Austin Toombs

dblp:50/9597 · also Austin L. Toombs · DBLP profile ↗
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16ranked-venue papers
5as first author
4since 2021 · last 2026
0000-0003-3418-0065ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 16 · 5 first-author · 4 since 2021
YearPublicationVenuePosition
2026 Civic Care in Place: Subtle Technologies and Community Stewardship in a Marginalized Context
abstract
How do communities sustain public spaces when formal infrastructure fails? In Stanley, UK a post-industrial town facing infrastructural neglect and climate-related flooding, residents sustain their environment through micro-acts that formal participation metrics fail to capture. Through surveys, interviews and a diary study conducted in partnership with Wear Rivers Trust, a charity advancing Nature-based Solutions (NbS), we examine how communities perceive and enact care under conditions of environmental precarity and low institutional trust. We found that care practices are embedded in daily routines and social ties, shaped by both pride and frustration, and sustained through informal networks. We contribute: (1) empirical insights into everyday civic care as emotional, negotiated, and place-based; and (2) a framework of six design dimensions, embeddedness, visibility, reciprocity, autonomy with support, coordination without formalization, and frustration as data — to guide HCI/CSCW in developing respectful, lightweight, and situated systems that amplify rather than replace community capacities.
Anna Carter, Austin Toombs, Eleanor Starkey, Chukwubunkem Okezie, Sarah Theisz, Thomas E. Fenno, Isabel Edwards
CHI2
2025 Designing with Multi-Agent Generative AI: Insights from Industry Early Adopters
abstract
In this paper we present the results of our investigation into how employees at Microsoft, as early adopters of multi-agent generative AI systems, navigate the complexities of designing, testing, and deploying these technologies to extend the organization's product ecosystem.Through interviews with thirteen developers, we uncover the challenges, use cases, and lessons when designing with and for multi-agent AI frameworks.Our analysis reveals how participants leveraged this advanced emerging technology to enhance collaboration, productivity, customer support, creative processes, and security.Key design strategies include managing agent complexity, fostering transparency, and balancing agent autonomy with human oversight, essential considerations for human-agent interaction design.We provide empirical insights into the capabilities and limitations of multi-agent systems in real-world contexts, informing the design of future AI systems that align AI capabilities with human-centered design.By emphasizing first-person experiences and strategies, our research bridges human needs and AI potentials, advancing both the practice and theory of designing with and for AI systems.
Suchismita Naik, Austin Toombs, Amanda Snellinger, T. Scott Saponas, Amanda K. Hall
Conference on Designing Interactive Systems2
2022 "We're so much more than the in-game clan": Gaming Experiences and Group Management in Multi-Space Online Communities
abstract
The platforms that host online gaming groups and communities continue to evolve, and it has become possible to join, participate in, and consume content from groups that exist across multiple tools, platforms, and spaces at the same time. In this paper, we explore how groups use and rely upon assemblages of multiple online spaces to accomplish the "work" of participating in these gaming groups. We present an interview study with users of the100.io, a platform that hosts gaming community spaces, helps players find groups, and operates as a gaming event scheduling tool for its users. Contrary to our initial assumptions, we found that users relied upon the100 as a kind of glue for flexibly-interconnected, multi-space group configurations. These multi-space groups support our participants' desires to approach online gaming as a social practice, provide additional accountability among players, and enable multiple forms of social participation within those communities. Our findings point towards opportunities to expand social computing scholarship to better describe how users of online communities flexibly bridge across technical infrastructure.
Austin Toombs, Ahreum Lee, Zhuang Guo, Jared Buls, Abbee Westbrook, Ian Carr, Yuqing Wu, Michael Lapeter
Proc. ACM Hum. Comput. Interact.1
2021 Web Augmentation for Well-Being: the Human-Centred Design of a Takeaway Food Ordering Digital Platform
abstract
Abstract Online services have become increasingly centralized, drawing on notions of the ‘platform economy’ to focus on ecosystem value rather than user value. In parallel, there have been efforts by developers to augment these platforms, empowering platform users in the process. We explored a 12-month participatory-action project, focusing on redesigning portions of Just Eat, an online aggregator for takeaway food ordering, building upon theoretical perspectives from public health and Digital Civics. We document our experiences in identifying user behaviours and motivations across multiple design workshops, including the design of a web-augmentation–based template to disrupt platform provider behaviours, empower service users and increase individual agency. Through this case study, we identify opportunities and mechanisms for platform modification, linking augmentation to adversarial design with outcomes that have the potential to improve the well-being of platform users.
