To start with, I will list and organize the things that Nakajo-san taught me during the process of writing a CHI paper:
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Qualitative Evaluation
- “Synlogue with Aizuchi-bot: Investigating the Co-Adaptive and Open-Ended Interaction Paradigm”
- “Morse Things: A Design Inquiry into the Gap Between Things and Us”
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Ethnography through Long-Term Use
- “Do You Think What I Think: Perceptions of Delayed Instant Messages in Computer-Mediated Communication of Romantic Relations”
- “Messages in Computer-Mediated Communication of Romantic Relations”
- “From Text to Self: Users’ Perception of AIMC Tools on Interpersonal Communication and Self”
- This was quite influential as a role model.
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Autoethnography/Autobiography through Long-Term Use
- “Living In A Prototype: A Reconfigured Space”
- “More Samples of One: Weaving First-Person Perspectives into Mainstream HCI Research”
- “Self-Tracking to Do Less: An Autoethnography of Long COVID That Informs the Design of Pacing Technologies”
- “Playing with Perspectives and Unveiling the Autoethnographic Kaleidoscope in HCI – A Literature Review of Autoethnographies”
- “Living Without a Mobile Phone: An Autoethnography”
- “Sharing Earthquake Narratives: Making Space for Others in our Autobiographical Design Process”
“Synlogue with Aizuchi-bot: Investigating the Co-Adaptive and Open-Ended Interaction Paradigm”
- https://doi.org/10.1145/3613904.3642046
- Kazumi Yoshimura, Dominique Chen, Olaf Witkowski
- Background
- Unlike dialogue, “Synlogue” is characterized by a co-creative process and has the potential to alleviate social isolation.
- Purpose
- Propose the design concept of “Synlogue” and explore interaction in computer-mediated interfaces.
- Proposal
- Conduct an experiment to evaluate the features of “Synlogue” using a bot that dynamically generates backchanneling elements called “Aizuchi.”
- Evaluation
- Analyze the experimental results qualitatively and quantitatively, discussing implications for interaction design.
“Sharing Earthquake Narratives: Making Space for Others in our Autobiographical Design Process”
- https://doi.org/10.1145/3544548.3580977
- Claudia Núñez-Pacheco, Emma Frid
- Background
- When interaction designers design for others based on their own experiences, it is important to clearly distinguish the designer’s voice from the experiences of others.
- Purpose
- To reveal interactions between self and others in the design process and explore how external evaluations are incorporated.
- Proposal
- Propose three strategies for designing and evaluating prototypes combining haptics and storytelling, while preserving the first-person voice.
- Evaluation
- Address design flaws, evaluate ways to share earthquake experiences, and demonstrate methods for incorporating others into autobiographical processes.
“Morse Things: A Design Inquiry into the Gap Between Things and Us”
- https://doi.org/10.1145/3064663.3064734
- Ron Wakkary, Doenja Oogjes, Sabrina Hauser, Henry Lin, Cheng Cao, Leo Ma, Tijs Duel
- Background
- “Morse Things” is a set of ceramic bowls and cups designed to recognize and explore the gap between things and us.
- Purpose
- Explore the relationship between things and humans through “Morse Things” and propose new possibilities for IoT.
- Proposal
- As a new type of thing in IoT, “Morse Things” demonstrate a new concept of home that is neither human-centered technology nor non-digital artifact.
- Evaluation
- After a 6-week deployment in homes, gain insights into the role of “Morse Things” and the gap between things and humans through workshops.
“Do You Think What I Think: Perceptions of Delayed Instant Messages in Computer-Mediated Communication of Romantic Relations”
- https://doi.org/10.1145/3173574.3173675
- Pei-Yun Tu, Chien Wen (Tina) Yuan, Hao-Chuan Wang
- Background
- In romantic relationships, instant messaging (IM) serves as a means to maintain a sense of presence and intimacy when physically apart.
- Purpose- Understand how the asynchronous nature of instant messaging affects romantic partners’ expectations and explore strategies to deal with delays.
- Proposal
- Make theoretical and practical proposals based on the growth, recognition, and utilization of mutual knowledge in delayed instant messaging.
- Evaluation
- Through a 7-day diary study involving 16 couples, clarified how information grounding strategies resolve delays.
From {Text} to {Self}: {Users}’ Perception of {AIMC} Tools on Interpersonal Communication and Self
- https://doi.org/10.1145/3613904.3641955
- Yue Fu, Sami Foell, Xuhai Xu, Alexis Hiniker
- Background
- With the rapid evolution of AI-mediated communication (AIMC), tools utilizing Large Language Models (LLMs) play a crucial role in interpersonal communication.
