To start with, I will list and organize the things that I learned from Nakajo-san while writing my 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”
- “From Text to Self: Users’ Perception of AIMC Tools on Interpersonal Communication and Self”
- This one 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”
- This one is a survey
- “Living Without a Mobile Phone: An Autoethnography”
- “Sharing Earthquake Narratives: Making Space for Others in our Autobiographical Design Process”
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Looking for at UIST
- Qualitative research, interview-based
- There are quite a few, like a mix of quantitative and interview feedback
- Specifically focusing on those who seem to be putting a lot of effort into qualitative research
- 2024
- “Tyche: Making Sense of Property-Based Testing Effectiveness”
- “Feminist Interaction Techniques: Social Consent Signals to Deter NCIM Screenshots”
- “VizAbility: Enhancing Chart Accessibility with LLM-based Conversational Interaction”
- Seems to describe the design process
- Open-ended experiments
- “DrawTalking: Building Interactive Worlds by Sketching and Speaking”
- Real-world/Long-term experiments
- “SERENUS: Alleviating Low-Battery Anxiety Through Real-time, Accurate, and User-Friendly Energy Consumption Prediction of Mobile Applications”
- 7-day field study
- “Story-Driven: Real-time Context-Synchronized Storytelling in Mobile Environments”
- Testing in real-world settings like in a car
- “AccessTeleopKit: A Toolkit for Creating Accessible Web-Based Interfaces for Tele-Operating an Assistive Robot”
- Long-term use in users with limb paralysis + additional experiments with other participants
- Around 2 months
- “Mul-O: Encouraging Olfactory Innovation in Various Scenarios Through a Task-Oriented Development Platform”
- 15-day workshop with 30 participants
- “SERENUS: Alleviating Low-Battery Anxiety Through Real-time, Accurate, and User-Friendly Energy Consumption Prediction of Mobile Applications”
- Qualitative research, interview-based
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Past UIST Ethnographies and Long-term Experiments
- “Homework: Putting Interaction into the Infrastructure”
- Ethnography UIST2012
- “Fuse: In-Situ Sensemaking Support in the Browser”
- 22-month experiment
- “ComPeer: A Generative Conversational Agent for Proactive Peer Support”
- One-week experiment, this is from 2024
- “SleepGuru: Personalized Sleep Planning System for Real-life Actionability and Negotiability”
- Eight-week experiment
- “Homework: Putting Interaction into the Infrastructure”
Synlogue with Aizuchi-bot: Investigating the Co-Adaptive and Open-Ended Interaction Paradigm
- https://doi.org/10.1145/3613904.3642046
- Authors: Kazumi Yoshimura, Dominique Chen, Olaf Witkowski
- Background
- Unlike dialogue, “Synlogue” is characterized by a co-creative process that has the potential to alleviate social divisions.
- Purpose
- Propose the design concept of “Synlogue” and explore interaction through computer-mediated interfaces.
- Proposal
- Conduct an experiment to evaluate the features of “Synlogue” using a bot that dynamically responds with 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
- Authors: Claudia Núñez-Pacheco, Emma Frid
- Background
- When interaction designers design for others based on their own experiences, it is important to clearly distinguish between the designer’s voice and the experiences of others.
- Purpose
- Clarify the interaction between self and others in the design process and explore how external evaluations can be incorporated.
- Proposal
- Propose three strategies for designing and evaluating a prototype combining haptics and storytelling to maintain a first-person voice.
- Evaluation
- Evaluate ways to share experiences of earthquakes while addressing design flaws and incorporating others into the autobiographical process.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 objects and us.
- Purpose
- Through Morse Things, the aim is to investigate the relationship between objects and humans and propose new possibilities in IoT.
- Proposal
- As a new type of object in IoT, Morse Things represent a new concept of home that is neither human-centered technology nor a non-digital artifact.
- Evaluation
- After a 6-week deployment in households, insights on the role of Morse Things and the gap between objects and humans were obtained 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
- To understand how the asynchrony of IM affects romantic partners’ expectations and explore strategies to address delays.
- Proposal
- Based on the growth, perception, and utilization of mutual knowledge in delayed IMs, theoretical and practical suggestions are made.
- Evaluation
- Through a 7-day diary study involving 16 couples, the study revealed 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 significant role in interpersonal communication.
- Purpose
- To explore users’ perception of AIMC tools and evaluate short-term support and long-term impact.
- Proposal
- Identifying four key communication spaces to predict users’ attitudes based on communication interests and dynamics of relationships.
- Evaluation
- Participants perceive support from AIMC tools positively, recognizing short-term benefits while also 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 research explores the complexity of transforming a Mercedes Sprinter van into a camper van, delving into the transformation of living spaces.
- Purpose
- To investigate how people transform living spaces and reconsider important concepts in HCI research.
- Proposal
- Through six characteristics, it illustrates the evolving relationship between creators and their environment, discussing themes of reconfigured dwellings.
- Evaluation
- Critically examines 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.
- Purpose
- The core of HCI research is to understand the complex relationship between humans and technology, with a focus on exploring first-person research methods.
- Proposal
- Building on the DIS workshop from 5 years ago, the proposal suggests utilizing first-person methods to facilitate joint learning for HCI researchers and practitioners.
- Evaluation
- The workshop aims to explore the impact of technology on daily life, taking into consideration subjectivity and location information.
- https://doi.org/10.1145/3544548.3581505
- Sarah Homewood
- Background
- Long COVID refers to lingering symptoms lasting over 3 months after a COVID-19 infection, prompting research based on personal experiences.
- Purpose
- Conducted an 18-month autoethnographic study using Fitbit fitness trackers to explore methods of managing Long COVID.
- Proposal
- Proposes a new design space using fitness tracking technology to reduce activity and defines “pacing technologies” for chronic illness management.
- Evaluation
- The autoethnography using Fitbit tracking technology presents three methods to reduce activity 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 that bridges personal experiences and academic inquiry, 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 study aims to examine its evolution over the past 20 years.
- Proposal
- Analyzes 31 HCI publications to identify universal themes, methodologies, and contributions 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 the relationship between technology and humans.
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 personal necessity to reduce stress.
- Proposal
- Identifies and analyzes four themes: social relationships, daily tasks, research career, and place and safety.
- Evaluation
- Evaluates the results of the autoethnography based on criteria for successful ethnographies and considers applicable factors.
- 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- Clarify how “self” and others mutually influence the design process and explore ways to incorporate external evaluations into the design.
- Proposal
- Propose three strategies for sharing the experience of earthquakes through a prototype that combines haptics and storytelling.
- Evaluation
- Evaluate the method of involving others in one’s own process without diluting the first-person voice critically addressing design flaws.