[1]
Five Provocations for Ethical HCI Research
Thinking Critically
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Brown, Barry
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Weilenmann, Alexandra
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McMillan, Donald
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Lampinen, Airi
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.852-863
© Copyright 2016 ACM
Summary: We present five provocations for ethics, and ethical research, in HCI. We
discuss, in turn, informed consent, the researcher-participant power
differential, presentation of data in publications, the role of ethical review
boards, and, lastly, corporate-facilitated projects. By pointing to unintended
consequences of regulation and oversimplifications of unresolvable moral
conflicts, we propose these provocations not as guidelines or recommendations
but as instruments for challenging our views on what it means to do ethical
research in HCI. We then suggest an alternative grounded in the sensitivities
of those being studied and based on everyday practice and judgement, rather
than one driven by bureaucratic, legal, or philosophical concerns. In
conclusion, we call for a wider and more practical discussion on ethics within
the community, and suggest that we should be more supportive of low-risk
ethical experimentation to further the field.
[2]
Designing for Labour: Uber and the On-Demand Mobile Workforce
The Economics of Being Online
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Glöss, Mareike
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McGregor, Moira
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Brown, Barry
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.1632-1643
© Copyright 2016 ACM
Summary: Apps allowing passengers to hail and pay for taxi service on their phone?
such as Uber and Lyft-have affected the livelihood of thousands of workers
worldwide. In this paper we draw on interviews with traditional taxi drivers,
rideshare drivers and passengers in London and San Francisco to understand how
"ride-sharing" transforms the taxi business. With Uber, the app not only
manages the allocation of work, but is directly involved in "labour issues":
changing the labour conditions of the work itself. We document how Uber driving
demands new skills such as emotional labour, while increasing worker
flexibility. We discuss how the design of new technology is also about creating
new labour opportunities -- jobs -- and how we might think about our
responsibilities in designing these labour relations.
[3]
Data and the City
Civic Tech, Participation and Society
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McMillan, Donald
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Engström, Arvid
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Lampinen, Airi
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Brown, Barry
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.2933-2944
© Copyright 2016 ACM
Summary: We consider how data is produced and used in cities. We draw on our
experiences working with city authorities, along with twenty interviews across
four cities to understand the role that data plays in city government.
Following the development and deployment of innovative data-driven technology
projects in the cities, we look in particular at collaborations around open and
crowdsourced data, issues with the politicisation of data, and problems in
innovating within the highly regulated public sphere. We discuss what this
means for cities, citizens, innovators, and for visions of big data in the
smart city as a whole.
[4]
Smartwatch in vivo
Multi-Device Interaction
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Pizza, Stefania
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Brown, Barry
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McMillan, Donald
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Lampinen, Airi
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.5456-5469
© Copyright 2016 ACM
Summary: In recent years, the smartwatch has returned as a form factor for mobile
computing with some success. Yet it is not clear how smartwatches are used and
integrated into everyday life differently from mobile phones. For this paper,
we used wearable cameras to record twelve participants' daily use of
smartwatches, collecting and analysing incidents where watches were used from
over 34 days of user recording. This allows us to analyse in detail 1009 watch
uses. Using the watch as a timepiece was the most common use, making up 50% of
interactions, but only 14% of total watch usage time. The videos also let us
examine why and how smartwatches are used for activity tracking, notifications,
and in combination with smartphones. In discussion, we return to a key question
in the study of mobile devices: how are smartwatches integrated into everyday
life, in both the actions that we take and the social interactions we are part
of?
