123 research outputs found

    A day in the life of things in the home

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    This paper is about human interaction with things in the home. It is of potential relevance to developers of the Internet of Things (IoT), but it is not a technological paper. Rather, it presents a preliminary observational study of a day in a life of things in the home. The study was done out of curiosity - to see, given the emphasis on ‘things’ in the IoT, what mundane interaction with things looks like and is about. The results draw attention to the sheer scale of interaction with things, key areas of domestic activity in which interaction is embedded, and what it is about domestic life that gives data about interaction its sense. Each of these issues raises possibilities and challenges for IoT development in the home

    "They're all going out to something weird": workflow, legacy and metadata in the music production process

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    In this paper we use results from two ethnographic studies of the music production process to examine some key issues regarding how work is currently accomplished in studio production environments. These issues relate in particular to workflows and how metadata is adapted to the specific needs of specific parts of the process. We find that there can be significant tensions between how reasoning is applied to metadata at different stages of production and that this can lead to overheads where metadata has to be either changed or created anew to make the process work. On the basis of these findings we articulate some of the potential solutions we are now examining. These centre in particular upon the notions of Digital/Dynamic Musical Objects and flexible metadata shells

    Supporting group interactions in museum visiting

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    Ethnographic study in two contrasting museums highlights a widespread but rarely documented challenge for CSCW design. Visitors' engagement with exhibits often ends prematurely due to the need to keep up with or attend to fellow group members. We unpack the mechanics of these kinds of phenomena revealing how the behaviours of summoning, pressurizing, herding, sidelining, and rounding up, lead to the responses of following, skimming and digging in. We show how the problem is especially challenging where young children are involved. As an initial prompt we explore two ways in which CSCW could help address this challenge: enabling a more fluid association between information and exhibits; and helping reconfigure the social nature of visiting

    "This has to be the cats": personal data legibility in networked sensing systems

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    Notions like ‘Big Data’ and the ‘Internet of Things’ turn upon anticipated harvesting of personal data through ubiquitous computing and networked sensing systems. It is largely presumed that understandings of people’s everyday interactions will be relatively easy to ‘read off’ of such data and that this, in turn, poses a privacy threat. An ethnographic study of how people account for sensed data to third parties uncovers serious challenges to such ideas. The study reveals that the legibility of sensor data turns upon various orders of situated reasoning involved in articulating the data and making it accountable. Articulation work is indispensable to personal data sharing and raises real requirements for networked sensing systems premised on the harvesting of personal data

    From front-end to back-end and everything in-between: work practice in game development

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    This paper addresses a paucity in the literature of studies of actual game development. It presents the initial findings from a questionnaire addressed to game development companies together with an ethnographic case study that drills into how resources are actually used and how the workflow and coordination are actually accomplished. It finds a number of challenges that can be seen to confront the development of new game authoring tools, centred around the intensely co-present character of design-related interaction and collaboration in this domain. These findings are used to articulate a range of potential requirements

    From front-end to back-end and everything in-between: work practice in game development

    Get PDF
    This paper addresses a paucity in the literature of studies of actual game development. It presents the initial findings from a questionnaire addressed to game development companies together with an ethnographic case study that drills into how resources are actually used and how the workflow and coordination are actually accomplished. It finds a number of challenges that can be seen to confront the development of new game authoring tools, centred around the intensely co-present character of design-related interaction and collaboration in this domain. These findings are used to articulate a range of potential requirements

    Rurality and Tourism in Transition: How Digitalization Transforms the Character and Landscape of the Tourist Economy in Rural Morocco

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    The character of rural Morocco is changing due to increasing tourism and social media usage. This paper outlines the different consequences of ICT usage among people working in the tourism sector as part of the transitional economy in a remote area. In this region, tourism has grown into one major income sources for a few valley inhabitants – mostly men with a school education, digital and language skills, and who are financially stable. As this transitional economy evolves alongside digitalization and ICT usage and therefore a change of the region’s rural character, it leads to challenges and concerns for the local population. This ethnographic study analyzes the interdependence of increasing tourism through digitalization and the notion of rurality as a resource from a sociotechnical perspective

    Supporting the use of user generated content in journalistic practice

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    Social media and user-generated content (UGC) are increasingly important features of journalistic work in a number of different ways. However, their use presents major challenges, not least because information posted on social media is not always reliable and therefore its veracity needs to be checked before it can be considered as fit for use in the reporting of news. We report on the results of a series of in-depth ethnographic studies of journalist work practices undertaken as part of the requirements gathering for a prototype of a social media verification ‘dashboard’ and its subsequent evaluation. We conclude with some reflections upon the broader implications of our findings for the design of tools to support journalistic work

    Repacking ‘privacy’ for a networked world

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    In this paper we examine the notion of privacy as promoted in the digital economy and how it has been taken up as a design challenge in the fields of CSCW, HCI and Ubiquitous Computing. Against these prevalent views we present an ethnomethodological study of digital privacy practices in 20 homes in the UK and France, concentrating in particular upon people’s use of passwords, their management of digital content, and the controls they exercise over the extent to which the online world at large can penetrate their everyday lives. In explicating digital privacy practices in the home we find an abiding methodological concern amongst members to manage the potential ‘attack surface’ of the digital on everyday life occasioned by interaction in and with the networked world. We also find, as a feature of this methodological preoccupation, that privacy dissolves into a heterogeneous array of relationship management practices. Accordingly we propose that ‘privacy’ has little utility as a focus for design, and suggest instead that a more productive way forward would be to concentrate on supporting people’s evident interest in managing their relationships in and with the networked world
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