JCSCW Vol. 26 (2017)

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  • Journal Article
    Augmenting Multi-Party Face-to-Face Interactions Amongst Strangers with User Generated Content
    (Computer Supported Cooperative Work (CSCW): Vol. 26, No. 0, 43070) Kytö, Mikko; McGookin, David
    We present the results of an investigation into the role of curated representations of self, which we term Digital Selfs, in augmented multi-party face-to-face interactions. Advancements in wearable technologies (such as Head-Mounted Displays) have renewed interest in augmenting face-to-face interaction with digital content. However, existing work focuses on algorithmic matching between users, based on data-mining shared interests from individuals’ social media accounts, which can cause information that might be inappropriate or irrelevant to be disclosed to others. An alternative approach is to allow users to manually curate the digital augmentation they wish to present to others, allowing users to present those aspects of self that are most important to them and avoid undesired disclosure. Through interviews, video analysis, questionnaires and device logging, of 23 participants in 6 multi-party gatherings where individuals were allowed to freely mix, we identified how users created Digital Selfs from media largely outside existing social media accounts, and how Digital Selfs presented through HMDs were employed in multi-party interactions, playing key roles in facilitating strangers to interact with each other. We present guidance for the design of future multi-party digital augmentations in collaborative scenarios.
  • Journal Article
    An Analysis of the Use of Qualifications on the Amazon Mechanical Turk Online Labor Market
    (Computer Supported Cooperative Work (CSCW): Vol. 26, No. 0, 43070) Sodré, Ianna; Brasileiro, Francisco
    Several human computation systems use crowdsourcing labor markets to recruit workers. However, it is still a challenge to guarantee that the results produced by workers have a high enough quality. This is particularly difficult in markets based on micro-tasks, where the assessment of the quality of the results needs to be done automatically. Pre-selection of suitable workers is a mechanism that can improve the quality of the results achieved. This can be done by considering worker’s personal information, worker’s historical behavior in the system, or through the use of customized qualification tasks. However, little is known about how requesters use these mechanisms in practice. This study advances present knowledge in worker pre-selection by analyzing data collected from the Amazon Mechanical Turk platform, regarding the way requesters use qualifications to this end. Furthermore, the influence of using customized qualification tasks in the quality of the results produced by workers is investigated. Results show that most jobs (93.6%) use some mechanism for the pre-selection of workers. While most workers use standard qualifications provided by the system, the few requesters that submit most of the jobs prefer to use customized ones. Regarding worker behavior, we identified a positive and significant correlation between the propensity of the worker to possess a particular qualification, and both the number of tasks that require this qualification, and the reward offered for the tasks that require the qualification, although this correlation is weak. To assess the impact that the use of customized qualifications has in the quality of the results produced, we have executed experiments with three different types of tasks using both unqualified and qualified workers. The results showed that, generally, qualified workers provide more accurate answers, when compared to unqualified ones.
  • Journal Article
    What if it Switched on the Sun? Exploring Creativity in a Brainstorming Session with Children Through a Vygotskyan Perspective
    (Computer Supported Cooperative Work (CSCW): Vol. 26, No. 0, 2017) Kinnula, Marianne; Molin-Juustila, Tonja; Sánchez Milara, Iván; Cortes, Marta; Riekki, Jukka
    We contribute in this study a first step in theory-based understanding on how creativity in collaborative design sessions relates to the elements that are present in a creative act. These elements include group composition, objects present, practices used, and previous knowledge of the participants. The context of this study was our search for lightweight methods for technology design with children, which can be used in a school context with large groups, will require as little amount of training as possible, and can be set up quickly. We formed a mixed group, consisting of young children, an older child and an adult, with the aim of involving children in creative collaborative brainstorming during the very early phases of design, so as to come up with fruitful ideas for technology development. We report our process and examine the implications of our results in relation to different elements that trigger and affect creativity in the collaborative design process. Use of Vygotsky’s cycle of creativity as our theoretical lens together with timeline analysis method presented in the paper were essential for seeing beneath the surface of what happened in this complex, collaborative creative process. Our results can be used for further methodological development of creative collaborative sessions, both with children and adults.
