HCI Bibliography : Search Results skip to search form | skip to results |
Database updated: 2016-05-10 Searches since 2006-12-01: 32,304,445
director@hcibib.org
Hosted by ACM SIGCHI
The HCI Bibliogaphy was moved to a new server 2015-05-12 and again 2016-01-05, substantially degrading the environment for making updates.
There are no plans to add to the database.
Please send questions or comments to director@hcibib.org.
Query: ducheneaut_n* Results: 34 Sorted by: Date  Comments?
Help Dates
Limit:   
<<First <Previous Permalink Next> Last>> Records: 1 to 25 of 34 Jump to: 2012 | 11 | 10 | 09 | 08 | 07 | 06 | 05 | 04 | 03 | 02 | 01 |
[1] Inferring Personality of Online Gamers by Fusing Multiple-View Predictions Long Papers / Shen, Jianqiang / Brdiczka, Oliver / Ducheneaut, Nicolas / Yee, Nicholas / Begole, Bo Proceedings of the 2012 Conference on User Modeling, Adaptation and Personalization 2012-07-16 p.261-273
Keywords: personality; behavior analysis; social networks; sentiment analysis; virtual worlds
Link to Digital Content at Springer
Summary: Reliable personality prediction can have direct impact on many adaptive systems, such as targeted advertising, interface personalization and content customization. We propose an algorithm to infer a user's personality profile more reliably by fusing analytical predictions from multiple sources including behavioral traces, textual data, and social networking information. We applied and validated our approach using a real data set obtained from 1,040 World of Warcraft players. Besides behavioral and social networking information, we found that text analysis of character names yields the strongest personality cues.

[2] Online gaming motivations scale: development and validation Understanding gamers / Yee, Nick / Ducheneaut, Nicolas / Nelson, Les Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.2803-2806
ACM Digital Library Link
Summary: Understanding gaming motivations is important given the growing trend of incorporating game-based mechanisms in non-gaming applications. In this paper, we describe the development and validation of an online gaming motivations scale based on a 3-factor model. Data from 2,071 US participants and 645 Hong Kong and Taiwan participants is used to provide a cross-cultural validation of the developed scale. Analysis of actual in-game behavioral metrics is also provided to demonstrate predictive validity of the scale.

[3] Through the azerothian looking glass: mapping in-game preferences to real world demographics Understanding gamers / Yee, Nick / Ducheneaut, Nicolas / Shiao, Han-Tai / Nelson, Les Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.2811-2814
ACM Digital Library Link
Summary: Examining how in-game behavior preferences map onto real world demographics provides important empirically-derived insights into how to match game-based mechanisms to target demographic segments. Using behavioral and demographic data from 1,037 World of Warcraft players, we use multiple regressions to provide this mapping. Given current interest in "gamifying" applications, we believe these findings are relevant for both gaming and non-gaming research.

[4] Introverted elves & conscientious gnomes: the expression of personality in World of Warcraft Identity & virtual social interactions / Yee, Nick / Ducheneaut, Nicolas / Nelson, Les / Likarish, Peter Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.1 p.753-762
ACM Digital Library Link
Summary: Personality inference can be used for dynamic personalization of content or system customization. In this study, we examined whether and how personality is expressed in Virtual Worlds (VWs). Survey data from 1,040 World of Warcraft players containing demographic and personality variables was paired with their VW behavioral metrics over a four-month period. Many behavioral cues in VWs were found to be related to personality. For example, Extraverts prefer group activities over solo activities. We also found that these behavioral indicators can be used to infer a player's personality.

[5] Do men heal more when in drag?: conflicting identity cues between user and avatar Identity & virtual social interactions / Yee, Nick / Ducheneaut, Nicolas / Yao, Mike / Nelson, Les Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.1 p.773-776
ACM Digital Library Link
Summary: Studies in the Proteus Effect have shown that users conform to stereotypes associated with their avatar's appearance. In this study, we used longitudinal behavioral data from 1,040 users in a virtual world to examine the behavioral outcome of conflicting gender cues between user and avatar. We found that virtual gender had a significant effect on in-game behaviors for both healing and player-vs-player activity.

