VLDB 2026 Research / reviewers in the wild / expert
Siân E. Lindley
dblp:60/1681 · also Siân Lindley
· DBLP profile ↗
53ranked-venue papers
17as first author
10since 2021 · last 2025
0000-0001-6841-614XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 48 · 15 first-author · 8 since 2021Databases, data management, data science and information retrieval · 4 · 2 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 4 · 2 first-author · 2 since 2021Artificial intelligence and machine learning · 2 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Artificial Intelligence and other Speculative MetaphorsabstractThe paper proposes “speculative metaphors” as constructs for reframing and critically engaging with ideas of artificial intelligence. It identifies a broad range of AI metaphors in the wider culture and technical literature and discusses metaphor design in terms of explanation, persuasion and speculation. To explore different metaphor design strategies, we use a custom GPT to generate a large number of variants on the “artificial intelligence” metaphor. The paper contributes a conceptual framing for such speculative metaphor drawing on ideas of knowledge and understanding, fusion and synthesis, collaboration and collectives. We argue that generating speculative metaphors provides a means of thinking critically about human-AI interaction. Mark Blythe, Siân E. Lindley, David Murray-Rust |
Conference on Designing Interactive Systems | 2 |
| 2023 | Large-Scale Analysis of New Employee Network DynamicsabstractThe COVID-19 pandemic has accelerated digital transformations across industries, but also introduced new challenges into workplaces, including the difficulties of effectively socializing with colleagues when working remotely. This challenge is exacerbated for new employees who need to develop workplace networks from the outset. In this paper, by analyzing a large-scale telemetry dataset of more than 10,000 Microsoft employees who joined the company in the first three months of 2022, we describe how new employees interact and telecommute with their colleagues during their “onboarding” period. Our results reveal that although new hires are gradually expanding networks over time, there still exists significant gaps between their network statistics and those of tenured employees even after the six-month onboarding phase. We also observe that heterogeneity exists among new employees in how their networks change over time, where employees whose job tasks do not necessarily require extensive and diverse connections could be at a disadvantaged position in this onboarding process. By investigating how web-based people recommendations in organizational knowledge base facilitate new employees naturally expand their networks, we also demonstrate the potential of web-based applications for addressing the aforementioned socialization challenges. Altogether, our findings provide insights on new employee network dynamics in remote and hybrid work environments, which may help guide organizational leaders and web application developers on quantifying and improving the socialization experiences of new employees in digital workplaces. Yulin Yu, Longqi Yang 0001, Siân E. Lindley, Mengting Wan |
WWW | 3 |
| 2023 | Building Knowledge through Action: Considerations for Machine Learning in the WorkplaceabstractInnovations in machine learning are enabling organisational knowledge bases to be automatically generated from working people's activities. The potential for these to shift the ways in which knowledge is produced and shared raises questions about what types of knowledge might be inferred from working people's actions, how these can be used to support work, and what the broader ramifications of this might be. This article draws on findings from studies of (i) collaborative actions, and (ii) knowledge actions, to explore how these actions might (i) inform automatically generated knowledge bases, and (ii) be better supported through technological innovation. We triangulate findings to develop a framework of actions that are performed as part of everyday work, and use this to explore how mining those actions could result in knowledge being explicitly and implicitly contributed to a knowledge base. We draw on these possibilities to highlight implications and considerations for responsible design. Siân E. Lindley, Denise J. Wilkins |
ACM Trans. Comput. Hum. Interact. | 1 |
| 2022 | Collaboration in relation to Human-AI Systems: Status, Trends, and ImpactabstractIn this paper we present findings from a bibliometric evaluation of scientific publications on human-AI systems, indexed in the Dimensions database over the past five years (2018 to 2022). The study maps the research landscape in this burgeoning area, as it relates to the topic of collaboration. To this end, we assessed publication and citation counts over time, authorship-level indicators, and keyword occurrence frequency. We also examined funding information as an indicator of research priorities, alongside usage-based statistics and alternative metrics such as social media mentions, recommendations, and reads. Our preliminary findings highlight a significant focus on aspects like trust, explainability, transparency, and autonomy in highly complex scenarios through the use of generative models and hybrid interaction techniques. The results also reveal a growth in the number of publications and funding grants, although a certain lack of maturity is observable in terms of citation patterns and coherence of thematic clusters. António Correia 0001, Siân E. Lindley |
IEEE Big Data | 2 |
| 2022 | PACMHCI V6, CSCW1, April 2022 EditorialabstractNo abstract available. Shaowen Bardzell, Siân E. Lindley, Aleksandra Sarcevic, Hideaki Kuzuoka, Katharina Reinecke, Hao-Chuan Wang, Naomi Yamashita |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2022 | PACMHCI V6, CSCW2, November 2022 EditorialabstractWe are delighted to present this issue of the Proceedings of the ACM on Human-Computer Interaction, which contains scholarship from the Computer-Supported Cooperative Work and Social Computing (CSCW) community. This issue has 293 papers, 94 that were accepted from the April 2021 cycle, 61 that were accepted from the July 2021 cycle, and 138 that were accepted from the January 2022 cycle. It reflects great efforts and contributions from external reviewers, Associate Chairs and Editors, who together have conducted a rigorous review process. As Papers Chairs, we are grateful for the community's collective efforts to continue shaping and sharing CSCW's tradition of high-quality scholarship during an ongoing global pandemic. Hideaki Kuzuoka, Katharina Reinecke, Hao-Chuan Wang, Naomi Yamashita, Shaowen Bardzell, Siân E. Lindley, Aleksandra Sarcevic |