[5]
Embeddedness and sequentiality in social media
Social Network Methods
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Reeves, Stuart
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Brown, Barry
Proceedings of ACM CSCW 2016 Conference on Computer-Supported Cooperative
Work and Social Computing
2016-02-27
v.1
p.1052-1064
© Copyright 2016 ACM
Summary: Over the last decade, there has been an explosion of work around social
media within CSCW. A range of perspectives have been applied to the use of
social media, which we characterise as aggregate, actor-focussed or a
combination. We outline the opportunities for a perspective informed by
ethnomethodology and conversation analysis (EMCA) -- an orientation that has
been influential within CSCW, yet has only rarely been applied to social media
use. EMCA approaches can complement existing perspectives through articulating
how social media is embedded in the everyday lives of its users and how
sequentiality of social media use organises this embeddedness. We draw on a
corpus of screen and ambient audio recordings of mobile device use to show how
EMCA research is generative for understanding social media through concepts
such as adjacency pairs, sequential context, turn allocation / speaker
selection, and repair.
[6]
Repurposing Conversation: Experiments with the Continuous Speech Stream
Speech & Auditory Interfaces
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McMillan, Donald
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Loriette, Antoine
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Brown, Barry
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.3953-3962
© Copyright 2015 ACM
Summary: Voice interaction with mobile devices has been focused on hands-free
interaction or situations where visual interfaces are not applicable. In this
paper we explore a subtler means of interaction -- speech recognition from
continual, in the background, audio recording of conversations. We call this
the 'continuous speech stream' and explore how it could be repurposed as user
input. We analyse ten days of recorded audio from our participants, alongside
corresponding interviews, to explore how systems might make use of extracts
from this stream. Rather than containing directly actionable items, our data
suggests that the continuous speech stream is a rich resource for identifying
users' next actions, along with the interests and dispositions of those being
recorded. Through design workshops we explored new interactions using the
speech stream, and describe concepts for individual, shared and distributed
use.
[7]
10 Years of alt.chi: Reflections and Outlook
Panels
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Ames, Morgan G.
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Brown, Barry
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Fels, Sidney S.
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Lindtner, Silvia
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Rosner, Daniela K.
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Vertegaal, Roel
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.839
© Copyright 2015 ACM
Summary: To commemorate the tenth anniversary of alt.chi, two of this year's alt.chi
chairs, Ames and Lindtner, will moderate a panel with chairs from previous
years to reflect on the legacy of alt.chi in the broader CHI community and
discuss where the track should be headed in the future. We intend the panel to
be highly interactive, incorporating the audience in discussion and debate. We
encourage those with thoughts on alt.chi as well as those who want to learn
more about the track, to attend and actively participate. The following
questions will start the discussion: 1. What is the role of alt.chi in the CHI
community, and how has it shifted across the last decade? 2. What alt.chi
research papers or themes have been particularly influential or provocative? 3.
What is the state of critical discourse and reflection in alt.chi? Has alt.chi
been a successful venue for such work? Should it be? 4. Where is alt.chi
headed, what is missing, and how could it change?
[8]
Searchable Objects: Search in Everyday Conversation
Mobile Collaboration
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Brown, Barry
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McGregor, Moira
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McMillan, Donald
Proceedings of ACM CSCW 2015 Conference on Computer-Supported Cooperative
Work and Social Computing
2015-02-28
v.1
p.508-517
© Copyright 2015 ACM
Summary: This paper examines mobile internet search, presenting search not as a
process of information retrieval, but as part of conversation and talk. Through
video extracts of mobile search we explore how mobile phones are interwoven
into talk, and how searchers manage the participation of other
conversationalists alongside the search itself. We introduce the notion of a
'searchable object' -- an object that arises in conversation that can be
searched for online -- and document how such an object occasions a search. In
turn we discuss the differing roles of the device 'driver' and 'passenger', and
how participation is managed through questions and narration. Rather than
search being solely about getting correct information, conversations around
search may be just as important. We conclude by critiquing some of the
pessimistic views of interaction around mobile phones and their use in ordinary
life and talk.
