Barry Brown 0001

dblp:60/72 · also Barry A. T. Brown · DBLP profile ↗
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76ranked-venue papers
34as first author
14since 2021 · last 2026
0000-0002-9710-6607ORCID · verified

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

Human-computer interaction and ubiquitous computing · 75 · 34 first-author · 14 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 since 2021Computer networks · 1Databases, data management, data science and information retrieval · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 first-author
YearPublicationVenuePosition
2026 Making Sense of the Felt Experience of Controlling Autonomous Systems
abstract
Methods for understanding the felt and situated experience of controlling autonomous systems are crucial for designing systems that are adjusted to the complexity of human interaction. Prior work has tended to overlook the bodily and experiential dimensions of monitoring systems at a distance, particularly in moments of losing control. We combined two approaches, ethnomethodology and conversation analysis, and soma design, to explore a case where a semi-autonomous system crashed when controlled by an inexperienced operator, captured in video ethnographic fieldwork. We report on our methodological approach, combining sequential video analysis of the unfolding sequence and interviews inspired by microphenomenology to unpack the operator’s experience of losing control. We contribute methodological considerations for interaction designers seeking to explore the felt experience of having and losing control of autonomous systems and discuss how insights gained through this combination of methods, rooted in phenomenology, support a designerly appreciation of safety operators’ work.
Hannah R. M. Pelikan, Airi Lampinen, Rachael Garrett, Emily Hofstetter, Amanda Hoskins, Hannah Kuehn, Iolanda Leite, Donald McMillan, Sergio Passero, Katie Winkle, Mathias Broth, Barry Brown 0001, Kristina Höök
DIS12
2026 Walking with robots: Video analysis of human-robot interactions in transit spaces
abstract
The proliferation of robots in public spaces necessitates a deeper understanding of how these robots can interact with those they share the space with. In this paper, we present findings from video analysis of publicly deployed cleaning robots in a transit space—a major commercial airport, using their navigational “troubles” as a tool to document what robots currently lack in interactional competence. We demonstrate that these robots, while technically proficient, can disrupt the social order of a space due to their inability to understand core aspects of human movement: mutual adjustment to others, the significance of understanding social groups, and the purpose of different locations. In discussion we argue for exploring a new design space of movement: socially-aware movement. By developing “strong concepts” that treat movement as an interactional and collaborative accomplishment, we can create systems that better integrate into the everyday rhythms of public life.
Barry Brown 0001, Hannah R. M. Pelikan, Mathias Broth
CHI1
2026 (Computer) Vision in Action: Comparing Remote Sighted Assistance and a Multimodal Voice Agent in Inspection Sequences
abstract
Does human–AI assistance unfold in the same way as human–human assistance? This research explores what can be learned from the expertise of blind individuals and sighted volunteers to inform the design of multimodal voice agents and address the enduring challenge of proactivity. Drawing on granular analysis of two representative fragments from a larger corpus, we contrast the practices co-produced by an experienced human remote sighted assistant and a blind participant—as they collaborate to find a stain on a blanket over the phone—with those achieved when the same participant worked with a multimodal voice agent on the same task, a few moments earlier. This comparison enables us to specify precisely which fundamental proactive practices the agent did not enact in situ. We conclude that, so long as multimodal voice agents cannot produce environmentally occasioned vision-based actions, they will lack a key resource relied upon by human remote sighted assistants.
Damien Rudaz, Barbara Nino Carreras, Sara Merlino, Brian L. Due, Barry Brown 0001
CHI5
2026 From Talking Heads to Moving Bodies: Understanding Video-Mediated Dance Instruction
Sara Eriksson, Donald McMillan, Barry Brown 0001
IMX3
2024 Honkable Gestalts: Why Autonomous Vehicles Get Honked At
abstract
This paper analyzes honks directed at autonomous vehicles (AVs) by other drivers. As honks often mark problems, this focus allows us to better understand the challenges that AVs face in real traffic. Performing a sequential video analysis of 63 honk incidents uploaded by Tesla beta testers on YouTube, we identify how problematic situations emerge as honkable Traffic Gestalts. We identify four types of situated problems with AV driving performance marked by other drivers’ honks: they may wait too long, steer inconsistently, stop instead of going, and go too fast. We further show how a honk may be understandable as a warning, a nudge or a reprimand. Our work suggests designing honks for AVs to focus on relevant contexts, supported by developing bidirectional interfaces and audio analysis methods that consider the interplay of auditory and visual information in traffic.