[6] Models, theories and methods of studying online behaviour Workshops / Brown, Barry / Lampe, Cliff / Rodden, Kerry / Ducheneaut, Nicolas Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010-04-10 v.2 p.4449-4452
Keywords: internet research, social interaction, theory of behavior
ACM Digital Library Link
Summary: While there is a growing body of work that documents online behavior in its different forms, there has been little research that develops holistic models and theories of online behavior. This workshop will draw together internet researchers to develop new understandings of online behavior across a diversity of activities and applications. The emphasis is on new theories and models that can be used to understand and predict social behavior as underlying technologies change. This workshop will work as a valuable bridge across individual disciplines and empirical studies supporting the generalization of understandings and approaches.

[7] EDITED BOOK Online Worlds: Convergence of the Real and the Virtual Human-Computer Interaction Series / Bainbridge, William Sims 2010 n.23 p.302 Springer London
DOI: 10.1007/978-1-84882-825-4
ISBN: 978-1-84882-824-7 (print), 978-1-84882-825-4 (online)
Link to Digital Content at Springer
Introduction (1-6)
	+ Bainbridge, William Sims
New World View (7-19)
	+ Bainbridge, William Sims
Culture and Creativity: World of Warcraft Modding in China and the US (21-41)
	+ Kow, Yong Ming
	+ Nardi, Bonnie
The Diasporic Game Community: Trans-Ludic Cultures and Latitudinal Research Across Multiple Games and Virtual Worlds (43-56)
	+ Pearce, Celia
	+ Artemesia, 	+ 
Science, Technology, and Reality in The Matrix Online and Tabula Rasa (57-70)
	+ Bainbridge, William Sims
Spore: Assessment of the Science in an Evolution-Oriented Game (71-85)
	+ Bohannon, John
	+ Gregory, T. Ryan
	+ et al
Medulla: A Cyberinfrastructure-Enabled Framework for Research, Teaching, and Learning with Virtual Worlds (87-100)
	+ Fox, Michelle Roper
	+ Kelly, Henry
	+ et al
A Virtual Mars (101-109)
	+ Childers, Richard
Opening the Metaverse (111-122)
	+ Lombardi, Julian
	+ Lombardi, Marilyn
A Typology of Ethnographic Scales for Virtual Worlds (123-133)
	+ Boellstorff, Tom
Massively Multiplayer Online Games as Living Laboratories: Opportunities and Pitfalls (135-145)
	+ Ducheneaut, Nicolas
Examining Player Anger in World of Warcraft (147-160)
	+ Barnett, Jane
	+ Coulson, Mark
	+ Foreman, Nigel
Dude Looks like a Lady: Gender Swapping in an Online Game (161-174)
	+ Huh, Searle
	+ Williams, Dmitri
Virtual Doppelgangers: Psychological Effects of Avatars Who Ignore Their Owners (175-186)
	+ Bailenson, Jeremy N.
	+ Segovia, Kathryn Y.
Speaking in Character: Voice Communication in Virtual Worlds (187-200)
	+ Wadley, Greg
	+ Gibbs, Martin R.
What People Talk About in Virtual Worlds (201-212)
	+ Maher, Mary Lou
Changing the Rules: Social Architectures in Virtual Worlds (213-223)
	+ Yee, Nick
Game-Based Virtual Worlds as Decentralized Virtual Activity Systems (225-235)
	+ Scacchi, Walt
When Virtual Worlds Expand (237-251)
	+ Bainbridge, William Sims
Cooperation, Coordination, and Trust in Virtual Teams: Insights from Virtual Games (253-264)
	+ Korsgaard, M. Audrey
	+ Picot, Arnold
	+ et al
Virtual Worlds for Virtual Organizing (265-278)
	+ Rhoten, Diana
	+ Lutters, Wayne
Future Evolution of Virtual Worlds as Communication Environments (279-288)
	+ Prisco, Giulio
The Future of Virtual Worlds (289-302)
	+ Bainbridge, William Sims
	+ Lutters, Wayne
	+ et al

[8] You can be too rich: mediated communication in a virtual world Experience / Wadley, Greg / Gibbs, Martin R. / Ducheneaut, Nicolas Proceedings of OZCHI'09, the CHISIG Annual Conference on Human-Computer Interaction 2009-11-23 p.49-56
Keywords: Second Life, media richness, virtual worlds, voice
ACM Digital Library Link
Summary: Internet-based virtual worlds (VWs) have emerged as a popular form of collaborative virtual environment. Most have offered only text chat for user communication; however several VWs have recently introduced voice. While research has demonstrated benefits of voice, its introduction into the popular VW Second Life (SL) was controversial, and some users have rejected it. In order to understand the benefits and problems that voice brings to virtual worlds, we used qualitative methods to gather data from SL users and analyse it. We discuss our results in the light of media-richness theory and its critiques, arguing that preferences for voice or text reflect a broader problem of managing social presence in virtual contexts.