Proc. ACM Hum. Comput. Interact. | 6 |
| 2022 | Gigified Knowledge Work: Understanding Knowledge Gaps When Knowledge Work and On-Demand Work IntersectabstractOnline freelance platforms can transform knowledge work. However, 'gigification' also presents challenges, including how freelance workers can access and work with knowledge, which prior research has not examined. Through a qualitative interview study, we identify disparities in how freelancers who work for enterprise companies are able to utilize knowledge as part of their work, when compared with traditional employees of similar organizations. We examine how 38 knowledge workers (21 freelancers, 17 employees) deploy knowledge, work skillfully and mobilize resources to meet knowledge needs. We find that both employees and freelancers understand their own ability to act knowledgeably as a dynamic, collaborative, negotiated and emergent accomplishment. However, for freelancers, the dynamic dimensions of knowledge work - such as helping others see the meaning and value of their work, and creating ties between their work and the enterprise - are only minimally-legitimized and minimally-supported by organizing structures and tools. We present our results as 'knowledge gaps', and propose design recommendations to reduce these gaps and consequently make on-demand knowledge work more effective and sustainable. Denise J. Wilkins, Srihari H. Muralidhar, Max Jan Meijer, Laura Lascau, Siân E. Lindley |
Proc. ACM Hum. Comput. Interact. | 5 |
| 2021 | Bedtime Window: A Field Study Connecting Bedrooms of Long-Distance Couples Using a Slow Photo-Stream and Shared Real-Time InkingabstractWe present a system for connecting partners in long-distance relationships in bedrooms and at bedtime, a space and time that most couples share. Unlike communications explicitly initiated by users, our system is always-on, staying in the background and enabling remote presence without constant use. We present findings from a field study in which the system was deployed into participants’ bedrooms. The system includes an automated photo-stream (rather than video), which was found to provide a balance between the feeling of presence and privacy, and to remove the pressure to communicate. The system also includes a real-time shared inking canvas with disappearing ink, which was found to provide a rich versatile medium allowing for new patterns of communication, live interventions, and collaborative drawing. Learnings from how our system balances privacy and remote connectedness may also have relevance for other domains such as remote healthcare and education. Jan Kucera 0003, James Scott, Siân E. Lindley, Patrick Olivier |
CHI | 3 |
| 2021 | PACMHCI V5 CSCW1 April 2021 EditorialabstractWe are delighted to present this issue of the Proceedings of the ACM on Human-Computer Interaction, which contains scholarship from the Computer-Supported Cooperative Work and Social Computing (CSCW) community. This issue has 190 papers, 177 submitted in June 2020 and 13 submitted in October 2020. It represents contributions from two Program Committees, including external reviewers, Associate Chairs, and Editors, who together have conducted a rigorous review process. As Papers Chairs, we are grateful for the community's collective efforts to continue shaping and sharing CSCW's tradition of high-quality scholarship during a global pandemic. Shaowen Bardzell, Juho Kim 0001, Siân E. Lindley, Aleksandra Sarcevic, Sarita Yardi Schoenebeck |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2021 | PACMHCI V5 CSCW2 October 2021 Editorial
Shaowen Bardzell, Siân E. Lindley, Aleksandra Sarcevic |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2020 | PACMHCI V4 CSCW2 Oct 2020 EditorialabstractWe are delighted to welcome you to this issue of the Proceedings of the ACM on Human-Computer Interaction, which contains scholarship from the Computer-Supported Cooperative Work and Social Computing (CSCW) community. This is the second issue that represents the new quarterly submission model. This issue has 91 papers accepted from the January 2020 round (16 previously accepted papers from the January 2020 round were published in a prior issue and another 19 accepted this round will be published in a later issue). This represents an overall 40.6% acceptance rate from the 310 submissions in January 2020. This issue represents the contributions of external reviewers, Associate Chairs, and the dedicated Editors, who were essential to carrying through the review process, especially during a global pandemic. As Papers Chairs, we are delighted to continue shaping and disseminating CSCW's tradition of high-quality scholarship. Juho Kim 0001, Siân E. Lindley, Sarita Yardi Schoenebeck |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2020 | PACMHCI V4 CSCW3 December 2020 Continued EditorialabstractNo abstract available. Juho Kim 0001, Siân E. Lindley, Sarita Yardi Schoenebeck |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2018 | How Social Dynamics and the Context of Digital Content Impact Workplace RemixabstractAs highlighted in recent work on remix in online content creation communities, people commonly take and appropriate digital content for new activities. Less is known, however, about how people repurpose digital content as part of work. We report findings from an interview study with 19 individuals in which we explored how digital content in the workplace becomes a material for remix. Our analysis emphasizes (i) how digital content is obtained from colleagues for remix, (ii) how content is made available for remix by others, and (iii) how digital content is transformed for remix. In attending to these broader processes of remix, we consider the roles of workplace technologies, such as those for file sharing, as well as social norms that mediate access, remix, and acknowledgement. We draw implications for design of technology that emphasize support for individuals in making digital content available for remix, and raising awareness of the context of that content. Jessica L. Feuston, Siân E. Lindley |
CHI | 2 |
