Demo Data from VLDB 2026 / reviewers in the wild / expert
Scott D. Mainwaring
dblp:13/6056
· DBLP profile ↗
15ranked-venue papers
3as first author
0since 2021 · last 2014
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 14 · 3 first-authorApplied, interdisciplinary, general and emerging computing · 1
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
11 papers |
Ubiquitous computing and smart environments · 37% Collaborative and social computing · 36% Design research and methods · 14% | |
| Network and information security
2 papers |
Privacy and data protection · 87% Usable security · 13% |
Topics — the 14 heaviest of 20, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Privacy and data protection
mobile app privacy |
0.2 | 1 | 2014 | Leakiness and creepiness in app space: perceptions of privacy and mobile app use · CHI 2014 |
Privacy and data protection
privacy perceptions |
0.2 | 1 | 2014 | Leakiness and creepiness in app space: perceptions of privacy and mobile app use · CHI 2014 |
Collaborative and social computing
cooperative work |
0.1 | 1 | 2008 | A hybrid cultural ecology: world of warcraft in China · CSCW 2008 |
Ubiquitous computing and smart environments › mobile technology
mobile payment |
0.1 | 1 | 2008 | From meiwaku to tokushita!: lessons for digital money design from japan · CHI 2008 |
Games and playful interaction › digital gaming
online games |
0.1 | 1 | 2008 | A hybrid cultural ecology: world of warcraft in China · CSCW 2008 |
Usability and user experience research
technology acceptance |
0.1 | 1 | 2005 | Exploring technology adoption and use through the Llens of residential mobility · CHI 2005 |
Ubiquitous computing and smart environments
urban computing |
0.1 | 1 | 2005 | Living for the Global City: Mobile Kits, Urban Interfaces, and Ubicomp · UbiComp 2005 |
Design research and methods
critical design |
0.0 | 1 | 2012 | Ubicomp's colonial impulse · UbiComp 2012 |
Collaborative and social computing › remote collaboration
media space |
0.0 | 3 | 2001 | Hanging on the 'Wire: A Field Study of an Audio-Only Media Space · ACM Trans. Comput. Hum. Interact. 1997 Thunderwire: A Field Study of an Audio-Only Media Space · CSCW 1996 Casablanca: designing social communication devices for the home · CHI 2001 |
Design research and methods
cultural values |
0.0 | 1 | 2008 | A hybrid cultural ecology: world of warcraft in China · CSCW 2008 |
Collaborative and social computing
socio-technical systems |
0.0 | 1 | 2008 | A hybrid cultural ecology: world of warcraft in China · CSCW 2008 |
Ubiquitous computing and smart environments › domestic technology
domestic technology use |
0.0 | 1 | 2004 | Infrastructures and Their Discontents: Implications for Ubicomp · UbiComp 2004 |
Empirical software engineering › software engineering research methodology
field study |
0.0 | 1 | 2004 | 'This All Together, Hon?' Ubicomp in Non-office Work Environments · UbiComp 2004 |
Collaborative and social computing
computer-supported cooperative work |
0.0 | 1 | 1997 | Hanging on the 'Wire: A Field Study of an Audio-Only Media Space · ACM Trans. Comput. Hum. Interact. 1997 |
Methods — techniques the papers use, named apart from their topics
ethnographic study · 0.2user study · 0.2critical analysis · 0.1field study · 0.1ethnographic research · 0.1qualitative study · 0.1consumer testing · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2014 | Leakiness and creepiness in app space: perceptions of privacy and mobile app useabstractMobile devices are playing an increasingly intimate role in everyday life. However, users can be surprised when informed of the data collection and distribution activities of apps they install. We report on two studies of smartphone users in western European countries, in which users were confronted with app behaviors and their reactions assessed. Users felt their personal space had been violated in "creepy" ways. Using Altman's notions of personal space and territoriality, and Nissenbaum's theory of contextual integrity, we account for these emotional reactions and suggest that they point to important underlying issues, even when users continue using apps they find creepy. Irina Shklovski, Scott D. Mainwaring, Halla Hrund Skúladóttir, Höskuldur Borgthorsson |
CHI | 2 |
