Anne Weibert

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19ranked-venue papers
8as first author
5since 2021 · last 2024
0000-0002-8787-5410ORCID · corroborated

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Human-computer interaction and ubiquitous computing · 19 · 8 first-author · 5 since 2021
YearPublicationVenuePosition
2024 Shielding or Silencing?: An Investigation into Content Moderation during the Sheikh Jarrah Crisis
abstract
Social media technologies have been empowering to some human rights activists, providing a platform for exercising free speech and mobilization. However, many activists have voiced concerns and shared experiences they understand as considerable censorship on these platforms, under the guise of content governance. In an effort to increase the understanding and transparency of content moderation practices during conflicts, this study investigates the perceived reasons for censorship as understood by activists and the explanations made visible to activists by social media platforms, if any were given. Our case study to examine these platforms-activists relations is the events which occurred in May 2021 in East Jerusalem's Sheikh Jarrah neighborhood, which was a significant moment in the Israeli-Palestinian conflict and garnered international attention. The over enforcement of content moderation faced by Palestinians and their allies during these events on social media raised concerns about freedom of speech and the role of technology in activism. Our study deepens understanding through findings from a survey of 201 social media users who reported potentially unfair moderation decisions, and from 12 interviews with political influencers to grasp the broader implications of content moderation on activism. The findings of this study indicate a substantial disparity between the official explanations made visible to the activists by the social media platforms, and the reasons as perceived by users. This has significant implications, both socially and for social media platforms -- as CSCW and Group work environments --- on activist groups and the potentialities of democratic discourse. This study serves as an important contribution to the debate on the role of social media content moderation in human rights activism, particularly in conflict zones.
Houda Elmimouni, Yarden Skop, Norah Abokhodair, Sarah Rüller, Konstantin Aal, Anne Weibert, Adel Al-Dawood, Volker Wulf, Peter Tolmie
Proc. ACM Hum. Comput. Interact.6
2023 Looking Past the Miracle Box: An Exploration of Tools and Practices along the e-waste Value Chain in Ghana
abstract
This paper focuses on tools to approach the practices inherent to the formal and informal e-waste value-chains in Ghana. Our series of field trips and interviews with e-waste collectors and scrap workers, repairers and retailers at their respective workplaces, as well as with domestic electronics users captured a situation in flux, where local authorities had implemented their decision to demolish the Agbogbloshie scrapyard site in Accra in July 2021 and relocate the workplaces within the city. In this situation, our exploratory perspective on tools and practices serves as a lense to identify possibilities of socio-technical support for repairing and upcycling and related community building.
Anne Weibert, Sandra Juliet Ahiataku, Godson Rashid Dawuni, Konstantin Aal, Kaoru Misaki, Volker Wulf
Proc. ACM Hum. Comput. Interact.1
2023 Literacy and the Process of Becoming Home: Learnings from an Interactive Storytelling-Initiative
abstract
This study explores the global phenomenon of migration at the local, neighborhood level of a mid-sized city in Germany. Focusing on a long-term interactive storytelling-initiative, it studies the emergence of Arrival Literacy as a bi-directional skill-set. It describes the development of individual, local responses to global migration consequences, among both newcomers who migrated, as well as long-term citizens who never moved. The analytic lens of Arrival Literacy brings forward the complexity and difficulties of the arrival process, where the individual is navigating the consequences of political decisions that were made at a broader level. Digital storytelling as an element is a method to 1) creatively develop a skill of expression for one's own positionality, and 2) to connect with the positionalities of others, thus supporting the process of dealing with arrival at the local community level and beyond.
