1,172 research outputs found
Bringing Black Feminist's Thoughts, Self-Definitions, and Creative Agency to Digital Media and Technology Design
Users from marginalized groups are often faced with the challenges that result from a lack of diverse thought in the design and implementation of media and technologies that we engage in our daily lives. It is these artifacts that result in the harm, erasure, and hyper-surveillance of Black and Brown people. We seek to disrupt problematic narratives present in tech and design fields by (re)inserting Black Feminism and leveraging our personal experiences to build on design methods. Though research centered on the importance of womenâs experiences and standpoints in tech practice is crucial, feminist scholarship has not always reflected the values and the liberation of women who are not white. This paper uses personal narrative to argue for the value of Black feminist thought and methods in the sub-disciplines of computing, such as digital media, human computer interaction (HCI) and human-centered computing (HCC)
The User Reconfigured: On Subjectivities of Information
Foundational to HCI is the notion of âthe user.â Whether a cognitive processor, social actor, consumer, or even a non- user, the user in HCI has always been as much a technical construct as actual people using systems. We explore an emerging formulation of the userâthe subjectivity of in- formationâby laying out what it means and why research- ers are being drawn to it. We then use it to guide a case study of a relatively marginal use of computingâdigitally mediated sexualityâto holistically explore design in rela- tion to embodiment, tactual experience, sociability, power, ideology, selfhood, and activism. We argue that subjectivi- ties of information clarifies the relationships between de- sign choices and embodied experiences, ways that designers design users and not just products, and ways to cultivate and transform, rather than merely support, human agency
"Theyâre Just Tixel Pits, Man": Disputing the 'Reality' of Virtual Reality Pornography through the Story Completion Method
Pornography is a substantial part of humans' everyday interaction with computers, yet to date the topic has been underconsidered by HCI. Here, we examine some of the common cultural ideals non-experts constructed of a 'new' pornographic experience - Virtual Reality (VR) Porn - through use of the 'Story Completion Method'. Forty five participants completed a story stem about a male character who was about to have his "very first virtual reality porn experience". Through our analysis, we demonstrate a narrative of a 'perfect', idealised sexual experience, as well as one which emphasised the imagined 'precarious' and dangerous consequences around this technology use. We indicate how the stories reproduced ideals around heteronormativity and hegemonic masculinity, suggesting an agenda of 'Designing for Eroticism' as a tactic which could avoid such problematic discourses. We also suggest the opportunities and challenges presented through use of the 'Story Completion Method'
Share Your Values! Community-Driven Embedding of Ethics in Research
Ethically-defensible research requires wide-ranging, holistic, and deep consideration. It is often overseen by Research Ethics Committees, Institutional Research Boards or equivalents but not all organisations have these and where they do, their degree of independence from organisational priorities varies (perhaps leading to research that would create reputational or other difficulties for organisations being left unpublished or unacknowledged). Conflicts of interest can therefore be left unmanaged, participants may be exploited, and society may not benefit. In this paper, we claim that publishing communities (e.g. scholarly conferences) can play a larger role in supporting improved ethical practice by defining and communicating the ethical values of their communityâs collective identity and aspirations. This approach is not prescriptive like procedural ethics nor as broad as general research ethics codes (both are important) but offers a tangible way to unify ethics concerns across research contexts
A hauntology of participatory speculation
In this paper I conduct a hauntological analysis of participatory speculation, within the context of a study into understanding the potential for increasing recognition of LGBT+ young peopleâs experiences of hate crime and hate incidents. Hauntology provides a means to further situate accounts of speculation in Participatory Design by sensitising us to the interplay of the virtual and the actual that enables us to expand our sense of the possible. Through understanding how participatory speculation is shaped by absent presences, this paper contributes to the discussion of post-solutionist practices in PD that foster care and responsibility across multiple sites and forms of participation in the face of issues that resist resolution. I conclude by considering by translating speculation into shared spaces of wonder, Participatory Design can foster ethical commitments that stay with the trouble
Interacting with Masculinities: A Scoping Review
Gender is a hot topic in the field of human-computer interaction (HCI). Work
has run the gamut, from assessing how we embed gender in our computational
creations to correcting systemic sexism, online and off. While gender is often
framed around women and femininities, we must recognize the genderful nature of
humanity, acknowledge the evasiveness of men and masculinities, and avoid
burdening women and genderful folk as the central actors and targets of change.
Indeed, critical voices have called for a shift in focus to masculinities, not
only in terms of privilege, power, and patriarchal harms, but also
participation, plurality, and transformation. To this end, I present a 30-year
history of masculinities in HCI work through a scoping review of 126 papers
published to the ACM Human Factors in Computing Systems (CHI) conference
proceedings. I offer a primer and agenda grounded in the CHI and extant
literatures to direct future work.Comment: 12 page
Designing technologies for intimate care in women
PhD ThesisDesigning for intimate care remains an underexplored area of Human-Computer Interaction
(HCI): while technologies for health and wellbeing might be plentiful, technologies for
intimate care are limited. Intimate care is associated with personal hygiene, bodily functions
and bodily products, and is a lifetime practice that requires well-defined interventions â by the
self, or supported by others. With a move to experience, HCI has explored and responded to
some of the concepts of intimate care in recent research, by addressing taboo and life
disruptions. However, a wider understanding and conceptualization of intimate care work is
missing from the broader HCI discourse on health and wellbeing, as well as a distinct
framework for negotiating the design of technologies of intimate care. Addressing this space
is noteworthy, within a field that designs technologies to support, enhance, and improve
human life (Kannabiran et al. 2011). It is possible that this is related to uncertainty regarding
the challenges that technology might bring to intimate interactions, particularly the challenges
faced in practices that encompass bodywork and proximity to hidden parts of the body, and
the impact of troublesome topics upon wellbeing education.
The aim of this research is to enquire into the integration of digital technologies and intimate
care towards the development of technologies for engagement with intimate care practices in
women. I seek to investigate a methodological approach with a focus on the woman to
understand the challenges of designing for and with intimate care; explore the qualities of
such woman-centered approach in practice. In this thesis I present three case studies that
incorporate empirical methods and new designs that I developed throughout this programme
of research. These include 1) ethnographic observations of womenâs health physiotherapy
within a clinic to understand the components of intimate care within a professional setting; 2)
a design toolkit that explores e-textiles for teaching female pelvic fitness, delivered through a
series of workshops in which discussions that blended humour and laughter made it
entertaining and less embarrassing to ask questions and to express curiosity about intimate
bodies; 3) Labella, a probe/intimate wearable for self-learning about hidden parts of the
female body and a technology which encompasses embodied interaction, that aims to
contribute to breaking down the taboo of looking at oneself to help reduce the barrier of selfcare.
Furthermore, Labella aims to support knowledge of the other, while exploring
perceptions of esteem and reliance towards practices of care within the body. These three case
studies begin to explore and offer insights on how designing for intimate care is entwined in
woman-centered approaches to design.
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This thesis contributes to interaction design research and outlines a framework for designing
technologies for and with intimate care in women. The research highlights how intimate care
pervades personal and professional settings, and its significance throughout the lifecourse.
Specifically, I contribute to an underexplored area of HCI, womenâs health (outside maternal
health) by focusing on a woman-centered methodological approach. In doing this, I explore
this approach in practice through challenging existing practices of care within womenâs health
and by offering novel design concepts and devices, in which I explore humour in design as a
method to support learning of sensitive topics and as a tool to diminish the taboo nature of the
interactions. Lastly, I propose woman-centered design as a novel form of inquiry in design
practice research
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