This talk considers three different forms of poker: 'live poker,' in which people play against each other; online poker, in which people play against each other via a highly mediated, software intensive interface; and video poker, in which there is no other person in the equation-just a machine. The main focus is on the case of online poker, which offers an opportunity to explore the nexus of social interaction and digital media. How do data-tracking, algorithmic strategy recommendations based on rapidfire computation of odds, and automated response features reconfigure the social experience of poker? How do players themselves reflect on the possibilities and limitations of a digital interface for the game? The talk will conclude with reflections on the broader trend toward the digitzation of traditional forms of gambling-not only online but within bricks-and-mortar settings (as in the turn from green-felt card games to screen-based "e-tables"). What are the economic and social stakes of this trend, both within the United States and in gambling markets abroad?
In this paper, I present an integrated demonstration of the first multi-touch NetLogo model. The example leverages visitor interaction with an interactive tabletop game on the topic of evolutionary adaptations of social insects that I designed in collaboration with a large Midwestern museum. The interaction is a collaborative exploration of complex systems with potential for novel cooperative museum learning.
Searching during conversations and social interactions is becoming increasingly common. Although searching could be helpful for solving arguments, building common ground, and reinforcing mutual assumptions, it can also cause interactional problems. Proactive search approaches can enrich conversations with additional information without neglecting the shared and established social norms of being attentive to ongoing interaction. This demo showcases SearchBot, a tool that minimizes the issues associated with the practice of searching during conversations. It accomplishes this by tracking conversational background speech and then providing continuous recommendations of related documents and entities in a non-intrusive way [3].
The mark of a successful academic conference is the sustained discussion and engagement that continues long after the closing session. For key event takeaways and action planning to have resonance, attendees need a means of amplifying and further edifying their shared ideas and sense of purpose. We present the Manifesto Machine, a collaborative writing environment for drafting and designing manifestos, and for encouraging active discussion and engagement around the topics that affect us. In this integrated demonstration, we position the Manifesto Machine as a thought probe for provoking critical self-reflection in the field of technology design, and for piecing together and making explicit a collaborative new vision of living and working together in the digital age.
Online harassment on social media platforms is a pressing matter for which users are not well equipped to handle or avoid. Twitter users can take advantage of third-party websites to get more detailed metrics about the health of another users account, or they can make reports to Twitter after experiencing abuse, but neither option easily allows them to avoid abusive users. We present Tweety Holmes, which analyzes the word usage of Twitter profiles, detects potentially abusive behavior and then warns users visually. It follows principles of algorithmic transparency by visually indicating which words or tweets flagged the profile as abusive so users can better understand the context and also alerts users when they are mentioned or messages by a potentially abusive user with the hopes that this early warning can prevent unhealthy interactions from taking place in the future.
Debriefing is an essential research ethics procedure in non-consented research where participants are informed about their participation in research and provided with controls over their data privacy. This demonstration presents a novel system for conducting and studying debriefing in large-scale behavioral experiments online. We designed a debriefing system, with an accompanying evaluation study, which are both delivered as a web application. Participants engage with this system once data collection for an experiment has concluded. The key contributions of this project are 1) the design and implementation of the debriefing system for field experiments, and 2) an approach to empirically evaluating public perception of research procedures.
Searching collaboratively for places of interest is a common activity that frequently occurs on individual mobile phones, or on large tourist-information displays in public places such as visitor centers or train stations. We created a public display system for collaborative travel planning, as well as a mobile app that can augment the display. We tested them against third-party mobile apps in a simulated travel-search task to understand how the unique features of mobile phones and large displays might be leveraged together to improve collaborative travel planning experience.
Wizard-of-Oz (WoZ) is a technique that is popular for prototyping and generating expressive movement behaviours in the field of Human-Robot Interaction (HRI). This technique often has people (usually experimenters or trained confederates) remotely pilot a robot using a control interface in order to simulate an artificially intelligent robot. Researchers often need to train themselves on the mapping of the control interface to the robots possible degrees-of-freedom, which can be confusing and time consuming. In this demo we present our remote puppeteering WoZ interface whereby a replica of the robot is able to remotely control a fully functional robot nearby. We are presenting this system using our robot Pingu, an open source social robot designed for Human-Robot Interaction labs.
We demonstrate Wiki'ike, a system that helps exploration of Knowledge Graphs (KGs). Wiki'ike takes advantage of location and temporal information for easy exploration of KGs. We present how Wiki'ike can be used in a classroom to help teachers motivate students and communicate knowledge efficiently. In our demonstration, we show two scenarios where Wiki'ike can be used in a classroom for teaching history and geography. In the two scenarios, Wiki'ike helps inspire students curiosity and communicate knowledge in various perspectives.
Crowdsourcing process management involves a complex workflow that needs to coordinate humans, machines and other resources. Most existing crowdsourcing platforms do not provide full-fledged process management, which affects the productivity of developing crowdsourcing applications and may also lead to low quality potentially. Although some tools have been designed for addressing the problem, most of them mainly target specific scenarios and are inflexible to be ex-tended. To overcome those limitations, we present Service4Crowd, a highly flexible and extensible process management platform for crowdsourcing that provides a one-stop solution for requesters based on service-oriented architecture. In Service4Crowd, a crowdsourcing process is implemented as a composite service, in which a component service represents an activity. We will demonstrate how these features facilitate the development, deployment and execution of a crowdsourcing application.
The concepts of "work" and "workplace" have shifted. Although the distributed office provides major benefits in terms of flexibility and mobility, the connection and sense of community that would develop through copresence and visual awareness are often lost. To address these gaps, many interventions have been designed but most solutions are still plagued with issues of reciprocity, aesthetic, interaction, privacy and scalability. We have developed a system, Visualink, that aims to connect distributed teams thanks to interactive video projections, visually breaking down the physical wall between spaces. Our system affords reciprocity to provide a symmetrical interaction and lessen the perception of surveillance, and employs image processing techniques to improve the privacy of its users.
We present two interactive data visualizations of fine-grained demographic information for New York City, US, and Doha, Qatar, obtained using Facebook's Marketing API. The visualizations make innovative use of treemaps to support a bi-modal data selection and visualization of both "where are people of type X" and "what type of people are in location Y." The two interactive visualizations aim to both show-case a front-end for census-type information and to demonstrate the richness of Facebook's advertising data.
Throughout the 2010s interest in both organic user interfaces and various tangible haptics systems has grown steadily. Prior art has shown this through transmitting shape as a means of a novel interaction. Oobleck is a mixture of water and cornstarch that exhibits properties of both a solid and liquid depending on whether or not force is applied to it at the time. Prior art mainly employed the use of sound and vibration to activate the oobleck. The results were somewhat effective but really lacked any precise control over the oobleck. However, by embedding magnetic particles and some chemical additives in the oobleck, finer and more dynamic control over the oobleck could be attained. A magnetic matrix was concepted as a user interface to test the oobleck medium. As a proof of concept, 4 solenoid valves with small neodymium attached to them were used. Neodymium were used instead of electro-magnets due to their extremely dense and strong magnetic fields. The interface was designed to communicate fingertip touch between parties. 4 touch sensors were placed on a mouse shaped interface, when triggered, these would deactivate relays that controlled solenoids with small neodymium attached to them, springing upwards to be near a thin receptacle holding the oobleck. A user could then feel the shape of the oobleck change in specific locations to reflect the feeling of the person pressing their fingertips against the sensor area.
In theatrical performance practices, actors are stressed once practice stops due to occurring mistakes. Our goal is to reduce the number of mistakes occurring in the theatrical performance practice by cuing the action order. We introduce a cuing system which uses tactile cues through vibrations and notifies actors of the turn of actions. We also reported the user study of the system. The results of the study suggested that the task-order coordination by the cuing system may be used not only for theatrical performance practices, but also for other real-time collaborative works with serial tasks.