| 2018 | Exploring New Metaphors for a Networked World through the File BiographyabstractWe present a body of work undertaken in response to the challenge outlined by Harper et al. in their paper, ?'What is a File?' [9]. Through a conceptual and design-led exploration of new file metaphors, we developed the 'file biography', a digital entity that encompasses the provenance of a file and allows the user to keep track of how it propagates. We explored this through prototyping and utilised it in two user studies. In the studies, we (i) asked people to sketch out file biographies for their own content, and (ii) deployed a tool enabling users to build their own simple file biographies across multiple versions of Word documents. We conclude that new file metaphors may need to play different roles for different types of digital content, with a distinction being drawn between content that is 'in production' and virtual possessions that are, in a sense, a 'finished' artefact. Siân E. Lindley, Gavin Smyth, Robert Corish, Anastasia Loukianov, Michael Golembewski, Ewa Luger, Abigail Sellen |
CHI | 1 |
| 2018 | Visualizing Ubiquitously Sensed Measures of Motor Ability in Multiple Sclerosis: Reflections on Communicating Machine Learning in PracticeabstractSophisticated ubiquitous sensing systems are being used to measure motor ability in clinical settings. Intended to augment clinical decision-making, the interpretability of the machine-learning measurements underneath becomes critical to their use. We explore how visualization can support the interpretability of machine-learning measures through the case of Assess MS, a system to support the clinical assessment of Multiple Sclerosis. A substantial design challenge is to make visible the algorithm's decision-making process in a way that allows clinicians to integrate the algorithm's result into their own decision process. To this end, we present a series of design iterations that probe the challenges in supporting interpretability in a real-world system. The key contribution of this article is to illustrate that simply making visible the algorithmic decision-making process is not helpful in supporting clinicians in their own decision-making process. It disregards that people and algorithms make decisions in different ways. Instead, we propose that visualisation can provide context to algorithmic decision-making, rendering observable a range of internal workings of the algorithm from data quality issues to the web of relationships generated in the machine-learning process. Cecily Morrison, Kit Huckvale, Robert Corish, Richard Banks, Martin Grayson, Jonas F. Dorn, Abigail Sellen, Siân E. Lindley |
ACM Trans. Interact. Intell. Syst. | 8 |
| 2017 | Enabling Collaboration in Learning Computer Programing Inclusive of Children with Vision ImpairmentsabstractWe investigate how technology can support collaborative learning by children with mixed-visual abilities. Responding to a growing need for tools inclusive of children with vision impairments (VI) for the teaching of computer programing to novice learners, we explore Torino -- a physical programing language for teaching programing constructs and computational thinking to children age 7-11. We draw insights from 12 learning sessions with Torino that involved five pairs of children with vision ranging from blindness to full-sight. Our findings show how sense-making of the technology, collaboration, and learning were enabled through an interplay of system design, programing tasks and social interactions, and how this differed between the pairs. The paper contributes insights on the role of touch, audio and visual representations in designs inclusive of people with VI, and discusses the importance and opportunities provided through the 'social' in negotiations of accessibility, for learning, and for self-perceptions of ability and self-esteem. Anja Thieme, Cecily Morrison, Nicolas Villar, Martin Grayson, Siân E. Lindley |
Conference on Designing Interactive Systems | 5 |
| 2017 | Surfacing Small Worlds through Data-In-Place
Siân E. Lindley, Anja Thieme, Alex S. Taylor, Vasillis Vlachokyriakos, Tim Regan, David Sweeney |
Comput. Support. Cooperative Work. | 1 |
| 2016 | Things We Own Together: Sharing Possessions at HomeabstractSharing is an important facet of human relationships, yet there is a lack of research on how people share ownership of possessions. This paper reports on a study that investi-gates shared ownership of physical and digital possessions through interviews with couples and families in 13 house-holds. We offer a more nuanced definition of shared owner-ship and show that certain practices, which are central to sharing physical objects, are not supported in the sharing of digital content. We suggest potential approaches to address this, focusing in particular on how the sharing of posses-sions plays a role in the building of relationships and is done against a backdrop of trust. Jane Gruning, Siân E. Lindley |
CHI | 2 |
| 2016 | Setwise Comparison: Consistent, Scalable, Continuum Labels for Computer VisionabstractA growing number of domains, including affect recognition and movement analysis, require a single, real number ground truth label capturing some property of a video clip. We term this the provision of continuum labels. Unfortunately, there is often an uncacceptable trade-off between label consistency and the efficiency of the labelling process with current tools. We present a novel interaction technique, setwise comparison, which leverages the intrinsic human capability for consistent relative judgements and the TrueSkill algorithm to solve this problem. We describe SorTable, a system demonstrating this technique. We conducted a real-world study where clinicians labelled videos of patients with multiple sclerosis for the ASSESS MS computer vision system. In assessing the efficiency-consistency trade-off of setwise versus pairwise comparison, we demonstrated that not only is setwise comparison more efficient, but it also elicits more consistent labels. We further consider how our findings relate to the interactive machine learning literature. Advait Sarkar, Cecily Morrison, Jonas F. Dorn, Rishi Bedi, Saskia Steinheimer, Jacques Boisvert, Jessica Burggraaff, Marcus D'Souza, Peter Kontschieder, Samuel Rota Bulò, Lorcan Walsh, Christian P. Kamm, Yordan Zaykov, Abigail Sellen, Siân E. Lindley |
CHI | 15 |
| 2016 | Challenges for Designing new Technology for Health and Wellbeing in a Complex Mental Healthcare ContextabstractThis paper describes the challenges and lessons learned in the experience-centered design (ECD) of the Spheres of Wellbeing, a technology to promote the mental health and wellbeing of a group of women, suffering from significant mental health problems and living in a medium secure hospital unit. First, we describe how our relationship with mental health professionals at the hospital and the aspirations for person-centric care that we shared with them enabled us, in the design of the Spheres, to innovate outside traditional healthcare procedures. We then provide insights into the challenges presented by the particular care culture and existing services and practices in the secure hospital unit that were revealed through our technology deployment. In discussing these challenges, our design enquiry opens up a space to make sense of experience living with complex mental health conditions in highly constrained contexts within which the deployment of the Spheres becomes an opportunity to think about wellbeing in similar contexts. Anja Thieme, John C. McCarthy 0002, Paula Johnson, Stephanie Phillips, Jayne Wallace, Siân E. Lindley, Karim Ladha, Daniel Jackson 0002, Diana Nowacka, Ashur Rafiev, Cassim Ladha, Thomas Nappey, Mathew Kipling, Peter C. Wright, Thomas D. Meyer, Patrick Olivier |