[9]
100 days of iPhone use: understanding the details of mobile device use
User-centered design
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Brown, Barry
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McGregor, Moira
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McMillan, Donald
Proceedings of 2014 Conference on Human-Computer Interaction with Mobile
Devices and Services
2014-09-23
p.223-232
© Copyright 2014 ACM
Summary: Internet connected mobile devices are an increasingly ubiquitous part of our
everyday lives and we present here the results from unobtrusive audio-video
recordings of iPhone use -- over 100 days of device use collected from 15
users. The data reveals for analysis the everyday, moment-by-moment use of
contemporary mobile phones. Through video analysis of usage we observed how
messages, social media and internet use are integrated and threaded into daily
life, interaction with others, and everyday events such as transport, delays,
establishment choice and entertainment. We document various aspects of end-user
mobile device usage, starting with understanding how it is occasioned by
context. We then characterise the temporal and sequential nature of use.
Lastly, we discuss the social nature of mobile phone usage. Beyond this
analysis, we reflect on how to draw these points into ideas for design.
[10]
Self-disclosure on social networking sites, positive feedback, and social
capital among Chinese college students
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Liu, Dong
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Brown, B. Bradford
Computers in Human Behavior
2014-09
v.38
n.0
p.213-219
Keywords: Self-disclosure
Keywords: Social networking site
Keywords: Social capital
Keywords: Gender difference
© Copyright 2014 Elsevier Ltd.
Summary: Drawing on social capital theory, this study examined whether college
students' self-disclosure on a social networking site was directly associated
with social capital, or related indirectly through the degree of positive
feedback students got from Internet friends. Structural equation models applied
to anonymous, self-report survey data from 264 first-year students at 3
universities in Beijing, China, indicated direct effects on bridging social
capital and indirect effects on bonding social capital. Effects remained
significant, though modest in magnitude, after controlling for social skills
level. Findings suggest ways in which social networking sites can foster social
adjustment as an adolescent transition to residential college environments.
[11]
#CHImoney: financial interactions, digital cash, capital exchange and mobile
money
Workshop summaries
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Kaye, Jofish
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Vertesi, Janet
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Ferreira, Jennifer
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Brown, Barry
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Perry, Mark
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.111-114
© Copyright 2014 ACM
Summary: Interactions around money and financial services are a critical part of our
lives on and off-line. New technologies and new ways of interacting with these
technologies are of huge interest; they enable new business models and ways of
making sense of this most important aspect of our everyday lives. At the same
time, money is an essential element in HCI research and design. This workshop
is intended to bring together researchers and practitioners involved in the
design and use of systems that combine digital and new media with monetary and
financial interactions to build on an understanding of these technologies and
their impacts on users' behaviors. The workshop will focus on social,
technical, and economic aspects around everyday user interactions with money
and emerging financial technologies and systems.
[12]
100 days of iPhone use: mobile recording in the wild
Works-in-progress
/
McGregor, Moira
/
Brown, Barry
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McMillan, Donald
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.2335-2340
© Copyright 2014 ACM
Summary: This report presents preliminary results from an unobtrusive video study of
iPhone use -- totalling over 100 days of everyday device usage. The data gives
us a uniquely detailed view on how messages, social media and internet use are
integrated and threaded into daily life, our interaction with others, and
everyday events such as transport, communication and entertainment. These
initial results seek to address the when, who and what of situated mobile phone
use -- beginning with understanding the impact of context. We then characterise
three key modes of use found in the data: micro-breaks, digital knitting and
reading. Finally we consider the multi-party and shared nature of phone use and
who is involved. We reflect on analysis to date, designing from understanding
use and future work -- our data provides the resource and scope for further
analysis of the moment-by-moment use of contemporary mobile phones.
[13]
AniThings: animism and heterogeneous multiplicity
alt.chi: nature and nurture
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van Allen, Philip
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McVeigh-Schultz, Joshua
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Brown, Brooklyn
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Kim, Hye Mi
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Lara, Daniel
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.2247-2256
© Copyright 2013 ACM
Summary: This paper explores the metaphor of animism as a methodological framework
for interaction design and, in particular, advocates for a form of animism the
authors term 'heterogeneous multiplicity.' Animism can make valuable
contributions within ubiquitous computing contexts, where objects with designed
behaviors tend to evoke a perception that they have autonomy, intention,
personality and an inner life. Furthermore, animism that supports heterogeneous
multiplicity offers unique opportunities to stimulate human creativity through
embodied engagement with an ecology of things. To demonstrate the concept of
heterogeneous multiplicity, the authors present a speculative design project,
AniThings, that intertwines multiple animistic collaborators to position
activities of digital resource discovery and curation beyond the narrow domain
of recommendation engines and personal feeds. The project illustrates an
ecology of six tangible, interactive objects that, respectively, draw from a
variety of digital resources and inhabit a range of variously positioned
stances towards their human collaborators and each other. This diversity of
behaviors, resources, and positionality makes AniThings ideal for supporting
open-ended ideation and collaborative imagining activities.