This research examines crowd and algorithm driven information flows in our current social media ecosystem to understand and address some of the instabilities fueling online misinformation and disinformation. The work combines empirical analysis of social media data, alternative news websites, interviews, and a design intervention to provide insights that are useful for challenging the muddled thinking, passive acquiescence and rote behaviors that give oxygen to online disinformation. Four interrelated studies are synthesized to further our understanding about online disinformation and how we might cultivate new media practices that can aid us in coping under rapidly evolving and challenging conditions.
Little has changed in the design of online discussion systems in the decades they have been available, even as problems involving scale, loss of context, and bad actors mount with broader use. To solve these problems, my research is on building novel online discussion systems that give users direct control over their experiences and information. Specifically, I focus on: 1) summarization tools to make sense of large discussions, 2) annotation tools to situate conversations in the context of what is being discussed, as well as 3) moderation tools to give users more fine-grained control over governance and delivery of messages.
In the US, the number of women who experience severe complications or die during the course of pregnancy and childbirth has sharply risen since 2000. This growing public health crisis results in billions of dollars in healthcare costs, as well as untold harm to the people involved, including life-altering surgeries and family trauma. One suggested reason for this crisis is fragmented perinatal care between formal and informal responses in the healthcare system. Through this research, I will develop an ecological model to understand the socio-technical processes underlying the response to the rise in maternal mortality.
As computation has come to be integrated into a broad range of technologies and tasks, so too has the world been made more amenable to computation. With new sensors, applications, and analytic techniques, human feelings are increasingly rendered in machine-readable formats. This dissertation focuses on the most common, everyday example-the Facebook Like button-in order to understand the processes through which affect becomes information and the social, political, and ethical dynamics involved.
Wilderness search and rescue (SAR) is a critical operation that requires careful team collaboration. Even with current technologies, SAR workers still face communication difficulties when working outside in challenging conditions. The goal of my thesis work is to understand how communication and collaboration interfaces can be designed to better support wilderness-SAR teams while distributed in an outdoor environment with challenging terrain and conditions.
Data has become a core asset for organizations. However, the data infrastructures, which makes data accessible often require IT expertise, which consequently places high demands on organiza-tions' computational knowledge and skills. This paper reports on preliminary results of an action research intervention that questions how data can become an accessible enabler for service innovation in small and medium-sized organiza-tions (SMEs). On this basis, I highlight three in-frastructuring challenges for data infrastructures that are relevant from a Participatory Design (PD) perspective. The paper concludes by suggesting future work and advice sought.
My research examines the values, norms and practices of subcultures formed as an "alternative" to the dominant way of life. In particular, I explore how technology relates to alternative forms of interaction or be understood and reconstructed through alternative concepts or frameworks. For the past two years I have been conducting fieldwork on communities pursuing alternative lifestyles: minimalists and tiny house enthusiasts. This work considers how those alternative lifestyles may contribute to an understanding of objects, spaces in home. Through my fieldwork and research through design, I hope to offer an alternative vision to living with IoT and envision future domesticity in a unique and even groundbreaking way.
Social computing platforms (e.g., Facebook and Twitter) offer ways for youth activist groups to engage in civic action. However, it is challenging for youth activists to collaboratively leverage their networks and strategically engage in collective action online. Therefore, tools are needed to help these groups to better understand and leverage the resources available to them online for creating public engagement around issues of their interest. In my thesis, I want to explore how interactive social network visualizations can help youth activist groups to identify as a group online and to enhance their collective efficacy at engaging in collective action online.
Machine translation is often not enough for people to engage across languages due to translation errors and lack of cultural background. In addressing these challenges, my dissertation explores how AI-augmented analytics can improve computer-mediated communication between speakers of different native languages. First, to support better sense making of foreign language posts in social media, I designed SenseTrans, a tool that adds contextual information using AI-analytics such as sentiment analysis. In my future work, I intend to explore 1) how people perceive, interpret and make use of AI-generated information, and 2) how AI-augmented analytics could be applied to other settings.
This submission describes my participatory action research with activist and advocacy organizations in Atlanta. This works shows patterns across these groups' technological and organizational practices and reveals assumptions on digital tools and civic participation. Activist practices point to alternate sociopolitical values through which we might broaden understandings of digitally mediated civic engagement. Drawing from ethnographic fieldwork and anarchist organizing literature, I suggest prefigurative design as a means to better leverage design in solidarity with radical community work. Prefigurative design is a prompt to re-evaluate our professional practices and resources to better support progressive political efforts.
A distinctive feature of online peer-production systems is that participants can behave as they wish, resulting in complex and interrelated behavioral trajectories. My dissertation examines this behavior from the perspectives of the individual as well as that of the collective. I began by studying the dynamics between individuals' behaviors and early motivations over time. I then proposed a new approach for characterizing the emergent dependencies between different types of activities that influence the probability that participants behave in certain ways. By attending the Doctoral Colloquium, I hope to exchange ideas with other students and receive feedback on these two studies.
My PhD is concerned with exploring technology to sup- port cohesion within local communities, whist also bringing their local green environments into focus. Common Roots is a networked system that allows plant watering between homes in a block of flats, and promotes meeting in a com- munal garden over a cup of tea. It challenges the prevailing commercially driven tide of social networking and smart cities, and asks what novel ways can we design the cities of the future, given that people need more than simply to inhabit them, but to live in them. In this paper we describe two iterations of our participatory design development.
People's lived experiences provide intuitions about their health. Can they transform these personal intuitions into scientific theories that inform both science and their lives? My research introduces social computing architectures and system principles for people to brainstorm and test causal scientific theories. These ideas are instantiated in the Gut Instinct system (gutinstinct.ucsd.edu). 344 voluntary online participants from 27 countries created 399 personally-relevant questions about the human microbiome, 75 (19%) of which microbiome experts found potentially scientifically novel. To test their theories, end users design structurally-sound experiments, improve them via community reviews, and run them with other participants. Controlled experiments show that participants create better hypotheses and experimental designs when they have access to procedural training. My research illustrates a novel way to tackle complex, creative tasks online by building expertise in online volunteer communities.
In many communities, a limited number of job opportunities exist which allow youth to practice valuable technical and collaborative skills necessary for future employment in competitive and high-paying fields. While prior research has examined youths' technology use in various settings such as home or school, my dissertation research seeks to understand how youth use technology to collaborate at work. The goal of this work is to understand the challenges faced by youth as they transition into technical workplaces and to investigate how we can better prepare them for collaborative work through technological and interpersonal interventions.
Through my doctoral research, I aim to provide a better online photo privacy protection strategy than existing approaches such as photo self-censorship and recipient control on Online Social Networks (OSNs). To inform the building for an effective and usable photo privacy protection system on OSNs, I gain understanding on the two parameters that influence photo privacy--photo content and recipient--through a series of studies and provide design guidelines. My research will benefit privacy researchers, online social network designers, policymakers, computer vision researchers, and researchers in the field of CSCW who study collaborative photo privacy protection.
Communities focused on creating and sharing fanworks have existed since before the internet, but have thrived in the presence of online platforms. From young people learning literacy skills through writing fanfiction about their favorite media to complex infrastructural work in fans creating their own platforms to longstanding social norms that promote inclusivity, these communities showcase many core interests of CSCW-however, there has been little research focused on fandom within social computing and HCI. This panel brings together scholars who have conducted research related to online fandom to discuss their experiences, the challenges they have faced, and the vast opportunity for more work in this area from a range of perspectives.