CHI | 6 |
| 2015 | Data-in-Place: Thinking through the Relations Between Data and CommunityabstractWe present findings from a year-long engagement with a street and its community. The work explores how the production and use of data is bound up with place, both in terms of physical and social geography. We detail three strands of the project. First, we consider how residents have sought to curate existing data about the street in the form of an archive with physical and digital components. Second, we report endeavours to capture data about the street's environment, especially of vehicle traffic. Third, we draw on the possibilities afforded by technologies for polling opinion. We reflect on how these engagements have: materialised distinctive relations between the community and their data; surfaced flows and contours of data, and spatial, temporal and social boundaries; and enacted a multiplicity of 'small worlds'. We consider how such a conceptualisation of data-in-place is relevant to the design of technology. Alex S. Taylor, Siân E. Lindley, Tim Regan, David Sweeney, Vasillis Vlachokyriakos, Lillie Grainger, Jessica Lingel |
CHI | 2 |
| 2015 | Digital Collections and Digital Collecting PracticesabstractReference is increasingly made to 'digital collections', yet this term encompasses accumulated digital objects of varying form, purpose and value. We review social science literature on material collections and draw from in-depth interviews with 20 people in the UK in order to offer a clearer understanding of what constitutes a digital collection and what does not. We develop a taxonomy that presents three distinct types of digital collection and demonstrate ways in which the affordances of digital environments may facilitate or impede meaningful practices of acquisition, curation and exhibition in each case. Through doing so, we present a framework for design in support of collecting practices and the development of more meaningful and valued digital collections. Rebecca D. Watkins, Abigail Sellen, Siân E. Lindley |
CHI | 3 |
| 2015 | Making TimeabstractThis paper draws on research on time and technology, with a view to examining the notion that technology is implicated in the speeding up of everyday life. We begin by looking at research that shows how the adoption of the clock and of "clock time" was framed by more general shifts in ways of conceptualising and using time. Likewise, we suggest that the ways in which digital technologies are said to shape experiences of time need to be understood in the context of the fractured routines of the modern Western world. We argue that "redesigning" these experiences necessitates a broader way of dealing with the temporal structures of social life. Technology may play various roles here, for instance by shaping temporal infrastructures and highlighting reified temporal patterns. However, complex challenges also need to be addressed, central to which are recent accounts that position time as collective and entangled. Siân E. Lindley |
CSCW | 1 |
| 2015 | Pick up and play: understanding tangibility for cloud mediaabstractThe transition from local and personally owned file-based media management to cloud-based streaming services such as Spotify and Netflix brings new opportunities for users, but also leaves gaps in their understanding and practice. In this paper we present findings from an interview study that explored early adopters' complex relationships with their collections which spanned physical, digital and cloud media. From this we entered a design process focussing on new material forms for cloud based media. Based on this we discuss our design and point to areas where, tangible or not, affordances from physical and digital media are available to be explored in the cloud. Looking in particular at the concepts of scarcity, gifting, and identity we outline possible reasons why, and why not, they could be incorporated into cloud media services. Donald McMillan, Barry Brown 0001, Abigail Sellen, Siân E. Lindley, Roy Martens |
MUM | 4 |
| 2015 | Placing in Age: Transitioning to a New Home in Later LifeabstractMoving home in later life is an experience born of necessity for many older people. Yet, although a good deal of research has considered how to support “ageing in place,” relatively little attention has been given to the transition of moving to a new home, or how a feeling of belonging is accomplished once there. We present findings from two studies that explore “placing in age.” The first looks at downsizing one's home and the second at living in a residential care home. We reflect on what placing in age means in these two circumstances, and how technology might be used to support it. We highlight the importance of continuity through change and the ability to “design” everyday life. Rather than support for stability or reminiscing about the past, the aim is to address the need for change and to enable the meaningful spending of time now and in the future. Siân E. Lindley, Jayne Wallace |
ACM Trans. Comput. Hum. Interact. | 1 |
| 2014 | A small space for playful messaging in the workplace: designing and deploying PiccoabstractWe present Picco, a tiny situated display for drawings and simple animations, which are created on a dedicated tablet app. Picco was designed to support playful messaging in the workplace through a glanceable desktop device that would place minimal demands on users. Two studies of the device at work demonstrated how crafting was an expression of intimacy when the device was used to connect the workplace to the home, and a way of demonstrating skill and humor to a broad audience when messages were sent amongst co-workers. However, the level of skill needed to produce these messages became a barrier to entry for some co-workers. Our findings suggest that visible ownership of a situated device, which can be personalized in other ways, can underpin a secondary level of participation that is crucial in supporting a sense of involvement when the level of crafting required can stifle more direct participation. John Downs, Nicolas Villar, James Scott, Siân E. Lindley, John Helmes, Gavin Smyth |