Louis Goffe, Sai Shruthi Chivukula, Alex Bowyer, Simon J. Bowen, Austin Toombs, Colin M. Gray
Interact. Comput.5
2020 Tensions in Enacting a Design Philosophy in UX Practice
abstract
Design culture is increasingly present within organizations, especially with the rise of UX as a profession. Yet there are often disconnects between the development of a design philosophy and its translation in practice. Students preparing for UX careers are positioned in a liminal space between their educational experience and future practice, and are actively working to build a bridge between their developing philosophy of design and the translation of that philosophy when faced with the complexity of design practice. In this study, we interviewed ten students and practitioners educated within design-oriented HCI programs, focusing on their design philosophy and evaluating how their philosophical beliefs were shaped in practice. Building on prior work on flows of competence, we thematically analyzed these interviews, identifying the philosophical beliefs of these designers and their trajectories of development, adoption, or suppression in industry. We identify opportunities for enhancements to UX educational practices and future research on design complexity in industry contexts.
Christopher Rhys Watkins, Colin M. Gray, Austin Toombs, Paul Parsons
Conference on Designing Interactive Systems3
2020 Understanding Parenting Stress through Co-designed Self-Trackers
abstract
New parents often experience significant stress as they take on new roles and responsibilities. Stress management and mental wellbeing are two areas in which personal informatics (PI) research has gained attention, and there is an opportunity to investigate how parenting stress can be mitigated through PI practices. In this paper, we present the results of a co-designed technology probe study through which we deployed individualized self-trackers with new parents. We investigate the stress management topics new parents are interested in tracking and how — and with what goals---they engage in self-directed PI practices. Our findings indicate that PI practices can potentially enable parents to: re-discover positive aspects of their everyday lives; identify better-suited stress management strategies; and facilitate spousal communication about shared responsibilities. We discuss how self-tracking experiences for the mental wellness of parents can be better designed.
Eunkyung Jo, Austin Toombs, Colin M. Gray, Hwajung Hong
CHI2
2019 Involving Syrian Refugees in Design Research: Lessons Learnt from the Field
abstract
With the Syrian crisis entering its 8th year, refugees have become the focus of research across multiple disciplines, including design and HCI research. While some researchers have reflected upon designing with refugees, these accounts have been limited to conducting design workshops in formal spaces. Through reflecting on our experiences of conducting design research in informal refugee settlements in Lebanon we unpack lessons learnt, design practices and research approaches that facilitate design engagements with refugees. We highlight the value in participants configuring the design space, using a dialogical approach as well as creating a safe space for both participants and the researcher. We also reflect on the roles that researchers may take on when conducting similar research. By doing so we contribute specific design practices that may be transferrable to other similar contexts.
Reem Talhouk, Madeline Balaam, Austin Toombs, Andrew Garbett, Chaza Akik, Hala Ghattas, Vera Araújo-Soares, Balsam Ahmad, Kyle Montague
Conference on Designing Interactive Systems3
2019 The Social Infrastructure of Co-spaces: Home, Work, and Sociable Places for Digital Nomads
abstract
The rise of co-working and co-living spaces, as well as related shared spaces such as makerspaces and hackerspaces-a group we refer to as various types of "co-spaces" - has helped facilitate a parallel expansion of the "digital nomad (DN)" lifestyle. Digital nomads, colloquially, are those individuals that leverage digital infrastructures and sociotechnical systems to live location-independent lives. In this paper, we use Oldenburg's framework of a first (home), second (work), and third (social) place as an analytical lens to investigate how digital nomads understand the affordance of these different types of spaces. We present an analysis of posts and comments on the '/r/digitalnomad' subreddit, a vibrant online community where DNs ask questions and share advice about the different types of places and amenities that are necessary to pursue their digital nomad lifestyle. We found that places are often assessed positively or negatively relative to one primary characteristic: either they provide a means for nomads to maintain a clear separation between the social and professional aspects of their lives, or they provide a means to merge these aspects together. Digital nomads that favor the first type of place tend to focus on searching for factors that they feel will promote their own work productivity, whereas DNs that favor the second type of place tend to focus on factors that they feel will allow them to balance their work and social lives. We also build on linkages between the notion of a third place and the more recent theoretical construct of social infrastructure. Ultimately, we demonstrate how DNs' interests in co-spaces provide a kind of edge-case for CSCW and HCI scholars to explore how sociotechnical systems, such as variants of co-spaces, inform one another as well as signify important details regarding new ways of living and engaging with technology.