An ongoing challenge within the diverse HCI and social computing research communities is understanding research ethics in the face of evolving technology and methods. Building upon successful town hall meetings at ACM conferences including CSCW, CHI, GROUP, and IDC, this panel will be structured to facilitate audience discussion and to collect input about current challenges and processes. It will be led by members of the SIGCHI Research Ethics Committee. We will pose open questions and invite audience discussion of practices centered around issues such as recent changes to regulatory requirements (GDPR, US Institutional Review Boards), and cultural and disciplinary differences in ethical practices. There will also be discussion of how research ethical issues should be handled in SIGCHI paper submission and review processes, and how we might create and disseminate ethics resources.
Scholars studying social media have embraced the opportunities afforded by behavioral data captured by online tools to explore the implications of platform use for outcomes such as well-being, relationship maintenance, and perceptions of social capital. However, the prevalence of these methods demands that we consider their potential limitations and the question of how to best combine them with more traditional methods, such as self-report surveys. For this panel, scholars will share brief presentations then engage with the audience, and each other, to identify concerns, opportunities, and best practices. Guiding questions include: What is lost when we rely exclusively on click-based data? How can researchers better measure and account for "invisible" interactions such as exchanges that are triggered by social media, but occur in other channels? What principles are important to bear in mind as we attempt to capture, document, and understand contemporary social media practices?
As people increasingly work different jobs, the respon-sibility of building long-term career satisfaction and stability increasingly falls more on the workers rather than individual employers. With technologies playing a central role in how people choose and access employ-ment opportunities, it is necessary to understand how online technologies are shaping career development. We bring together leading human-computer interaction researchers, industry members, and community organ-izers, who have worked with systems and people across the socio-economic spectrum during the career devel-opment process. We will discuss research on the role of online technologies in career development, including but not limited to topics in crowd work, social media sites, and freelance work sites.
Search and rescue (SAR), performed to locate and save victims in disaster and other scenarios, primarily involves collaborative sensemaking and planning. To become a SAR responder, students learn to search within and navigate the environment, make sense of situations, and collaboratively plan operations. In this study, we synthesize data from four sources: (1) semi-structured interviews with experienced SAR professionals; (2) online surveys of SAR professionals; (3) analysis of documentation and artifacts from SAR operations on the 2017 hurricanes Harvey and Maria; and (4) first-person experience undertaking SAR training. Drawing on activity theory, we develop an understanding of current SAR sensemaking and planning activities, which help explore unforeseen factors that are relevant to the design of training systems. We derive initial design implications for systems that teach SAR responders to deal with mapping in the outdoors, collecting data, sharing information, and collaboratively planning activities.
Commenting mechanisms allow people to react to online videos by sharing their thoughts and feelings. The most common type of commenting mechanism for video progressively appends comments as an ordered list beneath a video player window. 'Danmaku' is an alternative technique which dynamically superimposes comments over video content. We report an exploratory qualitative analysis of 20 participants' reactions to these mechanisms when applied to the context of political speeches. Our analysis suggests that Danmaku is more engaging but forces splitting of attention between comments and content of the speeches. In addition, Danmaku may encourage users to leave more playful comments whereas appended comments may foster more serious reflection on the political content of a video.
Cardiovascular diseases in patients living with HIV is increasingly taking its toll on communities in rural parts of Western Kenya. Telemedicine offers an avenue for addressing the management of Non Communicable Diseases (NCDs) in these regions. In this paper, we describe the design of the Medication Management Companion (MMC), an integrated desktop and mobile application designed to better support the efficacy, safety, and personalization in the prescribing of medication and management of hypertensive patients living with HIV. By adopting principles of community practices around HIV and hypertension management, we seek to understand how medication technologies should be designed and used. Our design explores how practices such as understanding the economic challenges of patients and building trust between patients and medical practitioners within a community can bring new opportunities in the design of sustainable technology that supports management of these conditions.
Habilitation services, notably prehabilitation and rehabilitation, are important components of patients' surgical care. Contrary to traditional reactive healthcare models, proactive healthcare in the form of prehabilitation has shown promise in facilitating surgical patients' recoveries beyond rehabilitation alone. This study examines prehabilitation from the perspective of seven healthcare professionals, and relies on their interviews to better understand prehabilitation and how technology can be integrated into its processes to aid patient-clinician communication. Specifically, we offer a descriptions for why patients participate in prehabilitation, how clinicians deliver prehabilitation, and how technology could be utilized during these processes.
Dementia is one of the most devastating conditions affecting the lives of older populations and their families. Preparing families and potential caregivers for the stressful journey of care demands fostering the understanding and empathy for those living with dementia. Existing simulations of the dementia symptoms focus on analogue simulations of sensory deterioration. Our virtual reality system immerses the participant in a casual interactive semi-scripted scenario with a live inter-actor. Through the changing virtual environment and interactions with their virtual partner, the participant experiences a simulation of the effects of memory loss and time disorientation. Through their unscripted improvised response, they are free to explore different reactions and understand potential emotions that may occur in those living with dementia. The immersed participant and the audience also observe the effect of these changes on participant-caregiver interactions.
Prison officials often experience challenges with coordinating prisoner welfare and support because it demands not only time but several responsibilities. From field study conducted we discovered that there is the need for efficient communication amongst the record officers, welfare officers and higher prison authorities that require information for both short/long term decision making. The large network of prison authorities makes it difficult to stay informed and organized. Consequently, errors in sentence computation and award of remission as well as the breakdown communication may result to reduced quality of support to prisoners. Therefore, we explored the possibilities of aiding the coordination of prisoner welfare and support through mobile collaborative technologies i.e. an online platform accessible from any smart device. In the light of identified design opportunities, we suggest SentCompute - a prison sentence/bail computation platform consisting of interactive tools for supporting activities of prison officials and prisoner's loved ones.
We present a tangible interface for supporting wilderness search-and-rescue (SAR) managers in maintaining awareness of a large SAR incident, where there are numerous field teams searching for a lost person in a wilderness area. This interface consists of physical and digital representations of the search area and elements of the search activity (e.g., the locations of search teams, weather information, and clues from the field). It is intended to allow SAR managers to inspect information about the response and search area from different perspectives and aid them in planning by allowing them to physically manipulate the representations and explore the data through touch.
Previous studies have closely looked at barriers that newcomer's face in the open source software (OSS) development. In this research, we conducted a mixed method research aimed at finding newcomers barrier in the IT projects. At first, we did a literature review on newcomers barriers in the OSS projects. In the second step, we carried out a survey of 45 developers from the IT industry. Finally, we interviewed 8 developers to further investigate the most stress causing barrier. The outcome of this research is a systematically organized list of barriers that newcomers face in the IT projects including the industry itself. We reported newly discovered barriers (27) not listed in OSS barrier model and added social barrier separately. Finally, we listed recommendations from the developers which deserves further attention from the research community.
In multiplayer games, players need to coordinate action to succeed. This paper investigates the effect of cognitive styles on performance of dyads engaged in collaborative gaming activities. 24 individuals took part in a mixed methods user-study; they were classified as field dependent (FD) or independent (FI) based on a cognitive style elicitation instrument. Three groups of teams were formed, based on the cognitive style of each team member: FD-FD, FD-FI, FI-FI. We examined performance in terms of game completion time, cognitive load, and player experience. The analysis revealed that FD-FI cognitive style had an effect on the performance and the mental load. We expect the findings to provide useful insight for practitioners and researchers on improving team collaboration in different contexts, such as learning, eSports, and disaster response.
This study reports screen-viewing practices in the social virtual reality platform Altspace, based on immersive observations. We identified what type of content is being watched and how the screen content facilitates, complements, or is the focus of social interactions.