Sergio Passero, Hannah R. M. Pelikan, Mathias Broth, Barry Brown 0001
AutomotiveUI4
2024 Trash in Motion: Emergent Interactions with a Robotic Trashcan
abstract
The introduction of robots in public spaces raises many questions concerning emergent interactions with robots. In this paper, we use video analysis to study two robotic trashcans deployed in a busy city square. We focus on the movement-based practices that emerged between the robot, the robot operators, and the inhabitants of the square. These practices spanned ways of attracting the robot and disposing of trash, the robot ’asking’ for trash, ’demonstrations’ by those in the square, as well as passersby in the square navigating around and in coordination with the robots. In discussion, we document these ’spontaneous simple sequential systematics’ - interactions that were systematic (they had an order), sequential (they had parts that happened one at a time), simple (in that they could be understood and copied by an observer) and spontaneous (they could be produced with no prompting or training). Building on this we discuss how we might think of robotic motion as a design space, along with HCI contributions to urban robotics.
Barry Brown 0001, Fanjun Bu, Ilan Mandel, Wendy Ju
CHI1
2024 Not Just A Dot on The Map: Food Delivery Workers as Infrastructure
abstract
Food delivery platforms are location-based services that rely on minimal, quantifiable data points, such as GPS location, to represent and manage labor. Drawing upon an ethnographic study of food delivery work in India during the COVID-19 pandemic, we illustrate the challenges gig workers face when working with a platform that uses their (phone’s) GPS location to monitor and control their movement. Further, we describe how these, along with the platform’s opaque, location-based logics, shape the delivery workflow. We also document how the platform selectively represented workers’ bodies during the pandemic to portray them as safe and sterile, describing workers’ tactics in responding to issues arising from asymmetric platform policies. In discussion, we consider what we can learn from understanding gig workers as ‘infrastructure’, commonly overlooked but visible upon breakdown. We conclude by reflecting on how we might center gig workers’ well-being and bodily needs in design.
Riyaj Isamiya Shaikh, Anubha Singh, Barry Brown 0001, Airi Lampinen
CHI3
2024 Bodywork at Work: Attending to Bodily Needs in Gig, Shift, and Knowledge Work
abstract
The concept of ‘bodywork´ refers to the work individuals undertake on their own bodies and the bodies of others. One aspect is attending to bodily needs, which is often overlooked in the workplace and HCI/CSCW research on work practices. Yet, this labour can be a significant barrier to work, consequential to work, and prone to spill over into other aspects of life. We present three empirical cases of bodywork: gig-based food delivery, shift work in hospitals and bars, and office-based knowledge work. We describe what attending to bodily needs at work entails and illustrate tactics employed so that work can be carried on, even when the body (or technology optimising it) breaks down. Arguing that all systems are bodily systems, we conclude with a call to acknowledge the centrality of bodies in all work and the roles technologies can play in supporting or constraining bodywork differently for different workers.
Deepika Yadav, Kasper Karlgren, Riyaj Isamiya Shaikh, Karey Helms, Donald McMillan, Barry Brown 0001, Airi Lampinen
CHI6
2024 Fleeting Alliances and Frugal Collaboration in Piecework: A Video-Analysis of Food Delivery Work in India
abstract
Abstract Food delivery platforms are designed to match on-demand workers with jobs and then manage, monitor, and assess their performance. These platforms provide workers with a digital representation of delivery work. Once a worker accepts a delivery job they need to deal with the complexities of an unsettled urban landscape with varied infrastructures, traffic, and regulations. In particular, the Global South presents a demanding context for this type of work, given less clearly mapped addresses alongside other socio-cultural intricacies. In order to understand how food delivery workers bridge gaps and mismatches between the demands of the app and the realities encountered in situ, for this paper we shadowed six delivery workers over the course of their working day delivering food in Pune, India. The six workers included a complete novice and more experienced riders. We used helmet mounted cameras to record the delivery work, and how our participants managed the extra demands of food delivery work during the COVID-19 pandemic. Our moment-by-moment analysis of the video data is informed by the methodological traditions of ethnomethodology and conversation analysis. While the food delivery platform imposes a detailed workflow expected to be performed alone by the worker, our detailed video analysis reveals the collaborative nature of delivery work. We highlight how workers draw upon their ability to participate in ‘fleeting alliances’ and produce ‘frugal collaboration’ with co-located others, such as other delivery workers or security guards. This allows them to resolve everyday troubles, often learning or imparting ‘the tricks of the trade’ in the process. While gig platforms have commonly been presented as disruptive technologies for coordinating, regulating, and assessing gig workers individually and independently, our findings highlight collaboration as a critically important aspect of food delivery work.