Anne Weibert, Nora Oertel Ribeiro, Max Krüger 0001, Ahmad Alkhatib, Marcela Muntean, Konstantin Aal, Dave W. Randall 0001
Proc. ACM Hum. Comput. Interact.1
2021 It Takes More Than One Hand to Clap: On the Role of 'Care' in Maintaining Design Results
abstract
Within Participatory- and Co-Design projects, the issue of sustainability and maintenance of the co-designed artefacts is a crucial yet largely unresolved issue. In this paper, we look back on four years of work on co-designing tools that assist refugees and migrants in their efforts to settle in Germany, the last of which the project has been independently maintained by our community collaborators. We reflect on the role of pre-existing care practices amongst our community collaborators, and a continued openness throughout the project, that allowed a complex constellation of actors to be involved in its ongoing maintenance and our own, often mundane activities which have contributed to the sustainability of the results. Situating our account within an HCI for Social Justice agenda, we thereby contribute to an ongoing discussion about the sustainability of such activities.
Max Krüger 0001, Anne Weibert, Débora de Castro Leal, Dave W. Randall 0001, Volker Wulf
CHI2
2021 "What is the Topic of the Group, Please?" On Migration, Care and the Challenges of Participation in Design
abstract
An increasing number of people around the world are forced to leave their homes due to the climate catastrophe, regional conflict or poverty. In their new host countries however, refugees and migrants are frequently met by a wide range of challenges, including wider societal participation. The difficulties migrants and refugees face have also increasingly become the topic of HCI and CSCW work. In this paper we report on a three year-long project, involving refugees, migrants and activist supporters in a co-design project to develop tools that aid the process of resettling. Several aspects have challenged equal participation in the project, including divergent motives, unequal power distribution and cultural heterogeneity. Despite these challenges the project outcomes are in use and maintained beyond the project runtime through voluntary actors. We reflect on this discrepancy between process and outcome drawing on the concept of care.
Max Krüger 0001, Anne Weibert, Débora de Castro Leal, Dave W. Randall 0001, Volker Wulf
Proc. ACM Hum. Comput. Interact.2
2020 Feminist Living Labs as Research Infrastructures for HCI: The Case of a Video Game Company
abstract
The number of women in IT is still low and companies struggle to integrate female professionals. The aim of our research is to provide methodological support for understanding and sharing experiences of gendered practices in the IT industry and encouraging sustained reflection about these matters over time. We established a Living Lab with that end in view, aiming to enhance female participation in the IT workforce and committing ourselves to a participatory approach to the sharing of women's experiences. Here, using the case of a German video game company which participated in our Lab, we detail our lessons learned. We show that this kind of long-term participation involves challenges over the lifetime of the project but can lead to substantial benefits for organizations. Our findings demonstrate that Living Labs are suitable for giving voice to marginalized groups, addressing their concerns and evoking change possibilities. Nevertheless, uncertainties about long-term sustainability remain.
Michael Ahmadi, Rebecca Gerstenberg, Anne Weibert, Volker Wulf, Nicola Marsden
CHI3
2020 "We want to push the industry via communication"... Designing Communication Measures to Foster Gender Diversity in a Video Game Company
abstract
Participation of women in IT is still low and companies wonder which external communication measures are necessary to attract more female personnel. To gain a richer understanding of adequate gender sensitive ways of communicating towards girls and women, one needs to take into account contextual challenges. Following a Participatory Action Research approach, we conducted a qualitative field study in a video game company in a large city in Germany, identified areas of concern, and sketched out implications for gender-sensitive communication measures together with our participants. Findings show that addressing gender stereotypes, making role models visible, and using adequate channels is relevant. Some problems might be solved via short-term solutions, but the majority require a long-term perspective. Our lessons learned leave implications for companies in the IT sector who want to foster gender sensitive external communication measures and can contribute to the realization of more gender balanced working environments.
Michael Ahmadi, Rebecca Gerstenberg, Anne Weibert, Volker Wulf, Nicola Marsden
Proc. ACM Hum. Comput. Interact.3
2019 Finding Language Classes: Designing a Digital Language Wizard with Refugees and Migrants
abstract
For migrants and refugees, settling in a host country often proves hugely problematic. The ability to communicate marks a significant step in the process of resettlement. The current high number of migrants coming to Europe has therefore meant that the need to improve and increase the availability of language provision has become more pressing. Nevertheless, due to the complexity of financial and legal regulations and of policy restrictions, access to and information about available courses are in practice hard to find, and non-funded volunteer initiatives are scarcely visible at all. To address this problem, a newly developed language-course wizard provides orientation for refugees and migrants. Findings indicate that its visual representation is apt to span a broad range of cultural as well as educational backgrounds. Our work demonstrates the need for a detailed approach to understanding the challenges that refugees and other migrants face in practice. Failing this, services frequently do not reach those they are intended for.