[14]
iPhone in vivo: video analysis of mobile device use
Papers: reflecting on phones
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Brown, Barry
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McGregor, Moira
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Laurier, Eric
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.1031-1040
© Copyright 2013 ACM
Summary: Despite the widespread use of mobile devices, details of mobile technology
use 'in the wild' have proven difficult to collect. This paper uses video data
to gain new insight into the use of mobile computing devices. Our new method
combines screen-capture of iPhone use with video recordings from wearable
cameras. We use this data to analyse how mobile device use is threaded into
other co-present activities, focusing on the use of maps and internet searches.
Close analysis reveals novel aspects of gestures on touch screens, how they
serve 'double duty' -- both as interface gestures but as resources for ongoing
joint action. We go on to describe how users 'walk the blue dot' to orientate
themselves, and how searches are occasioned by the local environment. In
conclusion, we argue that mobile devices -- rather than pushing us away from
the world around us -- are instead just another thread in the complex tapestry
of everyday interaction.
[15]
Representation and communication: challenges in interpreting large social
media datasets
Teams
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Rost, Mattias
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Barkhuus, Louise
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Cramer, Henriette
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Brown, Barry
Proceedings of ACM CSCW'13 Conference on Computer-Supported Cooperative Work
2013-02-23
v.1
p.357-362
© Copyright 2013 ACM
Summary: Online services provide a range of opportunities for understanding human
behaviour through the large aggregate data sets that their operation collects.
Yet the data sets they collect do not unproblematically model or mirror the
world events. In this paper we use data from Foursquare, a popular location
check-in service, to argue for the importance of analysing social media as a
communicative rather than representational system. Drawing on logs of all
Foursquare check-ins over eight weeks we highlight four features of
Foursquare's use: the relationship between attendance and check-ins, event
check-ins, commercial incentives to check-in, and lastly humorous check-ins
These points show how large data analysis is affected by the end user uses to
which social networks are put.
[16]
Beyond Recommendations: Local Review Web Sites and Their Impact
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Brown, Barry
ACM Transactions on Computer-Human Interaction
2012-12
v.19
n.4
p.27
© Copyright 2012 ACM
Summary: Online review Web sites have enabled new interactions between companies and
their customers. In this article we draw on interviews with users, reviewers,
and establishments to explore how local review Web sites can change
interactions around local places. Review Web sites such as Yelp and Tripadvisor
allow customers to "previsit" establishments and areas of a city before an
actual visit. The collection of a large numbers of user-generated reviews has
also created a new genre of writing, with reviewers gaining considerable
pleasure from passing on word of mouth and influencing others' choices. Reviews
also offer a new channel of communication between establishments, customers,
and competitors. We discuss how review Web sites can be designed to cater for a
broader range of interactions around reviews beyond a focus on recommendations.
[17]
The sociality of fieldwork: designing for social science research practice
and collaboration
Understanding collaboration in organizations
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Barkhuus, Louise
/
Brown, Barry
GROUP'12: International Conference on Supporting Group Work
2012-10-27
p.35-44
© Copyright 2012 ACM
Summary: Supporting scientific practice has been a longstanding goal of CSCW
research. This paper explores how we might design for social science research
practices and collaboration. Drawing on sixteen interviews with fieldwork-based
social scientists we document the importance of small-scale long-term
collaborative arrangements for research and intellectual work -- pairs of
researchers who work together in-depth over their careers, developing a common
yet distinctive view of their research field. This contrasts with the
large-scale short-lived collaborations that have classically been the target of
cyber-infrastructure work. We describe technology practices among social
scientists and how these can inform technology design for fieldwork practices.