Conference on Designing Interactive Systems | 4 |
| 2014 | Domestic appropriations of tokens to the webabstractWe present findings from a study of Tokens of Search, a system comprising physical RFID "tokens" that point to web content, and a wooden tray fixed to a small screen, which can be used to access that content. Three families lived with the system for a month, as an exploration of how tokens might be used as resources for practical action. Our findings highlight existing web practices and their individual and collective nuances; tokens were employed in the creation of short-term collections and long-lasting mementos, their physicality giving bookmarking a visibility that could be used to attract attention, serve as reminders, and make observable progress through tasks. However, while all families saw the potential for shared use, only one used it this way in earnest. We reflect on design choices that were expected to encourage collaboration, and the need to support key users such as parents when establishing joint practices. Jung-Joo Lee, Siân E. Lindley, Salu Ylirisku, Tim Regan, Markus Nurminen, Giulio Jacucci |
Conference on Designing Interactive Systems | 2 |
| 2014 | Searching for myself: motivations and strategies for self-searchabstractWe present findings from a qualitative study of self-search, also known as ego or vanity search. In the context of a broader study about personal online content, participants were asked to search for themselves using their own computers and the browsers and queries they would normally adopt. Our analysis highlights five motivations for self-search: as a form of identity management; to discover reactions to and reuse of user-generated media; to re-find personal content; as a form of entertainment; and to reveal lost or forgotten content. Strategies vary according to motivation, and may differ markedly from typical information-seeking, with users looking deep into the results and using image search to identify content about themselves. We argue that two dimensions underpin ways of improving self-search: controllability and expectedness, and discuss what these dimensions imply for design. Catherine C. Marshall, Siân E. Lindley |
CHI | 2 |
| 2014 | Curation through use: understanding the personal value of social mediaabstractContent generation on social network sites has been considered mainly from the perspective of individuals interacting with social network contacts. Yet research has also pointed to the potential for social media to become a meaningful personal archive over time. The aim of this paper is to consider how social media, over time and across sites, forms part of the wider digital archiving space for individuals. Our findings, from a qualitative study of 14 social media users, highlight how although some sites are more associated with 'keepable' social media than others, even those are not seen as archives in the usual sense of the word. We show how this perception is bound up with five contradictions, which center on social media as curated, as a reliable repository of meaningful content, as readily encountered and as having the potential to present content as a compelling narrative. We conclude by highlighting opportunities for design relating to curation through use and what this implies for personal digital archives, which are known to present difficulties in terms of curation and re-finding. Siân E. Lindley |
CHI | 2 |
| 2014 | Emotional Wellbeing
David Coyle, Anja Thieme, Conor Linehan, Madeline Balaam, Jayne Wallace, Siân E. Lindley |
Int. J. Hum. Comput. Stud. | 6 |
| 2013 | Design to promote mindfulness practice and sense of self for vulnerable women in secure hospital servicesabstractIn the field of mental health care technologies, very limited attention has been given to the design of interventions for individuals who undergo treatment for severe mental health problems in intense care contexts. Exploring novel designs to engage vulnerable psychiatric patients in therapeutic skills practice and expanding on the potential of technology to promote mental health, the paper introduces the design concept of the Spheres of Wellbeing. A set of interactive artifacts is developed specifically for women with a dual diagnosis of a Learning Disability and Borderline Personality Disorder, living in the medium secure services of a forensic hospital in the UK. The women present a difficult to treat group due to extremely challenging behaviors and a fundamental lack of motivation to engage in therapy. The Spheres are designed to assist the women in practices of mindfulness, to help them tolerate emotional distress and to strengthen their sense of self, all of which are vital components of their specialist treatment Dialectical Behavioral Therapy (DBT). The Spheres are intended to supplement the therapy of the women and to contribute to our understanding of designing technology to enhance mental wellbeing and quality of life more generally. Anja Thieme, Jayne Wallace, Paula Johnson, John C. McCarthy 0002, Siân E. Lindley, Peter C. Wright, Patrick Olivier, Thomas D. Meyer |
CHI | 5 |
| 2013 | Authoring personal histories: exploring the timeline as a framework for meaning makingabstractIt has been argued that technologies for 'memory' should be designed to support creativity and meaning building, rather than the passive capture of cues for remembering [25]. We report findings from a study inspired by this insight, in which older people made personal digital timelines using a new tool called Project Greenwich. We explore how the constraints of the timeline metaphor offer a framework for authoring, and examine how timelines can be used to underpin meaning building in relation to personal content. We highlight the importance of making, this being a vehicle for connecting with others in the present, and a potential means of emphasizing those elements of the past felt to be most salient when looking back. Elizabeth Thiry, Siân E. Lindley, Richard Banks, Tim Regan |
CHI | 2 |