Anne Weibert, Max Krüger 0001, Konstantin Aal, Setareh Sadat Salehee, Renad Khatib, Dave W. Randall 0001, Volker Wulf
Proc. ACM Hum. Comput. Interact.1
2018 Refugees & Technology: Determining the Role of HCI Research
abstract
Currently, over 22 million people are considered to be refugees. Many of them are looking for shelter in the surrounding countries of their home country. Technology can be a helpful tool in addressing the challenges of the so-called "refugee crisis", facilitating initial orientation, information, as well as communication and networking support. This one-day workshop aims to (1) finalize the elaborated guidelines of the previous workshop and SIG meeting and to (2) formulate a manifesto for researchers who work with the vulnerable target group of refugees.
Konstantin Aal, Anne Weibert, Reem Talhouk, Vasillis Vlachokyriakos, Karen E. Fisher, Volker Wulf
GROUP2
2017 Creating Environmental Awareness with Upcycling Making Activities: A Study of Children in Germany and Palestine
abstract
This study explores the development of environmental awareness and computational literacy among children by means of upcycling making activities in Germany and Palestine. Our research supports the idea that the combination of handcraft and digital work, documentation and social interaction in the upcycling can foster the development of a maker identity in children. Findings indicate that upcycling can sensitize children for environmental issues of global relevance, foster their environmental learning and encourage them in the exploration of creative answers.
Anne Weibert, Marios Mouratidis, Renad Khateb, Sarah Rüller, Miriam Hosak, Shpresa Potka, Konstantin Aal, Volker Wulf
IDC1
2017 Analysis of effects and usage indicators for a ICT-based fall prevention system in community dwelling older adults
Daryoush Daniel Vaziri, Konstantin Aal, Yves J. Gschwind, Kim Delbaere, Anne Weibert, Janneke Annegarn, Helios de Rosario, Rainer Wieching, Dave W. Randall 0001, Volker Wulf
Int. J. Hum. Comput. Stud.5
2017 Extending Value Sensitive Design to Off-the-Shelf Technology: Lessons Learned from a Local Intercultural Computer Club
abstract
Studying the setup and development of an initiative of computer clubs in intercultural neighborhoods, this paper builds on the theory and method associated with value sensitive design to account for the use of off-the-shelf technology in a diverse cultural context, and over an extended period of time. We present three cases from one of these computer clubs, each at a different point in time in the club's development. Central factors are identified that impact the course of a socio-technical initiative. We highlight the challenges inherent in matching existing ICT with the values both explicitly identified in the initiative and which evolve over time. Our study highlights the relevance of open communication structures among researchers and local practitioners, as well as methodological support that is needed to span a wide range of user experiences. Both aspects are key to making value sensitive design a lived experience on the diverse community level.
Anne Weibert, Dave W. Randall 0001, Volker Wulf
Interact. Comput.1
2016 Challenges of CI Initiatives in a Political Unstable Situation - Case Study of a Computer Club in a Refugee Camp
abstract
This poster describes the research around computer clubs in Palestinian refugee camps and the various lessons learned during the establishment of this intervention such the importance of the physical infrastructure (e.g. clean room, working hardware), soft technologies (e.g. knowledge transfer through workshops), social infrastructure (e.g. reliable partners in the refugee camp, partner from the university) and social capital (e.g. shared vision and values of all stakeholders). These important insights can be transferred on other interventions in similar unstable environments.