| 2012 | Ubicomp's colonial impulseabstractUbiquitous computing has a grand vision. Even the name of the area identifies its universalizing scope. In this, it follows in a long tradition of projects that attempt to create new models and paradigms that unite disparate, distributed elements into a large conceptual whole. We link concerns in ubiquitous computing into a colonial intellectual tradition and identify the problems that arise in consequence, explore the locatedness of innovation, and discuss strategies for decolonizing ubicomp's research methodology. Paul Dourish, Scott D. Mainwaring |
UbiComp | 2 |
| 2009 | Situating Productive Play: Online Gaming Practices and Guanxi in China
Silvia Lindtner, Scott D. Mainwaring, Paul Dourish, Yang Wang 0005 |
INTERACT (1) | 2 |
| 2008 | Aesthetic journeysabstractResearchers and designers are increasingly creating technologies intended to support urban mobility. However, the question of what mobility is remains largely under-examined. In this paper we will use the notion of aesthetic journeys to reconsider the relationship between urban spaces, people and technologies. Fieldwork on the Orange County bus system and in the London Underground leads to a discussion of how we might begin to design for multiple mobilities. Johanna Brewer, Scott D. Mainwaring, Paul Dourish |
Conference on Designing Interactive Systems | 2 |
| 2008 | From meiwaku to tokushita!: lessons for digital money design from japanabstractBased on ethnographically-inspired research in Japan, we report on people's experiences using digital money payment systems that use Sony's FeliCa near-field communication smartcard technology. As an example of ubiquitous computing in the here and now, the adoption of digital money is found to be messy and contingent, shot through with cultural and social factors that do not hinder this adoption but rather constitute its specific character. Adoption is strongly tied to Japanese conceptions of the aesthetic and moral virtue of smooth flow and avoidance of commotion, as well as the excitement at winning something for nothing. Implications for design of mobile payment systems stress the need to produce open-ended platforms that can serve as the vehicle for multiple meanings and experiences without foreclosing such possibilities in the name of efficiency. Scott D. Mainwaring, Wendy March, Bill Maurer |
CHI | 1 |
| 2008 | Human-Currency Interaction: learning from virtual currency use in ChinaabstractWhat happens when the domains of HCI design and money intersect? This paper presents analyses from an ethnographic study of virtual currency use in China to discuss implications for game design, and HCI design more broadly. We found that how virtual currency is perceived, obtained, and spent can critically shape gamers' behavior and experience. Virtual and real currencies can interact in complex ways that promote, extend, and/or interfere with the value and character of game worlds. Bringing money into HCI design heightens existing issues of realness, trust, and fairness, and thus presents new challenges and opportunities for user experience innovation. Yang Wang 0005, Scott D. Mainwaring |
CHI | 2 |
| 2008 | A hybrid cultural ecology: world of warcraft in ChinaabstractWe analyze online gaming as a site of collaboration in a digital-physical hybrid. We ground our analysis in findings from an ethnographic study of the online game World of Warcraft in China. We examine the interplay of collaborative practices across the physical environment of China's Internet cafes and the virtual game space of World of Warcraft. Our findings suggest that it may be fruitful to broaden existing notions of physical-digital hybridity by considering the nuanced interplay between the digital and physical as a multi-dimensional environment or "ecology". We illustrate how socio-economics, government regulations and cultural value systems shaped a hybrid cultural ecology of online gaming in China. Silvia Lindtner, Bonnie A. Nardi, Yang Wang 0005, Scott D. Mainwaring, He Jing, Wenjing Liang |
CSCW | 4 |
| 2005 | Exploring technology adoption and use through the Llens of residential mobilityabstractOne of the outcomes of massive adoption of technology is that much of daily technology use and consumption is embedded into "unremarkable" daily life routines. Occasionally, these routines undergo major shifts, often in conjunction with major life events such as marriage, birth of a child, or a residential move. We propose a model of settling into a new location as a function of balance between the pull of the things left behind and the demands of the new and unknown. It is through this experience of being unsettled that we explore the processes of behavior adjustment and re-evaluation of old patterns of technology use as it relates to the old location and the demands of the new location. Irina Shklovski, Scott D. Mainwaring |
