- Conference PaperDesigning Collaborative Data Collection Interfaces for Low-literate Users(Proceedings of 17th European Conference on Computer-Supported Cooperative Work, 2019) Skarlatidou, Artemis; Trimm, Caroline; Vitos, Michalis; Haklay, MukiData collection applications on smartphone devices support indigenous communities in developing countries to record and preserve traditional ecological knowledge, collaboratively collect data around issues that are important to them and use these tools to subsequently identify locally-acceptable solutions with global impacts. Development of these interfaces needs to consider users’ familiarity with technology as well as their education and literacy levels. This study builds on existing HCI4D research, which is also of interest to the CSCW community, in order to develop and evaluate, for their usability and user preferences, four user interfaces with low-literate people in the UK. Our findings suggest that linear navigation structures and a tangible interface are almost equally usable and preferred when they require minimum interaction with the device. Our preliminary analysis provides a deeper insight into the design issues to inform development of smartphone-based interfaces using various interaction types and we report on our methodological challenges from carrying out HCI research with low-literate people in the UK. The findings of this paper are used to inform the experimental design of additional work that we carry out with low-literate users in Namibia.
- Conference PaperLet the Bot Take Care of It: Exploring #CapIt, a Whiteboard Table Capture System(Proceedings of 17th European Conference on Computer-Supported Cooperative Work, 2019) Smit, Dorothé; Lindlbauer, Andreas; Murer, Martin; Hengeveld, Bart; Tscheligi, ManfredIn this paper we describe #CapIt, a system that aims to combine the best of analog whiteboards and digiboards in tabletop collaborations. #CapIt was deployed at an HCI research unit for over a year. In an exploratory study completed after the system was fully integrated in participants‘ day-to-day work practices, three power users of #CapIt were asked to reflect on their use of the system by means of mindmapping. Using photo elicitation and semi-structured interviews, additional feedback was gathered from the participants. Based on the participants’ comments as well as our observations of the mindmapping process, we here report our findings pertaining to (1) hybridity; (2) collaboration; and (3) territories, privacy and temporality; and discuss the influence of the system on collaborative work practices.
- Conference PaperOn Middle-Ground Solutions for Domain-Specific Problems: The Case of a Data Transfer System for Sign Language Teachers(Proceedings of 17th European Conference on Computer-Supported Cooperative Work, 2019) Economidou, Eleni; Krischkowsky, Alina; Leitner, Bianca; Murer, Martin; Tscheligi, ManfredOftentimes domain-specific problems are imperceptible. The end users are so accustomed to the conditions that they do not request any other solution. In the context of a school for both hearing-impaired and hearing children, the particular way of teaching sign language led to the emergence of technology-mediated yet ill-supported work practices. This paper contributes to the CSCW community by introducing an approach for addressing domain-specific problems by applying a middle-ground yet optimal solution. As a direct outcome of this approach, we present the case of a data transfer system that supports sign language teachers’ work practices. This system, which is indefinitely deployed in the school, is a tangible representation of current infrastructural and contextual issues the teachers are facing, and serves both as a reflection on the work practices and an articulation means of the limitations that constraint them. We reflect on our approach, we discuss on the resulted case in terms of an indefinitely deployed research product, and we speculate on the system’s alternative application domains.
- Conference PaperPokémon GO: Collaboration and Information on the GO(Proceedings of 17th European Conference on Computer-Supported Cooperative Work, 2019) Aal, Konstantin; Hauptmeier, HelmutPokémon GO is one of the few location-based mobile games (LBMG) which gained popularity all over the world. It increases physical activity when players are walking around catching Pokémon. It also shapes the players’ sense of place and increases their social interactions. This exploratory auto-ethnographic study seeks to provide a first glimpse at how players appropriate different tools to inform themselves, collaborate with other players to catch or trade Pokémon and fulfill tasks inside the game together with a worldwide community. Results indicate that young adults learn how to organize catching events, arrange raid sessions, and collaborate within the Pokémon GO world and outside in the real world. This implies that the observed skills resulting from the gamification design elements of Pokémon GO can be transformed into the work life of young adults. Our explorative paper tries to pave the way for other research.
- Conference PaperCollaboration as Commodity: What does CSCW have to offer?(Proceedings of 17th European Conference on Computer-Supported Cooperative Work, 2019) Farshchian, Babak A.CSCW as a research field has contributed to the development of digital tools and platforms to support collaboration. Historically, detailed studies of collaboration have played a central role in the development of theories in CSCW. Parties to collaboration have been the main actors, engaged in synchronous or asynchronous, co-located or distant collaboration. CSCW has often considered the platform, i.e., the place where data about collaboration is stored, as a neutral actor without own agency or agenda. This picture has however changed drastically with the recent emergence of digital labor platforms and data- driven business models. Digital labor platforms move the focus from collaborating actors to platform owners, from supporting collaboration to trading collaboration as commodity. In this paper, I attempt to describe this development from a CSCW perspective. I propose a way to re-frame existing knowledge to fit into the new paradigm of collaboration as commodity. I propose to use research from neighboring fields such as information systems to increase our impact as CSCW researchers. Finally, I discuss several research questions for CSCW. This is work in progress.