Konstantin Aal, Marios Mouratidis, Anne Weibert, Volker Wulf
GROUP3
2016 Lifecycles of Computer Clubs: Rhythms and Patterns of Collaboration and Learning in an Intercultural Setting
abstract
This long-term study analyzes the structure of a technology-mediated local initiative fostering cross-cultural understanding and respect: come_IN intercultural computer clubs provide open yet guided access to modern information and computer technology and offer a space for computer-related collaborative practices of children and adults in intercultural German neighborhoods. Our study addresses problems associated with 'cultural integration' and attempts to solve them through this provision. It reveals rhythms, lifecycles and breakdown situations which, transferred to a general level, form the basic structure for a sustainable implementation of a technology-related local initiative fostering cross-cultural understanding and respect. The study is based on field notes taken in three of these clubs.
Anne Weibert, Mary-Ann Sprenger, Dave W. Randall 0001, Volker Wulf
GROUP1
2016 Out of Syria: Mobile Media in Use at the Time of Civil War
abstract
Social media usage during the recent uprisings in Arab countries has gained increasing attention in human–computer interaction research. This study adds to these insights by providing some findings on the use of information and communications technology (ICT), specifically mobile media, by opposition forces and political activists during the Syrian civil war. The presented study is based on 17 interviews with Syrian FSA fighters, activists, and refugees. A first analysis showed evidence for some very specific use patterns during wartime (compared to media usage of political activists under less anomic conditions). The study also describes a fragmented telecom infrastructure in Syria: government-controlled regions offer fairly intact infrastructures while rebel-controlled regions have been cut off from telephone and Internet. Moreover, the central and very critical role of mobile video for documenting, mobilization, and propaganda is discussed.
Markus Rohde, Konstantin Aal, Kaoru Misaki, Dave W. Randall 0001, Anne Weibert, Volker Wulf
Int. J. Hum. Comput. Interact.5
2015 From computational thinking to computational making
abstract
Computational thinking is considered best practice for teaching computing and more broadly to solve problems and design systems, however as computing extends beyond the desktop (for instance increased integration of ubicomp technologies) so too must our educational methods. Exposure to ubicomp technologies is most accessible through the maker movement. With this in mind we argue we must move from computational thinking to computational making as an educational framework. Here we present a case study of children's making to support our vision for a broader conception of computational making.
Jennifer Ann Rode, Anne Weibert, Andrea Marshall, Konstantin Aal, Thomas von Rekowski, Houda el Mimoni, Jennifer Booker
UbiComp2
2014 Sewing interest in E-textiles: analyzing making from a gendered perspective
abstract
In this paper we explore the appropriateness of e-textiles for teaching programming to mixed gender groups ages 8-12, allowing children to construct maker identities around technology. Our findings demonstrate the potential of e-textiles to promote girls' and boys' computational literacy, and the required craft and programming skills for making that can disrupt binary gender roles. We argue it allows both girls and boys to demonstrate technical mastery as well as to explore and construct a spectrum of gendered sociotechnical identities that might otherwise be obscured by conventional masculinist attitudes towards technology.
Anne Weibert, Andrea Marshall, Konstantin Aal, Kai Schubert, Jennifer Ann Rode
Conference on Designing Interactive Systems1
2011 Locating computer clubs in multicultural neighborhoods: How collaborative project work fosters integration processes
Kai Schubert, Anne Weibert, Volker Wulf
Int. J. Hum. Comput. Stud.2
2010 How the social structure of intercultural computer clubs fosters interactive storytelling
abstract
Stories play an important role in the collaborative project work of children and adults in intercultural computer clubs "come_IN". They constitute the narrative framework for the shared (computer) practice of children and adults in the clubs, that are located in socially and culturally diverse neighborhoods in Germany. The aim is twofold: club participants a) share and develop ideas and perspectives --- often motivated by local neighborhood life, and b) acquire and broaden skills in the use of modern media and computer technology. Our exemplary analysis of a film project from one of the "come_IN" computer clubs shows the potential of this informal learning setting with regard to children's interactive storytelling.
Anne Weibert, Kai Schubert
IDC1