- Objective
- Explore users’ perception of AIMC tools and evaluate short-term support and long-term impacts.
- Proposal
- Identify four key communication spaces and predict user attitudes based on communication interests and relationship dynamics.
- Evaluation
- Participants perceive support for AIMC tools favorably, acknowledging short-term benefits while expressing concerns about current limitations.
Living {In} {A} {Prototype}: {A} {Reconfigured} {Space}
- https://doi.org/10.1145/2858036.2858261
- Audrey Desjardins, Ron Wakkary
- Background
- This study explores the complexity of transforming living spaces through a project converting a Mercedes Sprinter van into a camper.
- Objective
- Investigate the process of how people transform living spaces and reconsider essential concepts in HCI research.
- Proposal
- Discuss the evolving relationship between creators and their environment through six characteristics and themes of reconfigured dwellings.
- Evaluation
- Critically examine the characteristics of the prototype in the reconfigured space and the theme of perpetually unfinished dwellings.
More {Samples} of {One}: {Weaving} {First-Person} {Perspectives} into {Mainstream} {HCI} {Research}
- https://doi.org/10.1145/3656156.3658382
- Mafalda Gamboa, Claudia Núñez-Pacheco, Sarah Homewood, Andrés Lucero, Janne Mascha Beuthel, Audrey Desjardins, Karey Helms, William Gaver, Kristina Höök, Laura Forlano
- Background
- Interactive systems have become essential in our daily lives, influencing communication, work, and play.
- Objective
- The core of HCI research is to understand the complex relationship between humans and technology, with an exploration of first-person research methods.
- Proposal
- Building on a DIS workshop from five years ago, propose the use of first-person methods for HCI researchers and practitioners to learn together.
- Evaluation
- Explore the impact of technology on daily life considering subjectivity and location information in the workshop.
- https://doi.org/10.1145/3544548.3581505
- Sarah Homewood
- Background
- Long COVID refers to lingering symptoms lasting over three months after a COVID-19 infection, drawing attention to research based on personal experiences.
- Objective
- Conducted an 18-month autoethnographic study using Fitbit’s fitness tracker to explore management strategies for Long COVID.
- Proposal- Proposing a new design space that reduces activities using fitness tracking technology and defining “pacing technology” for chronic disease management.
- Evaluation
- My autoethnography highlights three ways to reduce activities using fitness tracking technology and emphasizes the need to support user decision-making.
- https://doi.org/10.1145/3613904.3642355
- Annika Kaltenhauser, Evropi Stefanidi, Johannes Schöning
- Background
- Autoethnography is a useful methodology for bridging the gap between personal experience and academic exploration, providing deep insights into technology use and design.
- Purpose
- Due to a lack of comprehensive research on the role and function of Autoethnography in HCI, the aim is to examine its evolution over the past 20 years.
- Proposal
- Analyzing 31 HCI publications to identify universal themes, methodologies, and contributions derived from Autoethnography, detailing data collection techniques and analysis methods.
- Evaluation
- This literature review aims to convey the potential of Autoethnography to HCI researchers, practitioners, and designers, providing examples to deepen the understanding of technology and human relationships.
Living Without a Mobile Phone: An Autoethnography
- https://doi.org/10.1145/3196709.3196731
- Andrés Lucero
- Background
- This paper is an autoethnography of my experience living without a mobile phone.
- Purpose
- To evaluate the impact of an experiment that started from a personal need to reduce stress.
- Proposal
- Identifying and analyzing four themes: social relationships, daily routines, research career, and place and safety.
- Evaluation
- Evaluating the results of the autoethnography based on criteria for successful ethnographies and considering the factors that apply.
Sharing Earthquake Narratives: Making Space for Others in our Autobiographical Design Process
- https://doi.org/10.1145/3544548.3580977
- Claudia Núñez-Pacheco, Emma Frid
- Background
- In designing for others based on personal experiences, it is important for interaction designers to clearly distinguish between the designer’s voice and others’ experiences.
- Purpose
- To reveal how self and others mutually influence the design process and explore methods to incorporate external evaluation into the design.
- Proposal
- Proposing three strategies for sharing the experience of earthquakes through a prototype combining haptics and storytelling.
- Evaluation
- Evaluating ways to incorporate others into one’s own process without diluting the first-person voice while critically addressing design flaws.