Prior CSCW research has paid little attention to training for crowdsourcing project participants, which can require more than simple instructions. We examined the design of tutorials on the Zooniverse citizen science platform and identified aspects of tutorial design that aligned with task types, including more use of images and rich media for certain tasks. These findings support developing new tools for online tutorial creation, such as standard templates based on task characteristics.
Gig economy jobs rely heavily on the use of platforms including mobile applications. Even though such platforms are necessary to participate in the gig economy, we know very little about how the quality of these platforms affects gig workers. Drawing from a survey of Uber drivers, in this paper we examine the impacts of platform quality on gig workers' job autonomy and job satisfaction. Preliminary results suggest that gig workers working in the high quality of platforms are more likely to have greater job autonomy and satisfaction. This study contributes to the literature by identifying platform quality as an important factor of gig workers' job autonomy and satisfaction and suggesting possible applications of the preliminary findings in future research.
In the future, emergency calls to the number 9cscwp1 in North America will include the ability to make video calls with 9cscwp1 call centers yet little is known about how to design such technologies, so they map to people's real emergency needs. We explore this design space by investigating systems that can allow 9cscwp1 callers to stream a surreptitious video call of an assailant. This paper explores a specific scenario where the person trapped may not be in direct danger from the assailant but is still present in the vicinity. We introduce -Covert-Glass', technology-enhanced glasses that aid callers to conduct a surreptitious 9cscwp1 video call. The glasses guide a person to control the direction of his/her phone camera based on the 9cscwp1 operator's input. 9cscwp1 call takers send remote signals to the user's device and these appear as haptic vibrations on either side of the glasses.
Patient-clinician communication is a significant topic in CSCW and health informatics studies, but little attention has been given to how clinicians collaborate with each other to provide care services. Our goal for this study is to understand how clinicians with different roles collaborate with each other to help facial paralysis patients in their recovery processes. We conducted 19 clinical observations and 4 clinician interviews in the Neurosurgery department at Hershey Medical Center. We describe activities and time expenditures during visitations via the construction of a workflow model; we also discuss current clinician pain points regarding service provision and potential solutions to some of the pain points.
Despite the huge success of crowdfunding platforms, the average project success rate is 41%, and it has been decreasing. Hence, finding out the factors that lead to successful fundraising and predicting the probability of success for a project has been one of the most important challenges in the crowdfunding. This work is the first attempt to use in-band project content - text - data only, contained in all the Campaign, Updates, and Comments sections of a crowdfunding project (not in combination with any other out-of-band project metadata or statistically-derived numeric features), for success prediction. By adopting (i) the sequence to sequence (seq2seq) deep neural network model with sentence-level attention and (ii) Hierarchical Attention-based Network (HAN) model, we demonstrate that our proposed model achieves the state-of-the-art performance in predicting success of campaigns, as much as 89-91%. We also show that our method achieves 76% accuracy on average on the very first day of project launch, using campaign main text data only.
Online communication has become common social activities in our daily lives. This paper investigates the roles of 'influential comments' that affect other comments in online communication. To this end, we collect and analyze a large-scale communication data from Reddit, which consists of 81 K news-related posts and their 3 M associated comments written by 400 K users. Using the collected data, we investigate how influential comments affect the follow-up comments in a communication in terms of (i) topic similarity and (ii) revealed sentiment. Our work reveals that influential comments tend to more affect their follow-up descendant comments than the post in terms of topic similarity and revealed sentiment.
Hate groups increasingly use social media to promote extremist ideologies. They frame their online communications to appeal to potential recruits. Informed by sociological theories of framing, we develop the "Hate Frames Codebook", a hand-coding scheme for analyzing online hate. The "Hate Frames Codebook" offers a two-fold outlook on hateful communications. First, it adopts a Collective Action perspective to analyze how hate groups identify problems in the social groups they target, suggest solutions to the problems, and motivate their supporters. Then, the codebook highlights strategies of influence through the lens of Propaganda Devices. We validate our codebook by applying it to a sample of 250 publicly available tweets sent by 15 Southern Poverty Law Center-designated hate groups. The codebook fosters future research by outlining the dimensions of framing in hate group communications, thus laying theoretical grounds for curating datasets and building computational models of hateful language.
In recent years, the emergence of fake news outlets has drawn out the importance of news literacy. This is particularly critical in social media where the flood of information makes it difficult for people to assess the veracity of the false stories from such deceitful sources. Therefore, people oftentimes fail to look skeptically at these stories. We explore a way to circumvent this problem by nudging users into making conscious assessments of what online contents are credible. For this purpose, we developed FeedReflect, a browser extension. The extension nudges users to pay more attention and uses reflective questions to engage in news credibility assessment on Twitter. We recruited a small number of university students to use this tool on Twitter. Both qualitative and quantitative analysis of the study suggests the extension helped people accurately assess the credibility of news. This implies FeedReflect can be used for the broader audience to improve online news literacy.
This paper presents the findings on the use of Anonymous Social Media (ASM) in Bangladesh based on an anonymous online survey of 291 participants and semi-structured interviews with 27 participants. Our study shows a wide prevalence of sexual harassment on anonymous social networks in Bangladesh, the relationship between a closely-knitted communal culture and anonymous harassment, and the lack of infrastructural support for the victims. These findings advocate for a safe and supportive online environment for its users, especially for women who are the primary victims of profanity or defamation in Bangladesh.
This paper proposes a new knowledge-sharing system that introduces an appropriate incentive for sharing valuable private knowledge and acquires high quality knowledge by using the gamification approach. This system is realized through an original extended prediction market mechanism with comment and knowledge-map functions. By utilizing the knowledge map created by connecting and evaluating comments gathered from participants, the proposed system could facilitate in fully utilizing knowledge in an organization. Specifically, by using the system, the owner of a mission can gather knowledge and skills required for succeeding the mission and (re)design the action plan for the mission collaboratively with the help of others.
Recent research suggests that in visual analytics tasks, collaborative sensemaking relies on successful collaboration between humans and software agents. To advance the understanding of such collaboration, we consider that the latter possess a form of situational awareness which, when coordinated with humans, can enrich the collaborative sensemaking process. We propose a conceptual model for a coordinating agent that dynamically initiates interruptions, influenced by the analytic activities of humans. We provide possible designs for four coordinating strategies. In closing, we discuss plans for implementation, and how future studies can contribute to wider HCI and CSCW discourses.
According to the United States Census Bureau, approximately 3.1 million high school students have part time jobs. However, little is known about how youth use communication tools in professional work environments. In this paper, we present preliminary findings from an investigation into how youth employed in a 3D print shop use Slack, a popular workplace communication tool. We focus on qualitative data collected during the print shop's first year of operation. We provide insight into some of the challenges faced by youth employees while configuring Slack on their devices, and some of the ways that youth needed to adapt into being proactive and responsive in the workspace. These early findings suggest that despite being digital natives with prior experience communicating online, transitioning to Slack was not an entirely natural process. These findings will be used to inform a deeper investigation into the usage of Slack by youth working in technical jobs.
Users look for information to achieve a goal situated in a social context. When searching for information, they may take advice from others regarding how to search. While Web searching has been extensively studied with regard to the task aspects and system aspects, the impacts of others' advice on their search behaviors have been understudied. This study examines the persuasiveness of two sources of search advice - cognitive authority and peer advice - in respect to their influences on search behaviors. Thirty-one college students were randomly assigned to three groups that received search advice from different people. The findings show significant differences in their Web search behaviors between the control group and the two treatment groups.