Riyaj Isamiya Shaikh, Moira McGregor, Barry Brown 0001, Airi Lampinen
Comput. Support. Cooperative Work.3
2023 The Halting problem: Video analysis of self-driving cars in traffic
abstract
Using publicly uploaded videos of the Waymo and Tesla FSD self-driving cars, this paper documents how self-driving vehicles still struggle with some basics of road interaction. To drive safely self-driving cars need to interact in traffic with other road users. Yet traffic is a complex, long established social domain. We focus on one core element of road interaction: when road users yield for each other. Yielding – such as by slowing down for others in traffic – involves communication between different road users to decide who will ‘go’ and who will ‘yield’. Videos of the Waymo and Tesla FSD self-driving cars show how these systems fail to both yield for others, as well as failing to go when yielded to. In discussion, we explore how these ‘problems’ illustrate both the complexity of designing for road interaction, but also how the space of physical machine/human social interactions more broadly can be designed for.
Barry Brown 0001, Mathias Broth, Erik Vinkhuyzen
CHI1
2023 Designing Motion: Lessons for Self-driving and Robotic Motion from Human Traffic Interaction
abstract
The advent of autonomous cars creates a range of new questions about road safety, as well as a new collaborative domain for CSCW to analyse. This paper uses video data collected from five countries - India, Spain, France, Chile, and the USA - to study how road users interact with each other. We use interactional video analysis to document how co-ordination is achieved in traffic not just through the use of formal rules, but through situated communicative action. Human movement is a rich implicit communication channel and this communication is essential for safe manoeuvring on the road, such as in the co-ordination between pedestrians and drivers. We discuss five basic movements elements: gaps, speed, position, indicating and stopping. Together these elements can be combined to make and accept offers, show urgency, make requests and display preferences. We build on these results to explore lessons for how we can design the implicit motion of self-driving cars so that these motions are understandable - in traffic - by other road users. In discussion, we explore the lessons from this for designing the movement of robotic systems more broadly.
Barry Brown 0001, Eric Laurier, Erik Vinkhuyzen
Proc. ACM Hum. Comput. Interact.1
2023 The Work to Make Piecework Work: An Ethnographic Study of Food Delivery Work in India During the COVID-19 Pandemic
abstract
This paper considers food delivery work as a form of piecework that is conducted via a particular workflow system -- the food delivery platform and its delivery app. We offer an ethnographic account of food delivery labor during the early phases of the COVID-19 pandemic in the Indian city of Pune. Our inquiry is focused on (1) the workflow that structures food delivery work and (2) how economic considerations shape how workers work with and around the workflow. Our findings depict both the workflow that structures the delivery work and the efforts workers make beyond it to deal with contingencies and unexpected requirements they encounter on the ground. We recognize the workers' efforts as essential to make the workflow work but also to make the piecework arrangement work for them. We highlight how, in this setting, money is not just the motivation for engaging in gig work; rather, economic considerations infuse every aspect of the work process. Acknowledging the distinct shape gig work takes in a Global South context, our study highlights the value of in-depth,in situ understandings of how gig workers' economic considerations are entangled with their interactions with the technology that structures their work. Our key contribution lies in mapping outthe workflow of piecework andthe work to make piecework work, specifically in a Global South setting, by drawing upon classic CSCW themes around workflows and piecework to strengthen the contemporary scholarly discussion concerning gig work.
Riyaj Isamiya Shaikh, Airi Lampinen, Barry Brown 0001
Proc. ACM Hum. Comput. Interact.3
2022 Why Users Hack: Conflicting Interests and the Political Economy of Software
abstract
It is often assumed that the interests of users and developers coincide, sharing a common goal of good design. Yet users often desire functionality that goes beyond what designers, and the organisations they work in, are willing to supply. Analysing online forums, complemented with interviews, we document how users, hackers and software developers worked together to discover and apply system exploits in hardware and software. We cover four cases: users of CPAP breathing assistance machines getting access to their own sleep data, 'hacking' the Nintendo switch game console to run non-authorised software, end-users building their own insulin supply system, and farmers repairing their own agriculture equipment against suppliers terms and conditions. We propose the concept of the 'gulf of interests' to understand how differing interests can create conflicts between end-users, designers, and the organisations they work in. This points us in the direction of researching further the political and economic situations of technology development and use.
Barry Brown 0001, Minna Vigren, Asreen Rostami, Mareike Glöss
Proc. ACM Hum. Comput. Interact.1
2022 From Self-Tracking to Sleep-Hacking: Online Collaboration on Changing Sleep
abstract
With growing interest in how technology can make sense of our body and bodily experiences, this work looks at how these experiences are communicated through and with the help of technology. We present the ways in which knowledge about sleep, and how to manipulate it, is collectively shared online. This paper documents the sleep-change practices of four groups of 'Sleep Hackers' including Nurses, Polyphasic Sleeper, Over-sleepers, and Biohackers. Our thematic analysis uses 1002 posts taken from public forums discussing sleep change. This work reveals the different ways individuals share their experiences and build communal knowledge on how to 'hack' their sleep -- from using drugs, external stimulation, isolation, and polyphasic sleeping practices where segmented sleep schedules are shared between peers. We describe how communal discussions around the body and sleep can inform the development of body sensing technology. We discuss the opportunities and implications for designing for bodily agency over sleep changes both in relation to collaboratively developed understandings of the body and social context of the user. We also discuss notions of slowly changing bodily processes and sensory manipulation in relation to how they can build on the exploration of soma-technology.