[18]
The normal natural troubles of driving with GPS
Mobile computing & interaction
/
Brown, Barry
/
Laurier, Eric
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.1621-1630
© Copyright 2012 ACM
Summary: In-car GPS based satellite navigation systems are now a common part of
driving, providing turn-by-turn navigation instructions on smartphones,
portable units or in-car dashboard navigation systems. This paper uses
interactional analysis of video data from fifteen naturalistically recorded
journeys with GPS to understand the navigational practices deployed by drivers
and passengers. The paper documents five types of 'trouble' where GPS systems
cause issues and confusion for drivers around: destinations, routes, maps &
sensors, timing and relevance and legality. The paper argues that to design GPS
systems better we need to move beyond the notion of a docile driver who follows
GPS command blindly, to a better understanding of how drivers, passengers and
GPS systems work together. We develop this in discussing how technology might
better support 'instructed action'.
[19]
Ethnography of the telephone: changing uses of communication technology in
village life
Understanding mobile phone use
/
Wang, Tricia
/
Brown, Barry
Proceedings of the 13th Conference on Human-computer interaction with mobile
devices and services
2011-08-30
p.37-46
© Copyright 2011 ACM
Summary: While mobile HCI has encompassed a range of devices and systems, telephone
calls on cellphones remain the most prevalent contemporary form of mobile
technology use. In this paper we document ethnographic work studying a remote
Mexican village's use of cellphones alongside conventional phones, shared
phones and the Internet. While few homes in the village we studied have running
water, many children have iPods and the Internet cafe in the closest town is
heavily used to access YouTube, Wikipedia, and MSN messenger. Alongside cost,
the Internet fits into the communication patterns and daily routines in a way
that cellphones do not. We document the variety of communication strategies
that balance cost, availability and complexity. Instead of finding that new
technologies replace old, we find that different technologies co-exist, with
fixed telephones co-existing with instant message, cellphones and shared
community phones. The paper concludes by discussing how we can study mobile
technology and design for settings defined by cost and infrastructure
availability.
[20]
Into the wild: challenges and opportunities for field trial methods
Evaluation and/or design based on many users
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Brown, Barry
/
Reeves, Stuart
/
Sherwood, Scott
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.1
p.1657-1666
© Copyright 2011 ACM
Summary: Field trials of experimental systems in the wild have developed into a
standard method within HCI -- testing new systems with groups of users in
relatively unconstrained settings outside of the laboratory. In this paper we
discuss methodological challenges in running user trials. Using a trial of
trials we examined the practices of investigators and participants --
documenting demand characteristics, where users adjust their behaviour to fit
the expectations of those running the trial, the interdependence of how trials
are run and the result they produce, and how trial results can be dependent on
the insights of a subset of trial participants. We develop three strategies
that researchers can use to leverage these challenges to run better trials.
[21]
Designing for crowds
Full papers
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Reeves, Stuart
/
Sherwood, Scott
/
Brown, Barry
Proceedings of the Sixth Nordic Conference on Human-Computer Interaction
2010-10-16
p.393-402
Keywords: crowds, design, spectatorship, sports fans
© Copyright 2010 ACM
Summary: Designing for spectators and audiences presents new challenges to the design
of technology. In this paper we focus our attention on understanding and
designing for crowds as a distinct design topic. We present a study of one
particular instance of crowd activity -- football fans on match day. Close
video analysis of interactions within the crowd reveals how crowds seeks to
maintain membership through synchronisation of activity, but also how crowd
support interaction between its members through co-ordination around shared
objects and the 'snowballing' of songs and gestures. Drawing on this data we
develop salient topics for HCI design for crowds, such as: reconceptualising
interaction design to treat crowds as crowds rather than as groups of
individual audience members; understanding intra-crowd interactions, via the
use of shared objects and synchronising crowd interactions; and understanding
the nature of peripheral participation in crowd activities, and interactions
between distinct crowds. We also reflect on conceptual challenges that crowds
pose for HCI as it increasingly develops its interests in public settings.