Bangladesh, being a developing country with approximately 1252 people living in per square kilometer and many people living under poverty line, is understandably has a high crime rate. Corruption, political unrest, and misuse of law has also aided the increase of crime rate over the years. Despite this, Bangladeshi print media and paper journalism is well known for their liberal mentality and efficiency in reporting correct and truthful news. In this paper, we use crime reports of a popular newspaper to understand the patterns and frequencies of crimes in different regions of Bangladesh. Our analysis shows that, this newspaper is biased towards reporting crimes from specific regions while some regions are seriously neglected. Although region based bias is found, no biases towards reporting crimes of any specific types are found in our study.
Surveys show that teleworkers tend to feel isolated due to the lack of informal communication. To solve this problem, we propose a telepresence robot system that triggers informal communication. Drawing on Kendon's finding of greeting structure prior to interaction, we propose a system that presents two salutations, distance salutation and close salutation. Our experiment with a prototype system suggests that the proposed method is effective in inducing informal communication over the distance.
Online social activism ('slacktivism') carries low barriers to entry and is generally considered to be low risk and low impact for participants. However, recent social and political activism shows 'hashtag activism' is effective in mobilizing offline action, but also in raising awareness and ensuring social movements remain within the public discourse through the use of viral Twitter hashtags. In an examination of three recent viral hashtags associated with ongoing social movements: #metoo, #takeaknee, and #blacklivesmatter, I find that users not only use hashtags to aggregate discussion, but also use them in tweets alone to express solidarity and victimhood. Users participating in activist spaces actively work to integrate social movement hashtags into their tweets, enabling the hashtag to function on multiple levels, both to their personal followers as well as to the initial tweet. With social media research pushing toward large-scale data sets, this level of nuance is easily lost. I find hashtags are being used alone serves as a means of communicating user solidarity and personal stories, and suggest criticism of how they are used by scholars and journalists falls short of the mark.
Gig economy workers enjoy flexibility choosing certain aspects of their work. Nonetheless, platform companies still enact control over workers' behaviors. Mechanisms of control have been widely studied in traditional organizations; however, work in the gig economy differs from traditional organizations in that the role of a human supervisor or manager is replaced with digital systems. Thus, there is reason to suspect that our traditional theories of control may not hold for new forms of work in the gig economy. To address these concerns, this study examines how gig economy workers', specifically Uber drivers, perceive behavioral control and its effect on their job satisfaction. Our results suggest that emotional labor mediates the relationship between behavioral control and job satisfaction.
Private home rentals have been popular in Cuba since 1997, but the introduction of Airbnb in 2015 has changed many aspects of the tourism landscape; for example, how hosts are able to advertise their listings, or how neighbors experience tourism in their everyday lives. In this preliminary study, we draw on ethnographic methods from fieldwork in Havana to argue that a proliferation of Airbnb listings places pressure on locals in the city- hosts and nonhosts alike- to perform emotional labor in the interest of accommodating and welcoming tourists and guests. In this way, Airbnb intensifies and extends the working day by enrolling local Cubans into the work of emotional labor.
The introduction of an electronic flowsheet for documenting resuscitations at an urban, pediatric teaching hospital provided a unique opportunity to study the transition from paper to electronic documentation. We examine the persistent use of paper as a workaround by nurse documenters during the adoption of new technology and how these workarounds become routinized in their work practices. We discuss the effects of paper persistence on aspects of documentation and nurses' workload.
Building and maintaining personal interests are important for older adults to promote an active and healthy lifestyle. In this paper, we discuss older adults' innovative ways of developing their interests and the related influence on their health and well-being. We conducted an interview study with 20 healthy older adults to investigate the practices around interest development and the impact of those experiences on their quality of life. We found out that older adults pursued unexpectedly creative ways to develop their personal interests, which not only contributed to emotional well-being, but also significantly influenced the liveliness and the sustainability of their local community which in turn sustained active aging.
Writing, as a complex creative task, demands rich feedback in the writing revision process. While much effort has focused on improving diversity and quality of feedback, little research explored how feedback can be effectively integrated into revisions. This work introduces Feedback Orchestration that guides novices to revise and reflect on their creative work by structuring feedback in the revision process. Three design guidelines, including a rhetorical structure, meta-feedback, and a flexible revision workflow, are used for supporting novices to filter information, identify weaknesses, and facilitate revision. The presented framework will close the gap between feedback provided and the subsequent performance by structuring revision processes.
Small-group learning activities (SGLAs) are efficient and viable means of improving student learning, but they are not universally used in higher education, in part because of instructor management burden and effort. We believe that a tool-based approach to SGLAs can minimize instructor burden while still facilitating SGLA and associated student benefits. We designed the SmartGroup system, an instructional intervention which aims at being minimally burdensome to instructors. The system relies upon generalized, modular components and two novel features, group reshuffling and a grade appeals process conducted by student appeal graders. We believe this tool-based approach can effectively lead to the management of scale-free SGLAs, as it reduces reliance on instructors and increases self and peer learning opportunities. We plan to conduct empirical studies of the SmartGroup system, further research the theoretical space surrounding SGLAs, and further develop paradigm cases for various categories of SGLAs.
Communication amongst medical staff is crucial, for they must efficiently manage resources and patients. Especially in disasters, inefficient communication will potentially lead to medical incidents. A disaster training session was held and designed in a way that problems were likely to occur. The training was held in Kyoto University Hospital, and 74 hospital staff were split into six main areas: disaster countermeasures headquarters, triage headquarters, primary triage area, red area, yellow area, and green area. We observed the communication using handheld transceivers (HTs) and found two problems: (1) information was out of sync between groups, and (2) HTs were sometimes used when they should not have been used. We conclude with a suggestion of implementing an information system to improve management between areas.
Through a series of semi-structured interviews with mental health care providers, this study explores the gaps in access to mental health services and information in Philadelphia. Following Balka and Star [1], we present shadow bodies as a framework for understanding the ways routinized information flows fail to capture the messiness, complexity and context of mental health care needs. While Balka and Star theorized shadow bodies at the level of individual clients, we examine shadow bodies at institutional and infrastructural levels. Expanding the levels of analysis for shadow bodies enriches discussion of how CSCW research can incorporate contextual information about mental health to improve the provision of care.
The need for information during adaption process among sojourners, such as international students, may potentially requires them to engage with multiple sources of information, including impersonal (e.g. internet, brochures) and interpersonal source (e.g. friends) like other information seekers. In addition to acquiring information from the internet or brochures, sojourners may have to interact with interpersonal sources to obtain information that suit their needs more than regular information seekers or local people due to specific challenges, such as language barriers, etc. This work explores how international students in Taiwan strategically use interpersonal information sources for adaptation. We conducted semi-structured interviews with 23 international students and found that the information seeking behaviors involved deliberate processes of decision making depending on participants' purposes, correspondent information sources, and attributes the sources hold, such as experience, relational closeness, etc. The results shed light on the future design of CSCW systems for supporting information seeking among sojourners.
In this paper, we conduct a systematic survey of 50 Civic Tech platforms in Lithuania to evaluate their potential to co-create collective intelligence or "civic intelligence" applying Collective Intelligence Potential Index (CIPI) methodology that includes different socio-technological indicators. Civic intelligence is a form of collective intelligence that refers to the group's capacity to perceive societal problems and to address them effectively. The research focuses on evaluation of diverse organizational designs that increase efficient collective performance. By employing an interdisciplinary perspective and post-soviet countries context, the paper contributes to the increased understanding and development of technology supported collaborative systems.