Kasper Karlgren, Barry Brown 0001, Donald McMillan
Proc. ACM Hum. Comput. Interact.2
2020 Under Surveillance: Technology Practices of those Monitored by the State
abstract
This paper documents the experiences of those living under state surveillance. We interviewed our participants about how they lived under threat, and how it changed their technology practices. Our participants spanned three groups - journalists who reported from countries where their activities were illegal; activists who took part in civil disobedience, and individuals who worked in illegal activities that would have likely led to prosecution. In our analysis we cover four themes: first, 'the imagined surveillant'. Second, the danger and dependencies of technology use, third, their coping strategies, and lastly how belonging to a group can protect but also expose. In our discussion we cover how we can design for dissidents, and how to deal with the difficult questions this raises. We conclude by advocating for research that takes into account a critical view of the state in HCI and more broadly for an anti-surveillance stance in the design of technologies.
Pedro Sanches 0001, Vasiliki Tsaknaki, Asreen Rostami, Barry Brown 0001
CHI4
2020 E-scooters on the Ground: Lessons for Redesigning Urban Micro-Mobility
abstract
The worldwide deployment of rental electric scooters has generated new opportunities for urban mobility, but also intensified conflict over public space. This article reports on an ethnographic study of both rental and privately-owned e-scooters, mapping out the main problems and potentials around this new form of 'micro-mobility'. While it suffers from problems of reliability and conflict, user experience is an important part of e-scooters' appeal, an enjoyable way of 'hacking the city'. E-scooters have a hybrid character: weaving through the city, riders can switch between riding as a pedestrian, a car or a bicycle. Building on these results, we discuss how e-scooters, ridesharing services, and their apps could develop further, alongside the role for HCI in re-thinking urban transport and vehicle design.
Sylvaine Tuncer, Barry Brown 0001
CHI2
2020 On Pause: How Online Instructional Videos are Used to Achieve Practical Tasks
abstract
Instructional videos have become an important site of everyday learning. This paper explores how these videos are used to complete practical tasks, analyzing video-recorded interactions between pairs of users. Users need to repeatedly pause their videos to be able to follow the instructions, and we document how pausing is used to coordinate and interweave watching and doing. We describe four purposes and types of pausing: finding task objects, turning to action, keeping up, and fixing problems. Building on these results, we discuss how video players could better support following instructions, and the role of basic user interface functions in complex tasks involving different forms of engagement with the physical world and with screen-based activity.
Sylvaine Tuncer, Barry Brown 0001, Oskar Lindwall
CHI2
2019 From Nomadic Work to Nomadic Leisure Practice: A Study of Long-term Bike Touring
abstract
Mobility has long been a central concern in research within the Computer-Supported Cooperative Work (CSCW) community, particularly when it comes to work and how being on the move calls for reorganizing work practices. We expand this line of work with a focus on nomadic leisure practices. Based on interviews with eleven participants, we present a study that illuminates how digital technologies are used to shape and structure long-distance cycling. Our main analysis centers on bike touring as a nomadic leisure practice and on how it offers a radical departure from traditional modes of structuring work and life, and thus, complicates the relationship between work and leisure. We complement this with an account of managing the uncertainties of nomadicity by focusing on participants' experiences with arranging overnighting and network hospitality. We offer this study, firstly, as one response to the call for more diversity in the empirical cases drawn upon in theorizing nomadic work and leisure practices, but more productively, as an opportunity to reflect upon the temporal and spatial logics of digital technologies and platforms and how they frame our attitudes towards the interplay between work and leisure.
Pedro Ferreira 0006, Karey Helms, Barry Brown 0001, Airi Lampinen
Proc. ACM Hum. Comput. Interact.3
2019 Away and (Dis)connection: Reconsidering the Use of Digital Technologies in Light of Long-term Outdoor Activities
abstract
We present a study of long-term outdoor activities, based on altogether 34 interviews with 19 participants. Our goal was not only to explore these enjoyable experiences, but more broadly to examine how technology use was recontextualized 'away' from the everyday. Outdoor activities are commonly presented as an escape from our technology-infused world. In contrast, our interviews reveal experiences that are heavily dependent on technology, both digital and not. However, digital technology - and in particular the mobile phone - is reconfigured when taken out of its ordinary, often urban and indoor, context. We first present a diversity of 'aways' during outdoor activities by depicting cherished freedoms and interpersonal preferences. We then describe how participants managed connection and disconnection while away and upon coming back. To conclude, we discuss how constructions of away can support more purposeful engagements with digital technology, and how pointed (dis)connection can be useful for technology design also in non-outdoor settings.