[9] The 'out-of-avatar experience': object focused collaboration in Second Life / Wadley, Greg / Ducheneaut, Nicolas Proceedings of the 11th European Conference on Computer-Supported Cooperative Work 2009-09-07 p.323-342
www.ecscw.org/2009/22-Wadley%20and%20Ducheneaut.pdf
Summary: Much of our current understanding of collaboration around objects in collaborative virtual environments comes from studies conducted with experimental immersive systems. Now Internet-based desktop virtual worlds (VWs) have become a popular form of 3d environment, and have been proposed for a variety of workplace scenarios. One popular VW, Second Life (SL), allows its users to create and manipulate objects. This provides an opportunity to examine the problems and practices of object-focused collaboration in a current system and compare them to prior results. We studied small groups as they assembled objects in SL under varying conditions. In this paper we discuss the problems they encountered and the techniques they used to overcome them. We present measures of camera movement and verbal reference to objects, and discuss the impact of the UI upon these behaviors. We argue that while well-documented old problems remain very much alive, their manifestation in SL suggests new possibilities for supporting collaboration in 3d spaces. In particular, directly representing users' focus of attention may be more efficient than indirectly representing it via avatar gaze or gestures.

[10] Collaborative Filtering Is Not Enough? Experiments with a Mixed-Model Recommender for Leisure Activities Peer-reviewed Papers / Ducheneaut, Nicolas / Partridge, Kurt / Huang, Qingfeng / Price, Bob / Roberts, Mike / Chi, Ed H. / Bellotti, Victoria / Begole, Bo Proceedings of the 2009 Conference on User Modeling, Adaptation and Personalization 2009-06-22 p.295-306
Keywords: Recommender systems; hybrid models; evaluation
Link to Digital Content at SpringerLink
Summary: Collaborative filtering (CF) is at the heart of most successful recommender systems nowadays. While this technique often provides useful recommendations, conventional systems also ignore data that could potentially be used to refine and adjust recommendations based on a user's context and preferences. The problem is particularly acute with mobile systems where information delivery often needs to be contextualized. Past research has also shown that combining CF with other techniques often improves the quality of recommendations. In this paper, we present results from an experiment assessing user satisfaction with recommendations for leisure activities that are obtained from different combinations of these techniques. We show that the most effective mix is highly dependent on a user's familiarity with a geographical area and discuss the implications of our findings for future research.

[11] Body and mind: a study of avatar personalization in three virtual worlds New media experiences 1 / Ducheneaut, Nicolas / Wen, Ming-Hui / Yee, Nicholas / Wadley, Greg Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009-04-04 v.1 p.1151-1160
Keywords: avatars, customization, personality, virtual worlds
ACM Digital Library Link
Summary: An increasingly large number of users connect to virtual worlds on a regular basis to conduct activities ranging from gaming to business meetings. In all these worlds, users project themselves into the environment via an avatar: a 3D body which they control and whose appearance is often customizable. However, considering the prevalence of this form of embodiment, there is a surprising lack of data about how and why users customize their avatar, as well as how easy and satisfying the existing avatar creation tools are. In this paper, we report on a study investigating these issues through a questionnaire administered to more than a hundred users of three virtual worlds offering widely different avatar creation and customization systems (Maple Story, World of Warcraft, and Second Life). We illustrate the often-surprising choices users make when creating their digital representation and discuss the impact of our findings for the design of future avatar creation systems.

[12] Activity-based serendipitous recommendations with the Magitti mobile leisure guide On the Move / Bellotti, Victoria / Begole, Bo / Chi, Ed H. / Ducheneaut, Nicolas / Fang, Ji / Isaacs, Ellen / King, Tracy / Newman, Mark W. / Partridge, Kurt / Price, Bob / Rasmussen, Paul / Roberts, Michael / Schiano, Diane J. / Walendowski, Alan Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems 2008-04-05 v.1 p.1157-1166
ACM Digital Library Link
Summary: This paper presents a context-aware mobile recommender system, codenamed Magitti. Magitti is unique in that it infers user activity from context and patterns of user behavior and, without its user having to issue a query, automatically generates recommendations for content matching. Extensive field studies of leisure time practices in an urban setting (Tokyo) motivated the idea, shaped the details of its design and provided data describing typical behavior patterns. The paper describes the fieldwork, user interface, system components and functionality, and an evaluation of the Magitti prototype.