  • Journal Article
    A Case Study of How a Reduction in Explicit Leadership Changed an Online Game Community
    (Computer Supported Cooperative Work (CSCW): Vol. 26, No. 0, 43070) McEwan, Gregor; Gutwin, Carl
    Leadership is considered critical to virtual community success. Leaders engage in important community activities such as encouraging members and building social structure. These potential benefits, however, have rarely been empirically tested. We were presented with an opportunity to explore this issue while studying an online board-and-card-game community. During our study, the community experienced a major change in leadership when the founder – and formal leader – decided to substantially reduce his involvement in the site. This provided us with the rare opportunity to carry out a case study of leadership reduction in a real-world community. To look at the effects of leadership on community behaviour, we analysed 16 months of activity logs, supported by interviews, to compare the community before, during, and after the founder’s withdrawal. We observed strong variability in the effects of a leadership reduction – some results were in line with the “leadership hypothesis,” but others were unexpected. In some cases, we found evidence that reducing formal leadership can have negative effects on the success of the community; but in other cases, we found surprising sources of resilience to the reduction in leadership activities. Our study is the first to look at the details of how leadership (and a reduction in this role) affects several types of sub-community within a board-and-card game site, and the first to consider some of the factors that lead to differences in the effects of leadership reduction. Overall, we found that negative effects on sub-communities were closely tied to the specific activities that the leader provided, and the degree to which he was the only person able to provide those roles. The broad strokes of this finding agree with the leadership hypothesis, but there are several unexpected elements within the main story: the negative effects were less drastic than we anticipated, and all of the sub-communities (even the most dependent) survived the transition. The strong resilience of some of the sub-communities seems to be connected to their ability to “fall back” to a foundation of shared activity (i.e., game play) – an idea that has been introduced in earlier work but never studied empirically. This research helps designers to understand the complexities of leadership in online communities, providing an important foundation for developing and supporting online groups.
  • Journal Article
    Infrastructuring for Cross-Disciplinary Synthetic Science: Meta-Study Research in Land System Science
    (Computer Supported Cooperative Work (CSCW): Vol. 26, No. 0, 42826) Young, Alyson L.; Lutters, Wayne G.
    Traditionally infrastructure studies are post-hoc analyses of emergent phenomena. While acknowledging the contextual complexity of co-evolution, there has been a turn toward exploring these processes from a design perspective. In this paper we examine a new interdiscipline, Land System Science, whose scientific inquiry is predicated on a deep and ongoing integration of radically disparate data from across the natural, physical, and social sciences. We report the results of a three-and-a half year field study of meta-study practice. In doing so, we perform infrastructural inversion to foreground the backstage scientific work practice to identify points of infrastructure. We used these insights regarding breakdowns and workarounds to inform the design of GLOBE, infrastructural tools that support this community’s needs for communication, cooperation, and knowledge construction. Our insight comes from being embedded both with domain scientists and software developers. Through four cases, we highlight the scientists’ unique challenges, strategies developed to address them, and the system components designed to better support many of these tactics. Specifically, we address the difficulties of finding, standardizing, interpreting, and validating data. This advances the infrastructuring literature by illustrating how design can be used to engage a scientific community in active self-reflection.
  • Journal Article
    Exploring the Difficulties African-American Middle School Girls Face Enacting Computational Algorithmic Thinking over three Years while Designing Games for Social Change
    (Computer Supported Cooperative Work (CSCW): Vol. 26, No. 0, 43070) Thomas, Jakita O.; Rankin, Yolanda; Minor, Rachelle; Sun, Li
    Computational algorithmic thinking (CAT) is the ability to design, implement, and assess the implementation of algorithms to solve a range of problems. It involves identifying and understanding a problem, articulating an algorithm or set of algorithms in the form of a solution to the problem, implementing that solution in such a way that the solution solves the problem, and evaluating the solution based on some set of criteria. CAT is an important scaffolded on-ramp as students develop more advanced computational thinking capabilities and apply computational thinking to solve problems that are more constrained and require greater expertise. Supporting Computational Algorithmic Thinking (SCAT) is both a longitudinal between-subjects research project and a free enrichment program supporting and guiding African-American middle school girls over three years as they iteratively design a set of complex games for social change. This article explores Scholars’ reflections about the difficulties they faced while using CAT capabilities as they engaged in collaborative game design for social change over those three years. We particularly focus on how these difficulties changed over the course of three years as well as new difficulties that emerged from year to year as Scholars become more expert game designers and computational algorithmic thinkers.
  • Journal Article
    Biography of a Design Project through the Lens of a Facebook Page
    (Computer Supported Cooperative Work (CSCW): Vol. 26, No. 0, 42826) Menendez-Blanco, Maria; De Angeli, Antonella; Teli, Maurizio
    This paper presents spazioD, a design case around the topic of dyslexia. Building on selected contributions from the literature on infrastructuring in participatory design and publics, it proposes that digital platforms are artefacts that can help infrastructuring the formation of publics and study their biography. The paper then unfolds describing the context in which the case was situated, presenting a specific digital platform (i.e. Facebook) and how it was enacted. The contribution of the paper is threefold: it provides a practice-based instance of the activities entangled in the infrastructuring of publics; building on this description, it shows how a digital platform can contribute to infrastructuring; and, finally, it articulates how the analytical tool embedded in the digital platform contribute to and influence the interpretation of an infrastructuring process and their limitations.