Karey Helms, Pedro Ferreira 0006, Barry Brown 0001, Airi Lampinen
Proc. ACM Hum. Comput. Interact.3
2019 Designing with Gaze: Tama - a Gaze Activated Smart-Speaker
abstract
Recent developments in gaze tracking present new opportunities for social computing. This paper presents a study of Tama, a gaze actuated smart speaker. Tama was designed taking advantage of research on gaze in conversation. Rather than being activated with a wake word (such as "Ok Google") Tama detects the gaze of a user, moving an articulated 'head' to achieve mutual gaze. We tested Tama's use in a multi-party conversation task, with users successfully activating and receiving a response to over 371 queries (over 10 trials). When Tama worked well, there was no significant difference in length of interaction. However, interactions with Tama had a higher rate of repeated queries, causing longer interactions overall. Video analysis lets us explain the problems users had interacting with gaze. In the discussion, we describe implications for designing new gaze systems, using gaze both as input and output. We also discuss how the relationship to anthropomorphic design and taking advantage of learned skills of interaction. Finally, two paths for future work are proposed, one in the field of speech agents, and the second in using human gaze as an interaction modality more widely.
Donald McMillan, Barry Brown 0001, Ikkaku Kawaguchi, Razan Jaber, Jordi Solsona Belenguer, Hideaki Kuzuoka
Proc. ACM Hum. Comput. Interact.2
2018 Beyond "Same Time, Same Place": Introduction to the Special Issue on Collocated Interaction
abstract
Despite the rise of social media and online communication, face-to-face interaction retains its prominence in human life. Being face to face with others is “the most human thing that we do” (Turkle...
Joel E. Fischer, Stuart Reeves, Barry Brown 0001, Andrés Lucero
Hum. Comput. Interact.3
2018 Member-Owned Alternatives: Exploring Participatory Forms of Organising with Cooperatives
abstract
Cooperatives are member-owned organisations, run for the common benefit of their members. While cooperatives are a longstanding way of organising, they have received little attention in CSCW. In this paper, through interviews with 26 individuals from 24 different cooperatives, our focus is an exploratory inquiry on how cooperatives could expand thinking into what future economies can look like and the part technologies may play in them. We discuss (1) the work to make the co-op work, that is, the special effort involved in managing an enterprise in a democratic and inclusive way, (2) the multiple purposes that cooperatives can serve for their members, well beyond financial benefit, and (3) ICT usage within cooperatives as a site of tension and dialogue. We conclude by discussing the meaning and measures of success in alternative economies, and lessons learned for CSCW scholarship on civic and societal organisations.
Airi Lampinen, Moira McGregor, Rob Comber, Barry Brown 0001
Proc. ACM Hum. Comput. Interact.4
2018 Data Bites Man: The Production of Malaria by Technology
abstract
Malaria surveillance is a practice concerned with collection and analysis of data. This paper presents an ethnographical account of an international team of researchers producing data about malaria in the Zanzibar archipelago. We show that malaria is increasingly constituted by data, and inextricably interwoven with the practices of data workers using ICT tools. Through the practices we document here malaria: 1) becomes a problem to be managed by asymptomatic, as well as symptomatic individuals, 2) increases its geographical incidence through surveillance data and articulation work, and 3) becomes more certain, through coordination mechanisms enabled by ICT. As electronic data, malaria builds and mobilizes diverse human, organizational, and infrastructural worlds around it, who must now be dedicated to its production, management, and care.
Pedro Sanches 0001, Barry Brown 0001
Proc. ACM Hum. Comput. Interact.2
2018 Text in Talk: Lightweight Messages in Co-Present Interaction
abstract
While lightweight text messaging applications have been researched extensively, new messaging applications such as iMessage, WhatsApp, and Snapchat offer some new functionality and potential uses. Moreover, the role messaging plays in interaction and talk with those who are co-present has been neglected. In this article, we draw upon a corpus of naturalistic recordings of text message reading and composition to document the face-to-face life of text messages. Messages, both sent and received, share similarities with reported speech in conversation; they can become topical resource for local conversation–supporting verbatim reading aloud or adaptive summaries. Yet with text messages, their verifiability creates a distinctive resource. Similarly, in message composition, what to write may be discussed with collocated others. We conclude with discussion of designs for messaging in both face-to-face, and remote, communication.