[13] Social TV: Designing for Distributed, Sociable Television Viewing / Ducheneaut, Nicolas / Moore, Robert J. / Oehlberg, Lora / Thornton, James D. / Nickell, Eric International Journal of Human-Computer Interaction 2008 v.24 n.2 p.136-154
Link to Article at informaworld
Summary: Media research has shown that people enjoy watching television as a part of socializing in groups. However, many constraints in daily life limit the opportunities for doing so. The Social TV project builds on the increasing integration of television and computer technology to support sociable, computer-mediated group viewing experiences. In this article, we describe the initial results from a series of studies illustrating how people interact in front of a television set. Based on these results, we propose guidelines as well as specific features to inform the design of future "social television" prototypes.

[14] Coordinating joint activity in avatar-mediated interaction Faces & bodies in interaction / Moore, Robert J. / Gathman, E. Cabell Hankinson / Ducheneaut, Nicolas / Nickell, Eric Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007-04-28 v.1 p.21-30
ACM Digital Library Link
Summary: Massively multiplayer online games (MMOGs) currently represent the most widely used type of social 3D virtual worlds with millions of users worldwide. Although MMOGs take face-to-face conversation as their metaphor for user-to-user interaction, avatars currently give off much less information about what users are doing than real human bodies. Consequently, users routinely encounter slippages in coordination when engaging in joint courses of action. In this study, we analyze screen-capture video of user-to-user interaction in the game, City of Heroes, under two conditions: one with the game's standard awareness cues and the other with enhanced cues. We use conversation analysis to demonstrate interactional slippages caused by the absence of awareness cues, user practices that circumvent such limitations and ways in which enhanced cues can enable tighter coordination.

[15] The life and death of online gaming communities: a look at guilds in world of warcraft Games / Ducheneaut, Nicolas / Yee, Nicholas / Nickell, Eric / Moore, Robert J. Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007-04-28 v.1 p.839-848
ACM Digital Library Link
Summary: Massively multiplayer online games (MMOGs) can be fascinating laboratories to observe group dynamics online. In particular, players must form persistent associations or "guilds" to coordinate their actions and accomplish the games' toughest objectives. Managing a guild, however, is notoriously difficult and many do not survive very long. In this paper, we examine some of the factors that could explain the success or failure of a game guild based on more than a year of data collected from five World of Warcraft servers. Our focus is on structural properties of these groups, as represented by their social networks and other variables. We use this data to discuss what games can teach us about group dynamics online and, in particular, what tools and techniques could be used to better support gaming communities.

[16] Virtual "Third Places": A Case Study of Sociability in Massively Multiplayer Games / Ducheneaut, Nicolas / Moore, Robert J. / Nickell, Eric Computer Supported Cooperative Work 2007 v.16 n.1/2 p.129-166
Keywords: automated data collection - online games - sociability - third places
Link to Digital Content at Springer
Summary: Georg Simmel [American Journal of Sociology 55:254-261 (1949)] is widely credited as the first scholar to have seriously examined sociability -- "the sheer pleasure of the company of others" and the central ingredient in many social forms of recreation and play. Later Ray Oldenburg [The Great Good Place. New York: Marlowe & Company (1989)] extended Simmel's work by focusing on a certain class of public settings, or "third places," in which sociability tends to occur, such as, bars, coffee shops, general stores, etc. But while Simmel and Oldenburg describe activities and public spaces in the physical world, their concepts may apply as well to virtual or online worlds. Today Massively Multiplayer Online Games (MMOGs) are extensive, persistent online 3D environments that are populated by hundreds of thousands of players at any given moment. The sociable nature of these online spaces is often used to explain their success: unlike previous video games, MMOGs require players to exchange information and collaborate in real-time to progress in the game. In order to shed light on this issue, we critically examine player-to-player interactions in a popular MMOG (Star Wars Galaxies). Based on several months of ethnographic observations and computerized data collection, we use Oldenburg's notion of "third places" to evaluate whether or not the social spaces of this virtual world fit existing definitions of sociable environments. We discuss the role online games can play in the formation and maintenance of social capital, what they can teach us about the evolution of sociability in an increasingly digitally connected social world, and what could be done to make such games better social spaces.

