To start with, I will list and organize the things that Nakajo-san taught me during the process of writing a CHI paper:

  • 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”
  • 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.
  • 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}

Self-{Tracking} to {Do} {Less}: {An} {Autoethnography} of {Long} {COVID} {That} {Informs} the {Design} of {Pacing} {Technologies}

  • 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.

Playing with Perspectives and Unveiling the Autoethnographic Kaleidoscope in HCI – A Literature Review of Autoethnographies

  • 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.