Barry Brown 0001, Kenton O'Hara, Moira McGregor, Donald McMillan
ACM Trans. Comput. Hum. Interact.1
2017 The Trouble with Autopilots: Assisted and Autonomous Driving on the Social Road
abstract
As self-driving cars have grown in sophistication and ability, they have been deployed on the road in both localised tests and as regular private vehicles. In this paper we draw upon publicly available videos of autonomous and assisted driving (specifically the Tesla autopilot and Google self-driving car) to explore how their drivers and the drivers of other cars interact with, and make sense of, the actions of these cars. Our findings provide an early perspective on human interaction with new forms of driving involving assisted-car drivers, autonomous vehicles and other road users. The focus is on social interaction on the road, and how drivers communicate through, and interpret, the movement of cars. We provide suggestions toward increasing the transparency of autopilots' actions for both their driver and other drivers.
Barry Brown 0001, Eric Laurier
CHI1
2017 Market Design for HCI: Successes and Failures of Peer-to-Peer Exchange Platforms
abstract
This paper explores an HCI approach to designing markets, with a primary focus on peer-to peer exchange platforms. We draw on recent work in economics that has documented how markets function, how they can be evaluated, and what can be done to fix them when they fail. We introduce five key concepts from market design: thickness, congestion, stability, safety, and repugnance. These lend HCI an analytic vocabulary for understanding why markets may succeed or struggle. Building on prior empirical work, we apply these concepts to compare two well-known network hospitality platforms, Couchsurfing and Airbnb. As a second illustrative case, we use market design to shed light on the challenges experienced by smaller-scale peer-to-peer marketplaces for lending, renting, and selling physical goods. To conclude, we discuss how this kind of analysis can make conceptual, evaluative, and generative contributions to the study and design of exchange platforms and other socio-technical systems.
Airi Lampinen, Barry Brown 0001
CHI2
2017 Situating Wearables: Smartwatch Use in Context
abstract
Drawing on 168 hours of video recordings of smartwatch use, this paper studies how context influences smartwatch use. We explore the effects of the presence of others, activity, location and time of day on 1,009 instances of use. Watch interaction is significantly shorter when in conversation than when alone. Activity also influences watch use with significantly longer use while eating than when socialising or performing domestic tasks. One surprising finding is that length of use is similar at home and work. We note that usage peaks around lunchtime, with an average of 5.3 watch uses per hour throughout a day. We supplement these findings with qualitative analysis of the videos, focusing on how use is modified by the presence of others, and the lack of impact of watch glances on conversation. Watch use is clearly a context-sensitive activity and in discussion we explore how smartwatches could be designed taking this into consideration.
Donald McMillan, Barry Brown 0001, Airi Lampinen, Moira McGregor, Eve E. Hoggan, Stefania Pizza
CHI2
2016 Five Provocations for Ethical HCI Research
abstract
We present five provocations for ethics, and ethical research, in HCI. We discuss, in turn, informed consent, the researcher-participant power differential, presentation of data in publications, the role of ethical review boards, and, lastly, corporate-facilitated projects. By pointing to unintended consequences of regulation and oversimplifications of unresolvable moral conflicts, we propose these provocations not as guidelines or recommendations but as instruments for challenging our views on what it means to do ethical research in HCI. We then suggest an alternative grounded in the sensitivities of those being studied and based on everyday practice and judgement, rather than one driven by bureaucratic, legal, or philosophical concerns. In conclusion, we call for a wider and more practical discussion on ethics within the community, and suggest that we should be more supportive of low-risk ethical experimentation to further the field.
Barry Brown 0001, Alexandra Weilenmann, Donald McMillan, Airi Lampinen
CHI1
2016 Designing for Labour: Uber and the On-Demand Mobile Workforce
abstract
Apps allowing passengers to hail and pay for taxi service on their phone? such as Uber and Lyft-have affected the livelihood of thousands of workers worldwide. In this paper we draw on interviews with traditional taxi drivers, rideshare drivers and passengers in London and San Francisco to understand how "ride-sharing" transforms the taxi business. With Uber, the app not only manages the allocation of work, but is directly involved in "labour issues": changing the labour conditions of the work itself. We document how Uber driving demands new skills such as emotional labour, while increasing worker flexibility. We discuss how the design of new technology is also about creating new labour opportunities -- jobs -- and how we might think about our responsibilities in designing these labour relations.
Mareike Glöss, Moira McGregor, Barry Brown 0001
CHI3
2016 Data and the City
abstract
We consider how data is produced and used in cities. We draw on our experiences working with city authorities, along with twenty interviews across four cities to understand the role that data plays in city government. Following the development and deployment of innovative data-driven technology projects in the cities, we look in particular at collaborations around open and crowdsourced data, issues with the politicisation of data, and problems in innovating within the highly regulated public sphere. We discuss what this means for cities, citizens, innovators, and for visions of big data in the smart city as a whole.
