To start with, I will list and organize the things that I learned from Nakajo-san while writing my 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”
    • “From Text to Self: Users’ Perception of AIMC Tools on Interpersonal Communication and Self”
      • This one 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”
      • This one is a survey
    • “Living Without a Mobile Phone: An Autoethnography”
    • “Sharing Earthquake Narratives: Making Space for Others in our Autobiographical Design Process”
  • 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
  • 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

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

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 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.

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 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.

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- 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.