Online health communities rely on information about their users to provide services to members. We partner with the online health community CaringBridge.org to infer the health condition that users are discussing from their early writing on the site. We utilize the self-reported health condition data that is provided by users to train machine learning classifiers to predict the health condition of non-reporting users. An analysis of the classifier's errors reveals that users frequently discuss multiple health conditions. We present models with explainable features, enabling us to extract words for the enrichment of consumer health vocabularies and to support future designs connecting patients.
In this exploratory study, we examine how personification and interactivity may influence people's disclosures around sensitive topics, such as psychological stressors. Participants (N=441) shared a recent stressful experience with one of three agent interfaces: 1) a non-interactive, non-personified survey, 2) an interactive, non-personified chatbot, and 3) an interactive, personified chatbot. We coded these responses to examine how agent type influenced the nature of the stressor disclosed, and the intimacy and amount of disclosure. Participants discussed fewer homelife related stressors, but more finance-related stressors and more chronic stressors overall with the personified chatbot than the other two agents. The personified chatbot was also twice as likely as the other agents to receive disclosures that contained very little detail. We discuss the role played by personification and interactivity in interactions with conversational agents, and implications for design.
Since the 2016 U.S. election cycle, "fake news" (a term describing verifiably false and misleading news articles) has garnered increasing public attention. This work sheds insight onto this phenomenon by examining the way 10 popular partisan media sites discuss "fake news". We use linguistic analysis techniques including Linguistic Inquiry and Word Count (LIWC), word embedding models, and supervised learning classifiers to analyze news stories containing the phrase "fake news" from left- and right-leaning news sites. Our results yield several insights, including that article text can be used to classify political affiliation with high accuracy, and that left-leaning sites focus on specific fake news stories and individuals involved, while right-leaning sites shift the focus to a narrative of mainstream media dishonesty more broadly.
As individuals age, issues such as forgetfulness, falling or exposure to elements can become serious problems that end up reducing their independence. Caretakers or family often accompany seniors when they wish to go out, even for something as simple as a walk around the neighborhood. The SafeNeighborhood project attempted to create a safety network to allow seniors more independence and provide support should it be necessary. The project was dependent on community ties and the social capital contained in them. However, in large modern cities, neighborhoods are no longer home to densely connected people, and most neighborhoods have a large floating population (eg., people who are there only for work.) While working on this project, we observed that seniors tend to create their own routines and their own personal networks, which could be leveraged for support. These personal neighborhoods are discussed in this paper, with pointers to further investigations.
Human mobility patterns can be identified through the analysis of GPS and smartphone data. This identification has been the theme of several studies, particularly in the smart cities domain. Considering that patterns identify human routines, changes in these patterns may also provide useful information. This paper reports the analysis of GPS data from a group of Chinese in Beijing from April 2009 till October 2012, identifying routine routing patterns and sudden collective breaks on those patterns. Artificial Intelligence techniques were used to identify mobility patterns. Olympic games dates and the 2009 pollution peak were identified though our method. We believe it can be a powerful tool to infer mass events occurring in any part of the world.
It is argued that anti-vaccination advocates use social media to spread their influence. At the same time pro-vaccination groups are having a stronger social-media presence. This study examined information-sharing behavior regarding vaccination by analyzing hyperlinks shared on Twitter, and found that these two groups exhibit different behaviors. While anti-vaccination group uses embedded URLs more than the pro-vaccination one, they pool from the smaller group of URLs risking the echo chamber or filter bubble effects. Unsurprisingly, there are very few information sources shared by both groups.
Social coding platforms such as GitHub are increasingly becoming a digital workspace for the production of non-software digital artifacts. Since GitHub offers unique features that are different from traditional ways of collaborative writing, it is interesting to investigate how GitHub features are used for writing. In this paper, we present the preliminary findings of a mixed-methods, case study of collaboration practices in a GitHub book project. We found that the use of GitHub depended on task interdependence and audience participation. GitHub's direct push method was used to coordinate both loosely- and tightly-coupled work, with the latter requiring collaborators to follow socially-accepted conventions. The pull-based method was adopted once the project was released to the public. While face-to-face and online meetings were prominent in the early phases, GitHub's issues became instrumental for communication and project management in later phases. Our findings have implications for the design of collaborative writing tools.
Increasingly, citizen scientists do work beyond the primary goal of the project (i.e., advanced work) such as writing articles. These activities often take place in discussion boards and have a set of linguistic norms for contributing. For newcomers, learning this language presents a challenge since there are no formal opportunities for them to learn the language and volunteers who join later need to learn more than volunteers who join earlier in a project life-cycle. In this poster, we examine how newcomers language use shifts over the course of two citizen science projects. We find that, although, newcomers joining later might face obstacles, newcomer language associated with advanced work increase over the project's life-cycle. The analysis can help the science team assess whether newcomers on the talk page have either adopted advanced terminologies or they need to have a more formal resource such as tutorial or blog posts.
With the widespread adoption of crowdfunding, new questions arise concerning how individuals make funding decisions online where the role of texts become particularly important. Our study used the text from Kiva which enables prosocial lending to small business and community groups located in emerging markets. Given that funders do exhibit prosocial motivations, we draw on the identifiable victim effect theory which postulates identifiability of a victim leads to greater charitable giving. We then develop nuanced linguistic features to operationalize the identifiable victim effect and test if operationalization has an impact on funding.
Digital employment tools ought to support job seekers in developing viable career paths while preparing them with necessary skills for employment. This is particularly important for job seekers who are not highly educated and lack access to resources such as career counseling. We designed, implemented, and conducted a preliminary evaluation of a prototype -- DreamGigs, a tool to help job seekers understand the career-related skills they would need to obtain to reach their -dream" job or gig. Our preliminary results suggest that DreamGigs is helpful for job seekers in understanding what skills employers need, identifying potential pathways towards their career goals, and accessing opportunities to gain the necessary skills. We contribute the design of this tool, our implementation, and the results of our initial evaluation with low-resource job seekers.
Snapchat has quickly brought innovative features to the area of social media interactions, one being their Face Lenses, which are digital masks that add a different form of interaction to everyday pictures and videos using augmented reality. In this study, we interviewed 18 Snapchat users to understand their behavior with these Face Lenses, specifically, how they decide on one. We found that participants chose based on goals, personality, and a scroll-first mindset. We contribute one of the first studies on this new feature that has quickly expanded to various other social media applications.
Focus and concentration on tasks is essential for optimum academic performance. Students can achieve higher grades by staying focused on their studies. However, staying focused on an academic task is not easy with the technological distractions currently surrounding students. The vast majority of college students possess a smart cellphone and use it often for many different reasons. Having the constant ding, ring, and vibration of notifications can be a serious distraction to staying on task. We seek to: 1) quantify the problem of cellphone distractions, 2) examine the effectiveness of existing applications, and 3) explore alternative solutions.
When social media platforms do not offer adequate privacy and safety features, users construct their own strategies for protecting private information and avoiding harassment. Women and LGBTQIA people are vulnerable targets if their privacy is violated, leading to situations that can compromise their safety both online and off. In an initial exploration of privacy and safety concerns of participants in online fan communities, we find that they avoid engaging online to preserve their privacy and safety, thus limiting the involvement of already marginalized voices in public discourse. LGBTQIA people in particular practice non-use for fear of being outed in personal spaces if recognized. In response to challenges users face, we recommend that developers consider finer controls over user content in addition to thoughtful practices among researchers and journalists when it comes to sharing "public" data.