| 2013 | Designing web-connected physical artefacts for the 'aesthetic' of the homeabstractWeb-based technologies are often built to capitalize on the flexibility and fluidity that is supported by the internet, with the value of 'access anywhere' underpinning a blurring of boundaries across home and work. Yet the home is well known in HCI to have a unique set of qualities that can use-fully be drawn upon when designing to support domestic life. In this paper we ask what it means to design domestic web-connected technologies, placing the aesthetic and material properties intrinsic to the home and home life at the centre of our design exploration. We present three concepts that were selected and prototyped from a broader process of research-through-design: Tokens of Search provides tangible handles to web resources; Hole in Space connects the home intimately to a remote place; and Manhattan enables the tangible exploration of events in the community, putting the home at the centre. Discussions in the paper consider not only how aesthetics is articulated in the material and digital properties of the artefacts, but also how a consideration of the properties of the home can create a potentially new design space to explore. Salu Ylirisku, Siân E. Lindley, Giulio Jacucci, Richard Banks, Craig D. Stewart, Abigail Sellen, Richard Harper 0001, Tim Regan |
CHI | 2 |
| 2013 | Supporting a sense of connectedness: meaningful things in the lives of new university studentsabstractWe report findings from interviews with new undergraduate students, in which they identified particular items as supporting a sense of connectedness with home. We characterize ways in which artifacts underpinned a sense of connection, including by conveying the character of the parental home, supporting a sense of continuity with it, and enabling a physical presence to be maintained there. We then consider how simple affordances offered by these artifacts, such as being able to move, position and sort them, enabled participants to reinforce the meanings that were associated with them. Such actions are normally taken for granted, but we describe how they are compromised for social media especially, due to functional limitations and questions of ownership. We highlight design opportunities for making the transition from home more gradual, and supporting the archiving and display of social media. Elizabeth S. Bales, Siân E. Lindley |
CSCW | 2 |
| 2013 | What is a file?abstractFor over 40 years the notion of the file, as devised by pioneers in the field of computing, has been the subject of much contention. Some have wanted to abandon the term altogether on the grounds that metaphors about files can confuse users and designers alike. More recently, the emergence of the 'cloud' has led some to suggest that the term is simply obsolescent. In this paper we want to suggest that, despite all these conceptual debates and changes in technology, the term file still remains central to systems architectures and to the concerns of users. Notwithstanding profound changes in what users do and technologies afford, we suggest that files continue to act as a cohering concept, something like a 'boundary object' between computer engineers and users. However, the effectiveness of this boundary object is now waning. There are increasing signs of slippage and muddle. Instead of throwing away the notion altogether, we propose that the definition of and use of files as a boundary object be reconstituted. New abstractions are needed, ones which reflect what users seek to do with their digital data, and which allow engineers to solve the networking, storage and data management problems that ensue when files move from the PC on to the networked world of today. Richard Harper 0001, Siân E. Lindley, Eno Thereska, Richard Banks, Philip Gosset, Gavin Smyth, William Odom, Eryn Whitworth |
CSCW | 2 |
| 2013 | Rethinking the web as a personal archiveabstractIn recent years the Web has evolved substantially, transforming from a place where we primarily find information to a place where we also leave, share and keep it. This presents a fresh set of challenges for the management of personal information, which include how to underpin greater awareness and more control over digital belongings and other personally meaningful content that is hosted online. In the study reported here, we follow up on research that suggests a sense of ownership and control can be reinforced by federating online content as a virtual, single store; we do this by conducting interviews with 14 individuals about their Web-based content. Participants were asked to give the researchers a tour of online content that is personally meaningful to them; to perform a search for themselves in order to uncover additional content; and to respond to a series of design envisionments. We examine whether there is any value in an integrated personal archive that would automatically update and serve firstly, as a source of information regarding the content within it (e.g. where it is stored, who has the rights to it), and secondly, as a resource for crafting personal artefacts such as scrapbooks, CVs and gifts for others. Our analysis leads us to reject the concept of a single archive. Instead, we present a framework of five different types of online content, each of which has separate implications for personal information management. Siân E. Lindley, Catherine C. Marshall, Richard Banks, Abigail Sellen, Tim Regan |
WWW | 1 |
| 2013 | Measuring social behaviour as an indicator of experienceabstractThis paper explores and evaluates two techniques that measure aspects of social behaviour as an indicator of experience. The rationale driving the work is the idea that experience is entwined with social interaction and so, while experience itself is difficult to quantify, we might tap into it by measuring aspects of conversation that are related to it. Two techniques are considered as possible ways of doing this: (i) process measures of social behaviour derived from video analysis and (ii) thin-slice ratings ascribed by naïve judges. Regarding (i), process measures of conversational equality, freedom and number of turns are shown to be reliable, sensitive and linked to unfolding experience. Regarding (ii), a Thin Slice Enjoyment Scale is developed and shown to be a reliable and less time-consuming, but also less sensitive, alternative to the process measures. Both methods are of interest to researchers and practitioners who would wish to assess user experience in a group context. Additionally, analysis of the process measures is of broader relevance to researchers who conduct quantitative analyses of talk. Siân E. Lindley, Andrew F. Monk |
Behav. Inf. Technol. | 1 |