[22]
Models, theories and methods of studying online behaviour
Workshops
/
Brown, Barry
/
Lampe, Cliff
/
Rodden, Kerry
/
Ducheneaut, Nicolas
Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems
2010-04-10
v.2
p.4449-4452
Keywords: internet research, social interaction, theory of behavior
© Copyright 2010 ACM
Summary: While there is a growing body of work that documents online behavior in its
different forms, there has been little research that develops holistic models
and theories of online behavior. This workshop will draw together internet
researchers to develop new understandings of online behavior across a diversity
of activities and applications. The emphasis is on new theories and models that
can be used to understand and predict social behavior as underlying
technologies change. This workshop will work as a valuable bridge across
individual disciplines and empirical studies supporting the generalization of
understandings and approaches.
[23]
EyeSpy: supporting navigation through play
Navigation
/
Bell, Marek
/
Reeves, Stuart
/
Brown, Barry
/
Sherwood, Scott
/
MacMillan, Donny
/
Ferguson, John
/
Chalmers, Matthew
Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems
2009-04-04
v.1
p.123-132
Keywords: RF fingerprinting, human computation, mobile multiplayer games, mobile
photography, navigation
© Copyright 2009 ACM
Summary: This paper demonstrates how useful content can be generated as a by-product
of an enjoyable mobile multiplayer game. In EyeSpy, players tag geographic
locations with photos or text. By locating the places in which other players'
tags were created and 'confirming' them, players earn points for themselves and
verify the tags' locations. As a side effect of game-play, EyeSpy produces a
collection of recognisable and findable geographic details, in the form of
photographs and text tags, that can be repurposed to support navigation tasks.
Two user trials of the game successfully produced an archive of geo-located
photographs and tags, and in a follow-up experiment we compared performance in
a navigation task using photographs from the game, with geo-referenced photos
collected from the Flickr website. Our experiences with EyeSpy support
reflection upon the design challenges presented by 'human computation' and the
production of usable by-products through mobile game-play.
[24]
Crowd computer interaction
Workshops
/
Brown, Barry
/
O'Hara, Kenton
/
Kindberg, Timothy
/
Williams, Amanda
Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems
2009-04-04
v.2
p.4755-4758
Keywords: crowd-computer interaction, spectatorship, ubiquitous computing
© Copyright 2009 ACM
Summary: HCI had moved from considering how individuals interact with computers to
thinking about how groups collaborate using technology. While there has been
research focused on large-scale on-line communities, little attention has been
paid to large groups of collocated assemblies, namely crowds. The evidence from
social psychology and sociology suggest that the social dynamics and behaviours
of crowds are distinct from those of smaller group formations. In this workshop
we want to think about new opportunities for designing crowd-centric
technologies and explore the factors that will shape interaction design for
large scale crowd computing. The workshop will explore themes related to
crowd-centric computing through hands-on crowd-based exercises, position papers
and discussion.
[25]
Unpacking the television: User practices around a changing technology
/
Barkhuus, Louise
/
Brown, Barry
ACM Transactions on Computer-Human Interaction
2009
v.16
n.3
p.15
© Copyright 2009 ACM
Summary: This article investigates the changing television watching practices amongst
early adopters of personal hard-disk video recorders (such as Tivo) and
Internet downloading of video. Through in-depth interviews with 21 video
enthusiasts, we describe how the rhythms of television watching change when
decoupled from broadcast TV schedules. Devices such as Tivo do not simply
replace videotapes; TV watching becomes more active as programs are gathered
from the schedules, played from a stored collection and fast forwarded and
paused during playback. Downloads users exploit the Internet to view shows and
movies not broadcast, yet this watching is not fundamentally different from
recording shows using a PVR, since both involve selection of shows from a
limited range and a wait before the shows can be watched.