In this work-in-progress paper, we examine how the campaign to end the guardianship law in Saudi Arabia is being discussed and debated on social media. Through a content analysis of tweets, we first identify those with either a positive or negative sentiment towards ending the law and then we identify topical themes across these sentiment categories. We found polarizing responses with individuals either calling for the end of the law or those opposing its end on religious or moral grounds. This analysis provides a basis for building a model to automatically code tweets to increase the accuracy of Arabic text prediction. This will allow us to answer new questions about the dataset and inform the design of ICTs
Keeping in touch and staying aware of family members' health is an inherent desire among many families. Yet, conversations with family members about health can be challenging due to a number of reasons, such as: time, physical distance, and other concerns. Given that, it merits the development of tools that aim to facilitate sustainable health information sharing in the family context. In this paper, we present PhamilyHealth. PhamilyHealth is a web-based photo sharing system for family members to share health-related photos with one another and to encourage a family-wide, sustainable, healthy lifestyle.
Modern education incorporates strong elements of collaborative learning: activities that prompt students to collaborate on completing learning tasks. In this work we investigate the relationship between media type and student collaboration and attribution patterns during collaborative content creation. We run similarity analyses on text and video artifacts submitted by students as part of collaborative exercises in an undergraduate module. Our main finding is that the same cohort of students was significantly more likely to attribute non-original content to its sources when authoring text compared to video content and when this content is not produced by a peer student. Our preliminary results based on only two media suggest that media type has a considerable impact on student collaborative behavior. We conclude that media type must be taken into consideration when designing collaborative learning exercises and addressing issues of academic integrity and copyright infringements.
This paper describes an ongoing study that examines Iranian immigrants' use of communication tools and online communities throughout the immigration process. We conducted observations on 30 Iranian immigration-related groups on the Telegram messaging application to understand its impacts on immigrants' collaboration, information-seeking, and information-sharing behavior. This research has implications to support immigration practices through technology.
Social interactions motivate engagement with physical activities. This paper extends existing work on software generated partners for exercising from single-user settings to a multi-player social exergame. Initial results suggest that our Wizard of Oz agents in our game StepQuest may prolong player engagement with the game, increase their participation in moderate physical activities, and are preferable to idle human players.
Online dating systems are popular tools for pursuing romance, yet first dates between online daters are commonly unenjoyable because of incompatibility signaled through face-to-face conversation. This paper presents the prompted discussion interface, which aims to inform online daters' expectations for face-to-face interactions by prompting them with messaging discussion topics that theoretically spur the expression of attraction-relevant traits. Preliminary findings are presented from a qualitative study (n=35) about user perceptions of the interface.
Opportunistic social matching is the concept of introducing individuals for various social interests when user-contexts are conducive to impromptu face-to-face meetings. Early prototypes have received positive feedback, yet they are susceptible to inaccurately reported match preferences and false-negative match recognition. This paper presents an alternative design for opportunistic social matching called the encounter opportunity browsing interface. The interface lets users indiscriminately browse and react to opportunities for social encounters nearby, which enables the gradual learning of users' match preferences. A preliminary qualitative assessment of the interface indicates that users seek trusted signals regarding the enjoyability of social encounter opportunities displayed.
Desires to engage in social group-activities (e.g., pick-up volleyball) are common, yet current technologies can leave users hesitant to assume the role of activity organizer because the return they will receive for their efforts is largely unknown. This paper presents a user interface that attempts to reduce barriers to social group-activity organization by informing users of nearby others who share an activity interest and providing tools to facilitate collective action. Preliminary research of the interface indicates a positive association between the visible number of individuals that share an activity interest and one's willingness to initiate organization of the activity. Ongoing research efforts informed by these results are discussed.
In this work, we seek to understand how returning citizens (formerly incarcerated individuals) interact with digital technologies, both in general and for job search. Using semi-structured interviews we interviewed fifteen returning citizens who were released within the past year. We find that returning citizens depend heavily on family and close friends for purchasing, using, and learning about digital technology, but that this help rarely extends to support job-search tasks. We also find that many recent re-entrants do not use social media.
The rise of multimodal learning analytics (MMLA) gives opportunity to learn about teamwork and collaboration through detailed physiological responses, with the aid of multimodal tools. The primary goal of this study is to determine if unique idea creation, or secondary agreement to unique ideas, in group collaboration can be distinguished through one's physiological responses. In this pilot study participants who presented new ideas demonstrated higher levels of galvanic skin response, indicative of engagement, emotional arousal or cognitive load.
Live video streaming is becoming increasingly popular as a form of interaction in social applications. One of its main advantages is an ability to immediately create and connect a community of remote users on the spot. In this paper we discuss how this feature can be used for crowdsourced completion of simple visual search tasks (such as finding specific objects in libraries and stores, or navigating around live events) and social interactions through mobile mixed reality telepresence interfaces. We present a prototype application that allows users to create a mixed reality space with a photospherical imagery as a background and interact with other connected users through viewpoint, audio, and video sharing, as well as realtime annotations in mixed reality space. Believing in the novelty of our system, we conducted a short series of interviews with industry professionals on the possible applications of our system. We discuss proposed use-cases for user evaluation, as well as outline future extensions of our system.
Contributing to a growing attention to algorithms and algorithmic interaction in the CHI and CSCW communities, this workshop aims to deal centrally with the topic of human "participation" and its changing role to data-driven, algorithmic ecosystems. Such a focus includes projects that involve users in the design of algorithms and "human-in-the-loop" systems, broader investigations into the ways in which "participation" is situated in data-driven activities, as well as conceptual concerns about participation's changing contours in contemporary social computing landscapes. This one- day workshop will be led by academic and industry researchers and sets out to achieve three goals: identify cases and ongoing projects on the topic of participation in algorithmic ecosystems; create a tactical toolkit of key challenges and strategies in this space; and set a forward-facing agenda to provoke further attention to the changing role of participation in contemporary sociotechnical systems.
Conducting research with communities who are at risk of being stigmatized can be a challenging endeavor. It is often difficult to reach and recruit individuals for research purposes regarding a stigmatized condition or situation. Yet, researchers in our field have recognized the importance of work in this area and have individually developed a range of strategies to reach, recruit, and work with these populations. This workshop will invite researchers and practitioners to present, discuss, and compare strategies and experiences when working with stigmatized communities in the context of the ever-evolving nature of technology. The outcomes of the workshop will include an outline for an article that will summarize the strategies and practices discussed as well as identify the approaches that have led to the best outcomes across different populations.
Digital products and services are commonplace in our personal lives where software and its algorithms provide assistance and amenities. However, interactive systems within industrial settings have yet to catch up with consumer products, especially with regard to the quality of interaction and user experience. With the rise of automation and data exchange on massive scales, the role of human work is challenged and the importance of cooperation emphasized. New concepts of smart factories in which machines and software are doing parts of the work tasks emerge, drastically altering the nature of work in industrial settings from manual labor to increasingly complex tasks. HCI and especially CSCW offer concepts, technical tools and methods to cope with this disruptive shift towards an Industrial Internet of Things (IIoT). Networked assistive systems, for instance, are capable of individually addressing and satisfying the diverse needs of a heterogeneous workforce. We propose this workshop to discuss new perspectives on HCI and CSCW in industrial contexts with regard to the emerging IIoT. The goal of the workshop is to explore the design space of IIoT applications, its implications on cooperative work and to formulate new research opportunities to current challenges.
Inspired by the ACM SIGCHI Across Borders Initiative, this workshop focuses on ongoing CSCW research in, or about, Latin America (LATAM). We seek to position LATAM as the common context that unites students, academic and industry researchers who participate in the workshop. Our goals are: (1) to discuss the opportunities and challenges of doing CSCW research centered on LATAM, (2) to collaboratively mentor emerging projects focused on LATAM, and (3) to make LATAM research projects more visible to the international community. Senior CSCW researchers from LATAM and other regions will be invited to discuss the work presented at the event in order to facilitate a greater integration of Latin American CSCW into the CSCW community at large.
