5,477 research outputs found

    Explicating the challenges of providing novel media experiences driven by user personal data

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    The turn towards personal data to drive novel media experiences has resulted in a shift in the priorities and challenges associated with media creation and dissemination. This paper takes up the challenge of explicating this novel and dynamic scenario through an interview study of employees delivering diverse personal data driven media services within a large U.K. based media organisation. The results identify a need for better interactions in the user-data-service ecosystem where trust and value are prioritised and balanced. Being legally compliant and going beyond just the mandatory to further ensure social accountability and ethical responsibility as an organisation are unpacked as methods to achieve this balance in data centric interactions. The work also presents how technology is seen and used as a solution for overcoming challenges and realising priorities to provide value while preserving trust within the personal data ecosystem

    Supporting social innovation through visualisations of community interactions

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    Online communities that form through the introduction of sociotechnical platforms require significant effort to cultivate and sustain. Providing open, transparent information on community behaviour can motivate participation from community members themselves, while also providing platform administrators with detailed interaction dynamics. However, challenges arise in both understanding what information is conducive to engagement and sustainability, and then how best to represent this information to platform stakeholders. Towards a better understanding of these challenges, we present the design, implementation, and evaluation of a set of simple visualisations integrated into a Collective Awareness Platform for Social Innovation platform titled commonfare.net. We discuss the promise and challenge of bringing social innovation into the digital age, in terms of supporting sustained platform use and collective action, and how the introduction of community visualisations has been directed towards achieving this goal

    Human data interaction through design:An explorative step from theory to practice using design as a vehicle

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    The increasing use of personal data and AI in everyday technologies has resulted in the amplification of complex and intertwined socio-technical challenges. These, often exemplified by data abuse, breaches, and exploitation, must be alleviated to support sustainable, resilient and human-centred data economies and positive global innovation. Here, we turn towards Human-Data Interaction, an interdisciplinary branch of research, inspired by HCI, that brings together diverse siloed perspectives to present three holistic response principles: data legibility, negotiability and agency. But, the emergent nature of this field calls for refinement of these theoretical tenets to help them translate into practical and tangible responses that are embedded in the technologies we create. We propose this workshop as a foundational step towards this agenda by opening these principles to the CHI community to encourage critique and dialogue about the strengths, weaknesses, value and opportunities of incorporating HDI into the design and evaluation of technology. The outcomes of this workshop, by engaging with HDI through Design, will form the basis for the next stages of research within HDI by contributing to foundational texts within academia and implementing HDI-infused systems within industry

    The Living Room of the Future

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    Emergent media services are turning towards the use of audience data to deliver more personalised and immersive experiences. We present the Living Room of the Future (LRoTF), an embodied design fiction built to both showcase future adaptive physically immersive media experiences exploiting the Internet of Things (IoT) and to probe the adoption challenges confronting their uptake in everyday life. Our results show that audiences have a predominantly positive response to the LRoTF but nevertheless entertain significant reservations about adopting adaptive physically immersive media experiences that exploit their personal data. We examine ‘user’ reasoning to elaborate a spectrum of adoption challenges that confront the uptake of adaptive physically immersive media experiences in everyday life. These challenges include data legibility, privacy concerns and potential dystopias, concerns over agency and control, the social need for customisation, value trade-off and lack of trust

    Considering the Context to Build Theory in HCI, HRI, and HMC: Explicating Differences in Processes of Communication and Socialization with Social Technologies

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    The proliferation and integration of social technologies has occurred quickly, and the specific technologies with which we engage are ever-changing. The dynamic nature of the development and use of social technologies is often acknowledged by researchers as a limitation. In this manuscript, however, we present a discussion on the implications of our modern technological context by focusing on processes of socialization and communication that are fundamentally different from their interpersonal corollary. These are presented and discussed with the goal of providing theoretical building blocks toward a more robust understanding of phenomena of human-computer interaction, human-robot interaction, human-machine communication, and interpersonal communication

    Motivational and Situational Aspects of Active and Passive Social Media Breaks May Explain the Difference Between Recovery and Procrastination

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    Students frequently multitask with social media (SM) during self-study. Such social media multitasking (SMM) has the potential either to support wellbeing by acting as a recovery activity or subvert it by acting as a procrastination activity. It is currently unclear which specific SM behaviours and related factors push SMM towards recovery or procrastination. We conducted semi-structured interviews with 16 undergraduates to explore which SMM behaviours and factors led to recovery or procrastination. We found that both active and passive SM breaks have the potential to be recovery or procrastination activities. Whether a SM break becomes a recovery or procrastination activity partly depends on its automaticity and situational SM factors. This paper contributes empirical evidence that supports emerging criticism of an existing simplistic understanding of the relationship between active/passive SM use and wellbeing, and demonstrates how a richer model can inform the design of technologies that support better SM breaks

    Engaging the 'Xbox generation of learners' in Higher Education

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    The research project identifies examples of technology used to empower learning of Secondary school pupils that could be used to inform students’ engagement in learning with technology in the Higher Education sector. Research was carried out in five partnership Secondary schools and one associate Secondary school to investigate how pupils learn with technology in lessons and to identify the pedagogy underpinning such learning. Data was collected through individual interviews with pupils, group interviews with members of the schools’ councils, lesson observations, interviews with teachers, pupil surveys, teacher surveys, and a case study of a learning event. In addition, data was collected on students’ learning with technology at the university through group interviews with students and student surveys in the School of Education and Professional Development, and through surveys completed by students across various university departments. University tutors, researchers, academic staff, learning technology advisers, and cross sector partners from the local authority participated in focus group interviews on the challenges facing Higher Education in engaging new generations of students, who have grown up in the digital age, in successful scholarly learning
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