  • Journal Article
    Authority as an Interactional Achievement: Exploring Deference to Smart Devices in Hospital-Based Resuscitation
    (Computer Supported Cooperative Work (CSCW): Vol. 26, No. 0, 43070) Patel, Menisha; Hartswood, Mark; Webb, Helena; Gobbi, Mary; Monger, Eloise; Jirotka, Marina
    Over the years, healthcare has been an important domain for CSCW research. One significant theme carried through this body of work concerns how hospital workers coordinate their work both spatially and temporally. Much has been made of the coordinative roles played by the natural rhythms present in hospital life, and by webs of mundane artefacts such as whiteboards, post-it notes and medical records. This paper draws upon the coordinating role of rhythms and artefacts to explore the nested rhythms of the Cardio-Pulmonary Resuscitation (CPR) protocol conducted to restore the proper heart rhythm in a patient who has suffered a cardiac arrest. We are interested in how the teams delivering CPR use various ‘smart’ assistive devices. The devices contain encoded versions of the CPR protocol and are able to sense (in a limited way) the situation in order to give instructions or feedback to the team. Using an approach informed by ethnomethodology and conversation analysis (EM/CA) we analysed video of trainee nurses using these devices as they delivered CPR in dramatized training scenarios. This analysis helped us to understand concepts such as autonomy and authority as interactional accomplishments, thus filling a gap in CSCW literature, which often glosses over how authority is formed and how it is exercised in medical teams. It also helps us consider how to respond to devices that are becoming more active in that they are being increasingly imbued with the ability to sense, discriminate and direct activity in medical settings.
  • Journal Article
    Infrastructuring in Healthcare through the OpenEHR Architecture
    (Computer Supported Cooperative Work (CSCW): Vol. 26, No. 0, 2017) Ulriksen, Gro-Hilde; Pedersen, Rune; Ellingsen, Gunnar
    In Norway, a national initiative is currently aiming at standardising the electronic patient record (EPR) content based on an openEHR framework. The openEHR architecture, offers users the capability to conduct standardisation and structuration of the EPR content in a distributed manner, through an internet-based tool. Systems based on this architecture, is expected to ensure universal (also internationally) interoperability among all forms of electronic data. A crude estimate is that it is necessary to define somewhere between 1000 and 2000 standardised elements or clinical concepts (so-called archetypes), to constitute a functioning EPR system. Altogether, the collection of defined archetypes constitutes a backbone of an interoperable EPR system lending on the openEHR architecture. We conceptualize the agreed-upon archetypes as a large-scale information infrastructure, and the process of developing the archetypes as a infrastructuring effort. With this as a backdrop, we focus on the following research question: What are the challenges of infrastructuring in a large-scale user-driven standardisation process in healthcare? This question is operationalized into three sub-questions: First, how are the openEHR-based archetypes standardised in practice? Second, what is the role of daily clinical practice, and existing systems in the process of developing archetypes? Third, how may related, but supposedly independent infrastructuring projects shape each other’s progress? We contribute with insight into how power relations and politics shape the infrastructuring process. Empirically, we have studied the formative process of establishing a national information infrastructure based on the openEHR approach in the period 2012–2016 in Norway.
  • Journal Article
    Data Work: How Energy Advisors and Clients Make IoT Data Accountable
    (Computer Supported Cooperative Work (CSCW): Vol. 26, No. 0, 2017) Fischer, Joel E.; Crabtree, Andy; Colley, James A.; Rodden, Tom; Costanza, Enrico
    We present fieldwork findings from the deployment of an interactive sensing system that supports the work of energy advisors who give face-to-face advice to low-income households in the UK. We focus on how the system and the data it produced are articulated in the interactions between professional energy advisors and their clients, and how they collaboratively anticipate, rehearse, and perform data work. In addition to documenting how the system was appropriated in advisory work, we elaborate the ‘overhead cost’ of building collaborative action into connected devices and sensing systems, and the commensurate need to support discrete workflows and accountability systems to enable the methodical incorporation of the IoT into collaborative action. We contribute an elaboration of the social, collaborative methods of data work relevant to those who seek to design and study collaborative IoT systems.