| 2012 | Designing wellbeingabstractThis two-day workshop will bring together an interdisciplinary group of researchers, designers and practitioners who are interested in the topic of wellbeing in the field of interaction design. Wellbeing is defined as positive mental health, and not only the absence of mental illness, but also the presence of positive psychological functioning. The workshop will provide a platform to share resources, create new ideas for design and build valuable future collaborations. During the first day participants will present their work and exchange their knowledge and experiences in the field. The workshop will utilize a series of interactive activities to support participants in collaboratively constructing a shared understanding of the concept of wellbeing and its challenges in terms of design. On the second day participants will be invited to create low-fidelity prototypes that support an aspect of wellbeing using Microsoft .NET Gadgeteer and other prototyping materials. These practical activities will stimulate discussion so as to contribute to a better understanding of how wellbeing can be facilitated through design, how to address evaluation challenges as well as illustrate related ethical questions. Anja Thieme, Madeline Balaam, Jayne Wallace, David Coyle, Siân E. Lindley |
Conference on Designing Interactive Systems | 5 |
| 2012 | Technology heirlooms?: considerations for passing down and inheriting digital materialsabstractMaterial artifacts are passed down as a way of sustaining relationships and family history. However, new issues are emerging as families are increasingly left with the digital remains of their loved ones. We designed three devices to investigate how digital materials might be passed down, lived with and inherited in the future. We conducted in-home interviews with 8 families using the devices to provoke discussion about how technology might support (or complicate) their existing practices. Sessions revealed families desired to treat their archives in ways not fully supported by technology as well as potential tensions that could emerge. Findings are interpreted to detail design considerations for future work in this emerging space. William Odom, Richard Banks, David S. Kirk, Richard Harper 0001, Siân E. Lindley, Abigail Sellen |
CHI | 5 |
| 2012 | Taking as an act of sharingabstractWe present findings from the deployment of a mobile application, Take and Give, which allows users to place image files in a virtual folder or 'Pocket' on a mobile phone. This content can be viewed by a set of 'Buddies', who can, if they wish, attempt to take ownership of a file for themselves, following which they can keep it, delete it, or place it in the Pocket of someone else. There is only one version of each file, creating a twist on traditional sharing technologies. We report findings from a three week trial of the application in an office space, and describe how Take and Give provided a means of self-presentation and supported a sense of awareness, mutual attentiveness and connectedness. Our findings suggest that the taking of unique content can be an engaging form of sharing and can facilitate awareness and connectedness between people. Helena M. Mentis, Siân E. Lindley, Stuart Taylor, Paul Dunphy, Tim Regan, Richard Harper 0001 |
CSCW | 2 |
| 2012 | "It's simply integral to what I do": enquiries into how the web is weaved into everyday lifeabstractThis paper presents findings from a field study of 24 individuals who kept diaries of their web use, across device and location, for a period of four days. Our focus was on how the web was used for non-work purposes, with a view to understanding how this is intertwined with everyday life. While our initial aim was to update existing frameworks of 'web activities', such as those described by Sellen et al. [25] and Kellar et al. [14], our data lead us to suggest that the notion of 'web activity' is only partially useful for an analytic understanding of what it is that people do when they go online. Instead, our analysis leads us to present five modes of web use, which can be used to frame and enrich interpretations of 'activity'. These are respite, orienting, opportunistic use, purposeful use and lean-back internet. We then consider two properties of the web that enable it to be tailored to these different modes, persistence and temporality, and close by suggesting ways of drawing upon these qualities in order to inform design. Siân E. Lindley, Sam Meek, Abigail Sellen, Richard Harper 0001 |
WWW | 1 |
| 2012 | Before I Forget: From Personal Memory to Family HistoryabstractThis article presents findings from a field study of 8 persons older than 50 who were undertaking a range of activities with the intention of “recording their memories for posterity.” We describe practices associated with dealing with inherited family archives; the creation of new artifacts (such as scrapbooks and collections of letters) out of repurposed archived materials; and the recording of one's memoirs. Our analysis leads us to emphasise a distinction between “personal” memory and memory “for family,” noting that although memory is used in the construction of a sense of one's own history, and in enabling personal reflection on the past, the work that is bound up with processing archives and producing new artifacts is heavily influenced by a desire to make them accessible and relevant to children and grandchildren, both now and in the future. The tending to, and crafting of, these materials can be understood as a means of creating a “joint” past and reinforcing a wider family narrative. We conclude ... Siân E. Lindley |
Hum. Comput. Interact. | 1 |
| 2011 | (Whose) value-sensitive design: a study of long- distance relationships in an Arabic cultural contextabstractThis paper describes a qualitative study of how 11 Arab individuals use technology in the context of their long-distance romantic relationships. Our participants' communication practices bear similarities to previous findings on the mediation of intimacy in the West, but also highlight key differences. We show how these differences relate to expectations of men and women in Arabic culture, and describe how our participants used technologies to enact conventional roles according to these expectations. We note implications for cross-cultural research and value-sensitive design, demonstrating how our participants' practices relate to Islamic values of support and protection of women. We apply various analytical lenses, including Islamic feminist theories, in interpreting the data. Tamara Alsheikh, Jennifer Ann Rode, Siân E. Lindley |
CSCW | 3 |
| 2011 | "Oh and how things just don't change, the more things stay the same": Reflections on SenseCam images 18 months after capture
Siân E. Lindley, Maxine Glancy, Richard Harper 0001, Dave W. Randall 0001, Nicola Smyth |
Int. J. Hum. Comput. Stud. | 1 |
