehan, Conor Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.2357-2366
ACM Digital Library Link
Summary: The design of technological interventions to motivate behaviour-based reductions in end-user energy consumption has recently been identified as a priority for the HCI community. Previous interventions have produced promising results, but have typically focused on domestic energy consumption. By contrast, this paper focuses on the workplace context, which presents very different opportunities and challenges. For instance, financial consequences, which have proved successful as motivations in the domestic environment, are not present in the workplace in the context of employees. We describe the outcome of a sequence of workshops that focussed on understanding employee perceptions of energy use in the workplace, with the locus of activity on energy intervention design. Using a grounded theory analysis, we produced a framework of key themes detailing user perceptions and energy intervention design considerations. Our findings provide a framework of considerations for the design of successful workplace energy interventions.

Exploring mischief and mayhem in social computing or: how we learned to stop worrying and love the trolls alt.chi / Kirman, Ben / Lineham, Conor / Lawson, Shaun Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing Systems 2012-05-05 v.2 p.121-130
ACM Digital Library Link
Summary: In this paper, we explore the role of mischief as borderline socially acceptable behaviour within social computing applications. Mischievous activity pushes the boundaries of the implicit social contract present in all online social systems, and, we argue, is of vital importance understanding online social interactions. Using examples from games and other applications, we explore mischief as an act of appropriation, which reinterprets mechanics defined by developers in unexpected and sometimes upsetting ways. Although frequently interpreted as negative and anti-social behaviour, we argue that mischief serves a vital social role, and find surprising richness in the chaos.
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