Donald McMillan, Arvid Engström, Airi Lampinen, Barry Brown 0001
CHI4
2016 Smartwatch in vivo
abstract
In recent years, the smartwatch has returned as a form factor for mobile computing with some success. Yet it is not clear how smartwatches are used and integrated into everyday life differently from mobile phones. For this paper, we used wearable cameras to record twelve participants' daily use of smartwatches, collecting and analysing incidents where watches were used from over 34 days of user recording. This allows us to analyse in detail 1009 watch uses. Using the watch as a timepiece was the most common use, making up 50% of interactions, but only 14% of total watch usage time. The videos also let us examine why and how smartwatches are used for activity tracking, notifications, and in combination with smartphones. In discussion, we return to a key question in the study of mobile devices: how are smartwatches integrated into everyday life, in both the actions that we take and the social interactions we are part of?
Stefania Pizza, Barry Brown 0001, Donald McMillan, Airi Lampinen
CHI2
2016 Embeddedness and sequentiality in social media
abstract
Over the last decade, there has been an explosion of work around social media within CSCW. A range of perspectives have been applied to the use of social media, which we characterise as aggregate, actor-focussed or a combination. We outline the opportunities for a perspective informed by ethnomethodology and conversation analysis (EMCA)-an orientation that has been influential within CSCW, yet has only rarely been applied to social media use. EMCA approaches can complement existing perspectives through articulating how social media is embedded in the everyday lives of its users and how sequentiality of social media use organises this embeddedness. We draw on a corpus of screen and ambient audio recordings of mobile device use to show how EMCA research is generative for understanding social media through concepts such as adjacency pairs, sequential context, turn allocation / speaker selection, and repair.
Stuart Reeves, Barry Brown 0001
CSCW2
2016 The IKEA Catalogue: Design Fiction in Academic and Industrial Collaborations
abstract
This paper is an introduction to the "Future IKEA Catalogue", enclosed here as an example of a design fiction produced from a long standing industrial-academic collaboration. We introduce the catalogue here by discussing some of our experiences using design fiction` with companies and public sector bodies, giving some background to the catalogue and the collaboration which produced it. We have found design fiction to be a useful tool to support collaboration with industrial partners in research projects - it provides a way of thinking and talking about present day concepts, and present day constraints, without being overly concerned with contemporary challenges, or the requirements of academic validation. In particular, there are two main aspects of this we will discuss here, aspects that are visible in the enclosed catalogue itself. The first is the potential of design fiction as a sort of 'boundary object' in industry and academic collaboration, and second the role of critique. After this introduction to the paper we enclose the output of our collaboration in the form of the catalogue itself.
Barry Brown 0001, Julian Bleecker, Marco D'Adamo, Pedro Ferreira 0006, Joakim Formo, Mareike Glöss, Maria Holm, Kristina Höök, Eva-Carin Banka Johnson, Emil R. Kaburuan, Anna Karlsson, Elsa Kosmack Vaara, Jarmo Laaksolahti, Airi Lampinen, Lucian Leahu, Vincent Lewandowski, Donald McMillan, Anders Mellbratt, Johanna Mercurio, Cristian Norlin, Nicolas Nova, Stefania Pizza, Asreen Rostami, Mårten Sundquist, Konrad Tollmar, Vasiliki Tsaknaki, Jinyi Wang, Charles Windlin, Mikael Ydholm
GROUP1
2016 Ephemeral Photowork: Understanding the Mobile Social Photography Ecosystem
Barry Brown 0001, Frank Bentley, Saeideh Bakhshi, David A. Shamma
ICWSM1
2015 Repurposing Conversation: Experiments with the Continuous Speech Stream
abstract
Voice interaction with mobile devices has been focused on hands-free interaction or situations where visual interfaces are not applicable. In this paper we explore a subtler means of interaction -- speech recognition from continual, in the background, audio recording of conversations. We call this the 'continuous speech stream' and explore how it could be repurposed as user input. We analyse ten days of recorded audio from our participants, alongside corresponding interviews, to explore how systems might make use of extracts from this stream. Rather than containing directly actionable items, our data suggests that the continuous speech stream is a rich resource for identifying users' next actions, along with the interests and dispositions of those being recorded. Through design workshops we explored new interactions using the speech stream, and describe concepts for individual, shared and distributed use.
Donald McMillan, Antoine Loriette, Barry Brown 0001
CHI3
2015 Searchable Objects: Search in Everyday Conversation
abstract
This paper examines mobile internet search, presenting search not as a process of information retrieval, but as part of conversation and talk. Through video extracts of mobile search we explore how mobile phones are interwoven into talk, and how searchers manage the participation of other conversationalists alongside the search itself. We introduce the notion of a 'searchable object' -- an object that arises in conversation that can be searched for online -- and document how such an object occasions a search. In turn we discuss the differing roles of the device 'driver' and 'passenger', and how participation is managed through questions and narration. Rather than search being solely about getting correct information, conversations around search may be just as important. We conclude by critiquing some of the pessimistic views of interaction around mobile phones and their use in ordinary life and talk.