Ahreum Lee, Austin Toombs, Ingrid Erickson, David Nemer, Yu-shen Ho, Eunkyung Jo, Zhuang Guo
Proc. ACM Hum. Comput. Interact.2
2018 The Dark (Patterns) Side of UX Design
abstract
Interest in critical scholarship that engages with the complexity of user experience (UX) practice is rapidly expanding, yet the vocabulary for describing and assessing criticality in practice is currently lacking. In this paper, we outline and explore the limits of a specific ethical phenomenon known as "dark patterns," where user value is supplanted in favor of shareholder value. We assembled a corpus of examples of practitioner-identified dark patterns and performed a content analysis to determine the ethical concerns contained in these examples. This analysis revealed a wide range of ethical issues raised by practitioners that were frequently conflated under the umbrella term of dark patterns, while also underscoring a shared concern that UX designers could easily become complicit in manipulative or unreasonably persuasive practices. We conclude with implications for the education and practice of UX designers, and a proposal for broadening research on the ethics of user experience.
Colin M. Gray, Yubo Kou, Bryan Battles, Joseph Hoggatt, Austin Toombs
CHI5
2018 Supporting the Complex Social Lives of New Parents
abstract
One of the many challenges of becoming a parent is the shift in one's social life. As HCI researchers have begun to investigate the intersection of sociotechnical system design and parenthood, they have also sought to understand how parents' social lives can be best supported. We build on these strands of research through a qualitative study with new parents regarding the role of digital technologies in their social lives as they transition to parenthood. We demonstrate how sociotechnical systems are entangled in the ways new parents manage their relationships, build (or resist building) new friendships and ad hoc support systems, and navigate the vulnerabilities of parenthood. We discuss how systems designed for new parents can better support the vulnerabilities they internalize, the diverse friendships they desire, and the logistical challenges they experience. We conclude with recommendations for future design and research in this area.
Austin Toombs, Kellie Morrissey, Emma Simpson, Colin M. Gray, John Vines, Madeline Balaam
CHI1
2017 Hackerspace Tropes, Identities, and Community Values
abstract
Hacking and making practices, participants, spaces, and communities have been of increasing interest to a range of fields that study the interactions between people and computing technologies. As these practices and community models are adopted into a variety of contexts, the need for a deeper understanding of the norms and values entangled in the hacker and maker movement has become clearer. In this study, I identify and analyze prominent topics discussed by hackerspace members and organizers on a popular hackerspace email list from 2008 to 2015. Through a thematic analysis, I identify common tropes-conversational shortcuts that refer to community narratives-that surface during these discussions. I then evaluate how these tropes, such as "every space is different," "be excellent to each other," and "hackers are critical thinkers," are used to reinforce dominant hacker culture values. I conclude with implications for research on, and adoption of, hackerspace community models.
Austin Toombs
Conference on Designing Interactive Systems1
2017 From Empathy to Care: A Feminist Care Ethics Perspective on Long-Term Researcher-Participant Relations
abstract
Care pervades all interactions between people. Therefore, research that engages with human participants necessarily includes care, both from researchers and participants. These caring relationships are frequently left unaddressed in research reporting, disguising the fact that researchers are also cared for in their interactions with participants. In this paper, we demonstrate how a care ethics perspective helps to bring clarity to the care entanglements that pervade the relationships that develop between researchers and participants. This perspective not only leads to a more complete ability to disclose the position of the researcher in their data, but also provides insights into how we describe the empathic character of these relationships. We analyze the researcher–participant relationships we developed during two separate long-term research engagements—a 19-month ethnography and a 6-month design deployment—using a care ethics perspective. We discuss how researchers and participants navigate a complex set of roles and reflexively engage with interpersonal vulnerabilities and needs for care. We argue that researchers, particularly those who participate in long-term qualitative studies, have to engage authentically with the multiple subject positions they themselves occupy, as well as the multiple subject positions in which their research participants become entangled. This importantly includes researchers’ positions as individuals with human and social needs who participate in reciprocal, caring relationships with their participants. We argue that HCI research can benefit from incorporating a care ethics perspective, particularly in adopting the goals of developing empathic relationships with participants, acknowledging the reflexivity of research and engaging in researcher self-disclosure. Research participants and researchers perform care for each other throughout the research process. This is demonstrated through two long-term research engagements and a care ethics analysis of the relationships that developed between researchers and participants within them. This care ethics perspective enables a more complete form of researcher self-disclosure, and is helpful when attempting to develop an understanding of empathic relationships with participants.