CHI | 2 |
| 2005 | Living for the Global City: Mobile Kits, Urban Interfaces, and Ubicomp
Scott D. Mainwaring, Ken Anderson 0002, Michele F. Chang |
UbiComp | 1 |
| 2005 | Privacy: personal information, threats, and technologiesabstractThe three primary thrusts of this paper are: first, that people do not think enough about their own privacy, in particular, they may not know enough about their privacy that they can really make informed decisions about sharing information; second, that technologies exist that can mitigate some of the problems associated with information sharing; and third, that services (in addition to to technologies) might be a reasonable way to think about addressing the privacy problem. Richard Beckwith 0001, Scott D. Mainwaring |
ISTAS | 2 |
| 2004 | Infrastructures and Their Discontents: Implications for Ubicomp
Scott D. Mainwaring, Michele F. Chang, Ken Anderson 0002 |
UbiComp | 1 |
| 2004 | 'This All Together, Hon?' Ubicomp in Non-office Work Environments
John Sherry, Scott D. Mainwaring, Jenna Burrell, Richard Beckwith 0001, Tony Salvador |
UbiComp | 2 |
| 2001 | Casablanca: designing social communication devices for the homeabstractThe Casablanca project explored how media space concepts could be incorporated into households and family life. This effort included prototypes built for the researchers' own home use, field studies of households, and consumer testing of design concepts. A number of previously unreported consumer preferences and concerns were uncovered and incorporated into several original prototypes, most notably ScanBoard and the Intentional Presence Lamp. Casablanca also resulted in conclusions about designing household social communication devices. Debby Hindus, Scott D. Mainwaring, Nicole Leduc, Anna Elizabeth Hagström, Oliver Bayley |
CHI | 2 |
| 1997 | Hanging on the 'Wire: A Field Study of an Audio-Only Media SpaceabstractThe primary focus of this article is an analysis of an audio-only media space from a computer-supported cooperative work (CSCW) perspective. To explore whether audio by itself is suitable for shared media systems, we studied a workgroup using an audio-only media space. This media space, called Thunderwire, combined high-quality audio with open connec-tions to create a shared space for its users. The two-month field study provided a richly nuanced understanding of this audio spaces social use. The system afforded rich sociable interactions. As well, users were able to create a useful, usable social space; however, through an analysis of the social norms that the participants formulated, we show that they had to take into account being in an audio-only environment. Within the field study, then, audio by itself was sufficient for a usable media space and a useful social space, but users were forced to adapt to many audio-only and system conditions. The article also considers audios implications for privacy. Mark S. Ackerman, Brian Starr, Debby Hindus, Scott D. Mainwaring |
ACM Trans. Comput. Hum. Interact. | 4 |
| 1996 | Thunderwire: A Field Study of an Audio-Only Media SpaceabstractArticle Free Access Share on Thunderwire: a field study of an audio-only media space Authors: Debby Hindus Interval Research, 1801 Page Mill Road, Palo Alto, CA Interval Research, 1801 Page Mill Road, Palo Alto, CAView Profile , Mark S. Ackerman Information and Computer Science, University of California, Irvine, Irvine, CA Information and Computer Science, University of California, Irvine, Irvine, CAView Profile , Scott Mainwaring Interval Research, 1801 Page Mill Road, Palo Alto, CA Interval Research, 1801 Page Mill Road, Palo Alto, CAView Profile , Brian Starr Information and Computer Science, University of California, Irvine, Irvine, CA Information and Computer Science, University of California, Irvine, Irvine, CAView Profile Authors Info & Claims CSCW '96: Proceedings of the 1996 ACM conference on Computer supported cooperative workNovember 1996 Pages 238–247https://doi.org/10.1145/240080.240262Published:16 November 1996Publication History 56citation791DownloadsMetricsTotal Citations56Total Downloads791Last 12 Months47Last 6 weeks6 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteeReaderPDF Debby Hindus, Mark S. Ackerman, Scott D. Mainwaring, Brian Starr |
CSCW | 3 |