- Conference PaperExploring Flash Fiction for the Collaborative Interpretation of Qualitative Data(Proceedings of 17th European Conference on Computer-Supported Cooperative Work, 2019) Ciolfi, Luigina; Lockley, EleanorThis paper presents some exploratory reflections on flash fiction as a possible method to spark discussion and collaborative interpretation of qualitative research data. A growing body of work in HCI and CSCW examines the potential of techniques used in creative writing and creative fiction to generate design concepts, and narrative data analysis is adopted by social science using creative writing techniques for qualitative data work. Here we discuss our experience of an exercise where flash fiction was used not as a technique in support of design (which has been done before in human-centred computing), but as a means of probing data and facilitating collaborative data work among researchers. We reflect on the experience and outcomes of the exercise and also discuss exploratory ideas regarding how creative writing techniques could be further explored in human-centred computing as a way to probe findings from empirical data, particularly for collaborative teams.
- Conference PaperAuDi: an Auto-Feedback Display for Crowdsourcing(Proceedings of 17th European Conference on Computer-Supported Cooperative Work, 2019) Tang, Xinru; Zhao, Dongyang; Zhang, Ying; Ding, XianghuaWhile feedback, by experts or peers, is found to have positive effects on crowdsourcing work, it is a costly approach as more people or time is involved in order to provide feedback. This paper explores an automatic feedback display called AuDi for crowdsourcing. AuDi shows the worker’s accuracy rate, which is automatically calculated with the use of an accuracy algorithm, by changing the background color of the task page. We conducted an experimental study with AuDi in the field, and employed both quantitative and qualitative methods for data collection and analysis. Our study shows that, without introducing new cost, such an auto-feedback display is well received by our participants, gives them assurance and more confidence, and also positively contributes to work performance by pushing them to study more and understand better the task requirements.
- Conference PaperTowards Methodological Guidance for Longitudinal Ambient Display In Situ Research(Proceedings of 17th European Conference on Computer-Supported Cooperative Work, 2019) Schwarzer, Jan; von Luck, Kai; Draheim, Susanne; Koch, MichaelField deployment research represents a promising way for understanding how technology is utilised in the wild. It gained relevance in both HCI and CSCW, and allows, for instance, to investigate how technology is socially embedded in real world contexts. However, such enterprises are considered complex in nature due to continuously changing conditions such as practices surrounding technology. In situ research has yet to gain momentum, leaving researchers with little theoretical guidance. In response, the present paper proposes the application of classic grounded theory in longitudinal field deployment studies for ambient displays. We argue that the methodology is a valuable choice in cop- ing with the challenges surrounding in situ evaluations and simultaneously ensures methodological rigour. This paper contributes a practical systematisation of the methodology’s two core concepts, namely constant comparison and theoretical sampling. It sheds light on their exemplary application in investigating quantitative interaction data in the early stages of our ongoing research. With that, we hope to encourage future research and provide a first stepping stone towards developing methodological guidance for evaluations of ambient displays in the wild.
- Conference PaperExploring Trust in Human-Agent Collaboration(Proceedings of 17th European Conference on Computer-Supported Cooperative Work, 2019) Schwaninger, Isabel; Fitzpatrick, Geraldine; Weiss, AstridCollaborative ensembles will increasingly involve agents like robots in the near future. A key part of collaboration is trust. While trust has been mainly studied between humans in CSCW, trust in human-agent research has been mostly studied in dyadic formations divorced from the broader context. This exploratory paper critically discusses previous work on trust across CSCW and HCI-related areas, taking into account recent practice approaches in CSCW and what they can contribute for understanding trust in human-agent collaboration. To make better sense of how trust emerges in collaborative ensembles with agents, we suggest that concepts that have been proposed in the field of human-agent interaction need to be further explored in real-life settings, while concepts embraced in CSCW can lead to a more thorough understanding of the situatedness and dynamics of trust going beyond the attributes of the agent itself.
- Conference PaperEvaluating Ask Izzy: A Mobile Web App for People Experiencing Homelessness(Proceedings of 17th European Conference on Computer-Supported Cooperative Work, 2019) Burrows, Rachel; Mendoza, Antonette; Sterling, Leon; Miller, Tim; Pedell, SonjaThis paper contributes to an ongoing discussion in the research community regarding the role of new technology in the lives of those experiencing homelessness. Ask Izzy is a mobile web app designed to help people who are homeless or at risk of becoming homeless find the services they need. Since deployment in 2016, it is now attracting over 10,000 users each month. We explore the perceptions towards the design and use of Ask Izzy with a specific focus on emotional concerns. We interviewed 30 participants who were either homeless, ex-homeless, service providers or software developers of the web application. Seven themes emerged from the analysis that appeared to act as barriers or enablers to the uptake of the technology. We discuss how these themes are associated with aspects of technology design or an associated experience with a service provider. We also contrast the views of those who are homeless with service providers. We believe these themes will provoke discussion and be useful for others who are designing for those who are homeless.