Our full day-workshop focuses on challenges encountered by researchers attempting to design and conduct studies that span 2 or more social computing platforms, such as parallel sites for different language populations, different platforms, or different user experience designs. Social computing researchers are increasingly interested in these studies that examine user behavior across different sites. For example, researchers have conducted multi-sited studies to understand user behavior across culture, language, and media. In such studies, researchers are challenged to develop and execute methodologies that allow them to navigate frameworks that enable comparisons among multiple sites. Researchers face challenges adapting their methodologies to handle diverse populations, regulations, large datasets and more. The goal of this workshop is to come to a common understanding of what multi-site research is and how we can continue to expand and incentivize this form of research within the CSCW community.
This workshop addresses the changing nature of work and the important role of exchange platforms as both intermediaries and managers. It aims to bring together interdisciplinary and critical scholars working on the power dynamics of digitally mediated labor. By doing so, the workshop provides a forum for discussing current and future research opportunities on the digital economy, including the sharing economy, the platform economy, the gig economy, and other adjacent framings. Of particular interest to this workshop is the intersection between worker and provider subjectivities and the roles platforms take in managing work through algorithms and software. Our one-day workshop accommodates up to 20 participants.
Privacy has been a key research theme in the CSCW and HCI communities, but the term is often used in an ad hoc and fragmented way. This is likely due to the fact that privacy is a complex and multi-faceted concept. This one-day workshop will facilitate discourse around key privacy theories and frameworks that can inform privacy research with the goal of producing guidelines for privacy researchers on how and when to incorporate which theories into various aspects of their empirical privacy research. This will lay the groundwork to move the privacy field forward.
With the wide adoption of information infrastructures in healthcare (IIH), citizens and healthcare professionals now carry out intensive "data work' as part of their healthcare and self-management practices. For example, citizens use mobile apps to track personal health data for both formal and informal usages, clinicians rely on electronic health records (EHR) to document patient information, and hospital administrators use EHRs to generate data to monitor quality and efficiency of healthcare services. The creation, accumulation, management, and communication of data is increasingly central to patient work, clinical work, and management and governance of healthcare providers. To better understand data work in healthcare, this workshop aims to convene researchers from different disciplines to discuss data work performed among the entire ecosystem of clinical care delivery from patients to clinicians to administrators. Critical topics include but are not limited to: patient data work (both voluntary and compelled by clinicians as part of treatment); algorithmic authority of information infrastructure and effects on the exercise of expertise and discretion of healthcare professions; clinician demands for documentation (and balancing these demands with patient-centered care); new forms of healthcare data work, including new occupations and tasks; and data-driven accountability and management in healthcare.
Voice interfaces such as in-home and mobile digital assistants, mobile screen readers, and chatbots are tools that can support communication, collaboration, and information seeking, and are becoming increasingly commonplace. Because they don't require the motor skills needed for text input through a keyboard, the barriers of entry and use for older adults and people with disabilities are lowered. Yet, accessibility of speech interaction can still be a challenge. Using and designing voice interfaces is radically different from graphical interfaces, redefining how we must think about accessibility and what it means for a conversation to be accessible. This workshop invites submissions from researchers whose work advances the study of, design, and use of voice-based interfaces by older adults and people with disabilities. At the workshop, we will 1) explore recent advances in accessibility and voice interface research, 2) situate voice-based accessibility in prior work and existing theoretical frameworks, 3) discuss open challenges in the design of voice-based systems, and 4) identify opportunities for interdisciplinary collaboration to continue research in this field.
Collaborative mixed reality games enable shared social experiences, in which players interact with the physical and virtual game environment, and with other players in real-time. Recent advances in technology open a range of opportunities for designing new and innovative collaborative mixed reality games, but also raise questions around design, technical requirements, immersion, safety, and player experience. This workshop seeks to bring together researchers, designers, practitioners, and players to identify the most pressing challenges that need to be addressed in the next decade, discuss opportunities to overcome these challenges, and highlight lessons learned from past designs of such games. Participants will present their ideas, assemble and discuss a collection of related papers, outline a unifying research agenda, and engage in an outdoor game ideation and prototyping session. We anticipate that the CSCW community can contribute to designing the next generation of collaborative mixed reality games and technologies and to support the growth of research and development in this exciting and emerging area.
This workshop invites the CSCW community to explore hybrid events - large collocated events where technology is used to support audience participation. We argue that the technology landscape has changed since the early studies in CSCW towards this context. Therefore, the research foci must similarly change and focus on studying the practices or propose alternative and novel interfaces. This workshop helps the CSCW community to consider the research agenda for the next generation of hybrid event studies. We do this by discussing the open conceptual, empirical and constructive research problems in this domain. Together with the organizers and participants, we seek to develop a research agenda and seek opportunities for further collaboration on the topic of hybrid events.
Computing tends to be associated with cities and urban areas, where innovation in Information and Communication Technologies (ICTs) is often seen as coming from and where a majority of users live. In this workshop, we seek to offer a counterpoint to CSCW and other computing disciplines' biases towards the urban and focus on ICT use and design in rural areas. In particular, our goal is to recognize rural areas not just as sites where ICT access and infrastructures need improvement, but as places of innovation and exploration that can inform a more representative and just understanding of people and users. This workshop offers a space for these conversations and to bring together and build a network of established and emerging scholars in the CSCW and adjacent communities conducting research in and about the rural.
An abundance of digital tools exist for tracking various aspects of one's life, body, health, and activities. These personal informatics (PI) and quantified self (QS) technologies are designed to help users capture, reflect on, and get actionable feedback about personal information. In the past (and still in many cases), the design of such systems emphasized an individual-centric vantage point that focused on supporting an individual's self-tracking, self-knowledge, and self-management activities. Over time, however, a growing number of researchers are recognizing that such practices are socially motivated, collaboratively conducted, and embedded in interpersonal contexts, in ways that extend well beyond single-user use cases and requirements. This is resulting in the appearance of a host of new theories, methods, and frameworks for considering social contexts and practices within PI literature and design spaces. This one-day workshop will bring together researchers interested in better understanding and designing for PI at its intersection with social computing. Activities will provide participants with opportunities to share insights, exchange approaches, foster collaborations, and strengthen our connections.
The goal of this workshop is to bring together CSCW audiences who engage in studies and interventions related to care work. Our aims are to understand how care has been conceptualized in the extant CSCW community, identify core issues and concerns, and formalize how CSCW concepts could be used as a lens to inquire into this domain. We will explore the following themes: the invisibility of care work; the evolution of care labor; how care can often be sentimentalized, formalized, or infantilizing; and how we can attend to-and design for-the multiple experiences of care. Participants of this workshop will be invited to participate in future journal special issues and external grant writing activities.
There is a growing community within CSCW that examines issues of equity and inclusion in internet and social media use. With researchers focused on global development, social justice, accessibility, and more, we contend that there are issues of equity and inclusion impacting the research subjects located on the "margins" of digital existence, the research that examines these issues, and the researchers engaged in this research. The goal of our workshop is to brainstorm and discuss how we might demarginalize those researched, this research, and these researchers within CSCW scholarship. For this, we build on the concepts of intersectionality and solidarity from feminist scholarship, aiming to recognize the differences and similarities across disparate contexts and to uncover synergistic research trajectories and objectives. Our workshop will be led by academic and industry researchers pursuing CSCW, Social Computing, and Information and Communication Technologies and Development (ICTD) research focused on intersectionality, equity, and inclusion. We invite a broad range of participants from research and practice interested in learning about or deepening their understanding of these topics. Our workshop will foster solidarity across diverse subsections of the CSCW community and beyond.