[17] Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds / Moore, Robert J. / Ducheneaut, Nicolas / Nickell, Eric Computer Supported Cooperative Work 2007 v.16 n.3 p.265-305
Keywords: collaborative virtual environments - conversation analysis - ethnomethodology - game design - Massively Multiplayer Online Games - virtual worlds
Link to Digital Content at Springer
Summary: To date the most popular and sophisticated types of virtual worlds can be found in the area of video gaming, especially in the genre of Massively Multiplayer Online Role Playing Games (MMORPG). Game developers have made great strides in achieving game worlds that look and feel increasingly realistic. However, despite these achievements in the visual realism of virtual game worlds, they are much less sophisticated when it comes to modeling face-to-face interaction. In face-to-face, ordinary social activities are "accountable," that is, people use a variety of kinds of observational information about what others are doing in order to make sense of others' actions and to tightly coordinate their own actions with others. Such information includes: (1) the real-time unfolding of turns-at-talk; (2) the observability of embodied activities; and (3) the direction of eye gaze for the purpose of gesturing. But despite the fact that today's games provide virtual bodies, or "avatars," for players to control, these avatars display much less information about players' current state than real bodies do. In this paper, we discuss the impact of the lack of each type of information on players' ability to tightly coordinate their activities and offer guidelines for improving coordination and, ultimately, the players' social experience.

[18] Share and share alike: exploring the user interface affordances of file sharing Activity: design implications / Voida, Stephen / Edwards, W. Keith / Newman, Mark W. / Grinter, Rebecca E. / Ducheneaut, Nicolas Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006-04-22 v.1 p.221-230
ACM Digital Library Link
Summary: With the rapid growth of personal computer networks and the Internet, sharing files has become a central activity in computer use. The ways in which users control the what, how, and with whom of sharing are dictated by the tools they use for sharing; there are a wide range of sharing practices, and hence a wide range of tools to support these practices. In practice, users' requirements for certain sharing features may dictate their choice of tool, even though the other affordances available through that tool may not be an ideal match to the desired manner of sharing.
    In this paper, we explore users' current practices in file sharing and examine the tools used to share files. Based on our findings, we unpack the features and affordances of these tools into a set of dimensions along which sharing tools can be characterized. Then, we present the set of user interface features we have prototyped in an interface called a sharing palette, which provides a platform for exploration and experimentation with new modalities of sharing. We briefly present the tool as a whole and then focus on the individual features of the sharing palette that support reported styles of sharing.

[19] "Alone together?": exploring the social dynamics of massively multiplayer online games Games and performances / Ducheneaut, Nicolas / Yee, Nicholas / Nickell, Eric / Moore, Robert J. Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006-04-22 v.1 p.407-416
Best paper nominee: This paper presents a longitudinal empirical study of a Massively Multiplayer Online Game (MMOG) by analyzing actual usage logs of a game. A more refined understanding of the social nature of these games (more for audience than for collaboration) is articulated, suggesting implications for the design of social interaction in these games.
ACM Digital Library Link
Summary: Massively Multiplayer Online Games (MMOGs) routinely attract millions of players but little empirical data is available to assess their players' social experiences. In this paper, we use longitudinal data collected directly from the game to examine play and grouping patterns in one of the largest MMOGs: World of Warcraft. Our observations show that the prevalence and extent of social activities in MMOGs might have been previously over-estimated, and that gaming communities face important challenges affecting their cohesion and eventual longevity. We discuss the implications of our findings for the design of future games and other online social spaces.

[20] Using hybrid networks for the analysis of online software development communities Visualization and search / Medynskiy, Yevgeniy Eugene / Ducheneaut, Nicolas / Farahat, Ayman Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006-04-22 v.1 p.513-516
ACM Digital Library Link
Summary: Social network-based systems usually suffer from two major limitations: they tend to rely on a single data source (e.g. email traffic), and the form of network patterns is often privileged over their content. To go beyond these limitations we describe a system we developed to visualize and navigate hybrid networks constructed from multiple data sources -- with a direct link between formal representations and the raw content. We illustrate the benefits of our approach by analyzing patterns of collaboration in a large Open Source project, using hybrid networks to uncover important roles that would otherwise have been missed.

[21] The orbital browser: composing ubicomp services using only rotation and selection alt.chi / Ducheneaut, Nicolas / Smith, Trevor F. / Begole, James Bo / Newman, Mark W. / Beckmann, Chris Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006-04-22 v.2 p.321-326
ACM Digital Library Link
Summary: Most ubiquitous computing environments are designed as collections of highly distributed and heterogeneous services. In this paper we describe a user interface, the Orbital Browser, which reduces the complexity of ubicomp service composition to two simple end-user operations: rotation and selection. We discuss the design requirements imposed by service composition and how we addressed them with our system.

