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[1] Five Provocations for Ethical HCI Research Thinking Critically / Brown, Barry / Weilenmann, Alexandra / McMillan, Donald / Lampinen, Airi Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.852-863
ACM Digital Library Link
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 / Glöss, Mareike / McGregor, Moira / Brown, Barry Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.1632-1643
ACM Digital Library Link
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 / McMillan, Donald / Engström, Arvid / Lampinen, Airi / Brown, Barry Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.2933-2944
ACM Digital Library Link
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 / Pizza, Stefania / Brown, Barry / McMillan, Donald / Lampinen, Airi Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.5456-5469
ACM Digital Library Link
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 / Reeves, Stuart / Brown, Barry Proceedings of ACM CSCW 2016 Conference on Computer-Supported Cooperative Work and Social Computing 2016-02-27 v.1 p.1052-1064
ACM Digital Library Link
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 / McMillan, Donald / Loriette, Antoine / Brown, Barry Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.3953-3962
ACM Digital Library Link
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 / Ames, Morgan G. / Brown, Barry / Fels, Sidney S. / Lindtner, Silvia / Rosner, Daniela K. / Vertegaal, Roel Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.839
ACM Digital Library Link
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 / Brown, Barry / McGregor, Moira / McMillan, Donald Proceedings of ACM CSCW 2015 Conference on Computer-Supported Cooperative Work and Social Computing 2015-02-28 v.1 p.508-517
ACM Digital Library Link
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 / Brown, Barry / McGregor, Moira / McMillan, Donald Proceedings of 2014 Conference on Human-Computer Interaction with Mobile Devices and Services 2014-09-23 p.223-232
ACM Digital Library Link
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 / Liu, Dong / 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
Link to Article at sciencedirect
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 / Kaye, Jofish / Vertesi, Janet / Ferreira, Jennifer / Brown, Barry / Perry, Mark Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.111-114
ACM Digital Library Link
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 / McMillan, Donald Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.2335-2340
ACM Digital Library Link
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 / van Allen, Philip / McVeigh-Schultz, Joshua / Brown, Brooklyn / Kim, Hye Mi / Lara, Daniel Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.2247-2256
ACM Digital Library Link
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 / Brown, Barry / McGregor, Moira / Laurier, Eric Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems 2013-04-27 v.1 p.1031-1040
ACM Digital Library Link
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 / Rost, Mattias / Barkhuus, Louise / Cramer, Henriette / Brown, Barry Proceedings of ACM CSCW'13 Conference on Computer-Supported Cooperative Work 2013-02-23 v.1 p.357-362
ACM Digital Library Link
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 / Brown, Barry ACM Transactions on Computer-Human Interaction 2012-12 v.19 n.4 p.27
ACM Digital Library Link
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 / Barkhuus, Louise / Brown, Barry GROUP'12: International Conference on Supporting Group Work 2012-10-27 p.35-44
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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 / 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
ACM Digital Library Link
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 / 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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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.
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