Austin Toombs, Shad Gross, Shaowen Bardzell, Jeffrey Bardzell
Interact. Comput.1
2015 Flow of Competence in UX Design Practice
abstract
UX and design culture are beginning to dominate corporate priorities, but despite the current hype there is often a disconnect between the organizational efficiencies desired by executives and the knowledge of how UX can or should address these issues. This exploratory study addresses this space by reframing the concept of competence in UX to include the flow of competence between individual designers and the companies in which they work. Our reframing resulted in a preliminary schema based on interviews conducted with six design practitioners, which allows this flow to be traced in a performative way on the part of individuals and groups over time. We then trace this flow of individual and organizational competence through three case studies of UX adoption. Opportunities for use of this preliminary schema as a generative, rhetorical tool for HCI researchers to further interrogate UX adoption are considered, including accounting for factors that affect adoption.
Colin M. Gray, Austin Toombs, Shad Gross
CHI2
2015 The Proper Care and Feeding of Hackerspaces: Care Ethics and Cultures of Making
abstract
Communities of making have been at the center of attention in popular, business, political, and academic research circles in recent years. In HCI, they seem to carry the promise of new forms of computer use, education, innovation, and even ways of life. In the West in particular, the maker manifestos of these communities have shown strong elements of a neoliberal ethos, one that prizes self-determination, tech-savvy, independence, freedom from government, suspicion of authority, and so forth. Yet such communities, to function as communities, also require values of collaboration, cooperation, interpersonal support-in a word, care. In this ethnographic study, we studied and participated as members of a hackerspace for 19 months, focusing in particular not on their technical achievements, innovations, or for glimmers of a more sustainable future, but rather to make visible and to analyze the community maintenance labor that helps the hackerspace support the practices that its members, society, and HCI research are so interested in. We found that the maker ethic entails a complex negotiation of both a neoliberal libertarian ethos and a care ethos.
Austin Toombs, Shaowen Bardzell, Jeffrey Bardzell
CHI1
2014 "now that's definitely a proper hack": self-made tools in hackerspaces
abstract
Cultures of making - that is, social practices of hacking, DIY, tinkering, repair, and craft - continue to rise in prominence, and design researchers have taken note, because of their implications for sustainability, democratization, and alternative models of innovation, design, participation, and education. We contribute to this agenda by exploring our findings on self-made tools, which we encountered in a 9-month ethnographic study of a hackerspace. Self-made tools embody issues raised in two discourses that are of interest in design research on making: tools and adhocism. In this paper, we explore ways that tools and adhocism interface with each other, using our findings as a material to think with. We find that this juxtaposition of concepts helps explain a highly generative creative practice - tool-making - within the hackerspace we studied.
Jeffrey Bardzell, Shaowen Bardzell, Austin Toombs
CHI3
2013 A tribute to Mad skill: expert amateur visuality and world of Warcraft Machinima
abstract
In this paper, we look at the prominent World of Warcraft machinima community as an expert amateur online com-munity and present a multi-part study of a canon of the most successful works (i.e., machinima videos) produced by this community. By focusing our study on its roughly 300 most successful examples, the determination of which we explain in the paper, we are able to highlight the evolv-ing visual practices, tools, and aesthetic sensibilities of the community. Chiefly, our study identifies how creativity support tools and visual practices are inextricably linked and mutually support the in-kind development of the other. For WoW machinima and its producers, the affordance of creativity tools and the cultivation of visual skill synced at key moments and in powerful ways to support the rapid growth, experimentation, and refinement of amateur exper-tise at the individual and community levels.
Tyler Pace, Austin Toombs, Shad Gross, Tony Pattin, Jeffrey Bardzell, Shaowen Bardzell
CHI2