| 2010 | Designing a technological playground: a field study of the emergence of play in household messagingabstractWe present findings from a field study of Wayve, a situated messaging device for the home that incorporates handwriting and photography. Wayve was used by 24 households (some of whom were existing social networks of family and friends) over a three-month period. We consider the various types of playfulness that emerged during the study, both through the sending of Wayve messages and through the local display of photos and notes. The findings are explored in the context of the literature on play, with the aim of identifying aspects of Wayve's design, as well as the context in which it was used, that engendered playfulness. We also highlight the role of play in social relationships, before concluding with design implications. Siân E. Lindley, Richard Harper 0001, Abigail Sellen |
CHI | 1 |
| 2010 | Telling the whole story: anticipation, inspiration and reputation in a field deployment of TellTableabstractWe present a field study of TellTable, a new storytelling system designed to support creativity and collaboration amongst children. The application was deployed on a multi-touch interactive table in the library of a primary school, where children could use it to create characters and scenery based on elements of the physical world (captured through photography) as well as through drawing. These could then be used to record a story which could be played back. TellTable allowed children to collaborate in devising stories that mixed the physical and the digital in creative ways and that could include themselves as characters. Additionally, the field deployment illustrated how children took inspiration from one another's stories, how they planned elements of their own tales before using the technology, and how the fact that stories could be accessed in the library led some to become well-known and popular within the school community. The real story here, we argue, needs to take into account all that happens within the wider context of use of this system. Siân E. Lindley, John Helmes, Abigail Sellen |
CSCW | 2 |
| 2009 | Desiring to be in touch in a changing communications landscape: attitudes of older adultsabstractThis paper offers an exploration of the attitudes of older adults to keeping in touch with people who are important to them. We present findings from three focus groups with people from 55 to 81 years of age. Themes emerging from the findings suggest that older adults view the act of keeping in touch as being worthy of time and dedication, but also as being something that needs to be carefully managed within the context of daily life. Communication is seen as a means through which skill should be demonstrated and personality expressed, and is understood in a very different context to the lightweight interaction that is increasingly afforded by new technologies. The themes that emerged are used to elicit a number of design implications and to promote some illustrative design concepts for new communication devices. Siân E. Lindley, Richard Harper 0001, Abigail Sellen |
CHI | 1 |
| 2009 | Fixed in time and "time in motion": mobility of vision through a SenseCam lensabstractSenseCam is an automatic wearable camera, often seen as a tool for the creation of digital memories. In this paper, we report findings from a field trial in which SenseCams were worn by household members over the course of a week. In interviews with these users, it became apparent that the way in which SenseCam images were played back, the manner of which might be described as a stilted movie, affected the values that were realised within them. The time-lapse nature of the image stream led participants to romanticise the mundane and find sentimentality in unexpected places, and was particularly effective at portraying personality and play. In so doing, SenseCam images enlivened the visual recording of everyday scenes. These values influenced what the participants sought to capture and view, and have implications for technologies that might support lifelogging or the development of user-generated content. Siân E. Lindley, Richard Harper 0001, Dave W. Randall 0001, Maxine Glancy, Nicola Smyth |
Mobile HCI | 1 |
| 2009 | Resilience in the face of innovation: Household trials with BubbleBoard
Siân E. Lindley, Richard Banks, Richard Harper 0001, Anab Jain, Tim Regan, Abigail Sellen, Alex S. Taylor |
Int. J. Hum. Comput. Stud. | 1 |
| 2009 | Collocated social practices surrounding photos
Siân E. Lindley, Abigail Durrant, David S. Kirk, Alex S. Taylor |
Int. J. Hum. Comput. Stud. | 1 |
| 2008 | Stirring up experience through movement in game play: effects on engagement and social behaviourabstractThe recent development of controllers designed around natural body movements has altered the nature of gaming and contributed towards it being marketed as a more social activity. The study reported here compares the use of Donkey Konga bongos with a standard controller to examine how affording motion through an input device affects social interaction. Levels of engagement with the game were also measured to explore whether increases in social behaviour in the 'real world' would result in reduced involvement with the 'game world'. Social interaction was significantly higher when the bongos were used, but this did not detract from engagement. Instead, engagement was also found to increase when body movement was afforded. Siân E. Lindley, James Le Couteur, Nadia Bianchi-Berthouze |
CHI | 1 |
| 2008 | Social enjoyment with electronic photograph displays: Awareness and control
Siân E. Lindley, Andrew F. Monk |
Int. J. Hum. Comput. Stud. | 1 |
| 2004 | Collaborating around vertical and horizontal large interactive displays: which way is best?abstractLarge interactive displays are increasingly being placed in work and public settings. An assumption is that the shared surface they provide can facilitate collaboration among co-located groups. An exploratory study was carried out to investigate this claim, and, in particular, to examine the effects of the physical orientation of a display on group working. Two conditions were compared: vertical versus horizontal. A number of differences were found. In the horizontal condition group members switched more between roles, explored more ideas and had a greater awareness of what each other was doing. In the vertical condition groups found it more difficult to collaborate around the display. A follow-up study explored how participants, who had previous experience of using both displays, determined how to work together when provided with both kinds of display. The groups exhibited a more efficient and coordinated way of working but less collaboration in terms of the sharing and discussion of ideas. Yvonne Rogers, Siân E. Lindley |
Interact. Comput. | 2 |