[22] A Methodological Framework for Socio-Cognitive Analyses of Collaborative Design of Open Source Software / Sack, Warren / Détienne, Françoise / Ducheneaut, Nicolas / Burkhardt, Jean-Marie / Mahendran, Dilan / Barcellini, Flore Computer Supported Cooperative Work 2006 v.15 n.2/3 p.229-250
Keywords: empirical studies; methodology; software development; open source
Link to Digital Content at Springer
Summary: Open Source Software (OSS) development challenges traditional software engineering practices. In particular, OSS projects are managed by a large number of volunteers, working freely on the tasks they choose to undertake. OSS projects also rarely rely on explicit system-level design, or on project plans or schedules. Moreover, OSS developers work in arbitrary locations and collaborate almost exclusively over the Internet, using simple tools such as email and software code tracking databases (e.g. CVS).
    All the characteristics above make OSS development akin to weaving a tapestry of heterogeneous components. The OSS design process relies on various types of actors: people with prescribed roles, but also elements coming from a variety of information spaces (such as email and software code). The objective of our research is to understand the specific hybrid weaving accomplished by the actors of this distributed, collective design process. This, in turn, challenges traditional methodologies used to understand distributed software engineering: OSS development is simply too "fibrous" to lend itself well to analysis under a single methodological lens.
    In this paper, we describe the methodological framework we articulated to analyze collaborative design in the Open Source world. Our framework focuses on the links between the heterogeneous components of a project's hybrid network. We combine ethnography, text mining, and socio-technical network analysis and visualization to understand OSS development in its totality. This way, we are able to simultaneously consider the social, technical, and cognitive aspects of OSS development. We describe our methodology in detail, and discuss its implications for future research on distributed collective practices.

[23] Keeping bots out of online games / Golle, Philippe / Ducheneaut, Nicolas Proceedings of the 2005 International Conference on Advances in Computer Entertainment Technology 2005-06-15 p.262-265
ACM Digital Library Link
Summary: We study the problem of restricting participation in online games to human players, so they can enjoy the game without interference from automated playing agents known as bots. We propose a range of techniques, both software and hardware based, to distinguish bots from human players in a wide variety of online games, from poker to "shoot'em ups."

[24] Listening in: practices surrounding iTunes music sharing Personal technologies / Voida, Amy / Grinter, Rebecca E. / Ducheneaut, Nicolas / Edwards, W. Keith / Newman, Mark W. Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005-04-02 v.1 p.191-200
ACM Digital Library Link
Summary: This paper presents a descriptive account of the social practices surrounding the iTunes music sharing of 13 participants in one organizational setting. Specifically, we characterize adoption, critical mass, and privacy; impression management and access control; the musical impressions of others that are created as a result of music sharing; the ways in which participants attempted to make sense of the dynamic system; and implications of the overlaid technical, musical, and corporate topologies. We interleave design implications throughout our results and relate those results to broader themes in a music sharing design space.

[25] In Search of Coherence: A Review of E-Mail Research / Ducheneaut, Nicolas / Watts, Leon A. Human-Computer Interaction 2005 v.20 n.1/2 p.11-48
www.leaonline.com/doi/abs/10.1207/s15327051hci2001%262_2
Summary: E-mail research encompasses a vast and diverse body of work that accumulated over the past 30 years. In this article, we take a critical look at the research literature and ask two simple questions: What is e-mail research? Can it help us reinvent e-mail? Rather than defining an overarching framework, we survey the literature and identify three metaphors that have guided e-mail research up to this day: e-mail as a file cabinet extending human information processing capabilities, e-mail as a production line and locus of work coordination, and, finally, e-mail as a communication genre supporting social and organizational processes. We propose this taxonomy so that designers of future e-mail systems can forge their own direction of research, with knowledge of other directions that have been explored in the past. As an illustration of the possible future work we want to encourage with this review, we conclude with a description of several guidelines for the reinvention of e-mail inspired by our journey through the literature.
<<First <Previous Permalink Next> Last>> Records: 1 to 25 of 34 Jump to: 2012 | 11 | 10 | 09 | 08 | 07 | 06 | 05 | 04 | 03 | 02 | 01 |