Barry Brown 0001, Moira McGregor, Donald McMillan
CSCW1
2015 From in the wild to in vivo: Video Analysis of Mobile Device Use
abstract
The explosion of mobile applications and services presents challenges for evaluation and user study. One successful approach has been to deploy instrumented applications, logging their use over long periods of time. We present an expansion of this by remotely recording video and audio of use, while also capturing device and app context. In vivo combines five data collection techniques -- screen recording, ambient audio recording, wearable cameras, data logging and distributed remote uploads. This data provides a range of insights and we discuss examples from previous work which reveal interaction design issues where interface confusions or task mismatches occur. We see how apps are integrated into ongoing activity and environment (such as how maps are used in situ), and how recorded conversations around and about apps may be used for evaluation purposes. We conclude by arguing that this combinative method helps us to move from considering app use in isolation, to studying app use in interaction.
Donald McMillan, Moira McGregor, Barry Brown 0001
MobileHCI3
2015 Pick up and play: understanding tangibility for cloud media
abstract
The 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
MUM2
2014 100 days of iPhone use: understanding the details of mobile device use
abstract
Internet connected mobile devices are an increasingly ubiquitous part of our everyday lives and we present here the results from unobtrusive audio-video recordings of iPhone use -- over 100 days of device use collected from 15 users. The data reveals for analysis the everyday, moment-by-moment use of contemporary mobile phones. Through video analysis of usage we observed how messages, social media and internet use are integrated and threaded into daily life, interaction with others, and everyday events such as transport, delays, establishment choice and entertainment. We document various aspects of end-user mobile device usage, starting with understanding how it is occasioned by context. We then characterise the temporal and sequential nature of use. Lastly, we discuss the social nature of mobile phone usage. Beyond this analysis, we reflect on how to draw these points into ideas for design.
Barry Brown 0001, Moira McGregor, Donald McMillan
Mobile HCI1
2013 iPhone in vivo: video analysis of mobile device use
abstract
Despite the widespread use of mobile devices, details of mobile technology use 'in the wild' have proven difficult to collect. This paper uses video data to gain new insight into the use of mobile computing devices. Our new method combines screen-capture of iPhone use with video recordings from wearable cameras. We use this data to analyse how mobile device use is threaded into other co-present activities, focusing on the use of maps and internet searches. Close analysis reveals novel aspects of gestures on touch screens, how they serve 'double duty' - both as interface gestures but as as resources for ongoing joint action. We go on to describe how users 'walk the blue dot' to orientate themselves, and how searches are occasioned by the local environment. In conclusion, we argue that mobile devices - rather than pushing us away from the world around us - are instead just another thread in the complex tapestry of everyday interaction.
Barry Brown 0001, Moira McGregor, Eric Laurier
CHI1
2013 Representation and communication: challenges in interpreting large social media datasets
abstract
Online services provide a range of opportunities for understanding human behaviour through the large aggregate data sets that their operation collects. Yet the data sets they collect do not unproblematically model or mirror the world events. In this paper we use data from Foursquare, a popular location check-in service, to argue for the importance of analysing social media as a communicative rather than representational system. Drawing on logs of all Foursquare check-ins over eight weeks we highlight four features of Foursquare's use: the relationship between attendance and check-ins, event check-ins, commercial incentives to check-in, and lastly humorous check-ins These points show how large data analysis is affected by the end user uses to which social networks are put.
Mattias Rost, Louise Barkhuus, Henriette Cramer, Barry Brown 0001
CSCW4
2012 The normal natural troubles of driving with GPS
abstract
In-car GPS based satellite navigation systems are now a common part of driving, providing turn-by-turn navigation instructions on smartphones, portable units or in-car dashboard navigation systems. This paper uses interactional analysis of video data from fifteen naturalistically recorded journeys with GPS to understand the navigational practices deployed by drivers and passengers. The paper documents five types of 'trouble' where GPS systems cause issues and confusion for drivers around: destinations, routes, maps & sensors, timing and relevance and legality. The paper argues that to design GPS systems better we need to move beyond the notion of a docile driver who follows GPS command blindly, to a better understanding of how drivers, passengers and GPS systems work together. We develop this in discussing how technology might better support 'instructed action'.
Barry Brown 0001, Eric Laurier
CHI1
2012 The sociality of fieldwork: designing for social science research practice and collaboration
abstract
Supporting scientific practice has been a longstanding goal of CSCW research. This paper explores how we might design for social science research practices and collaboration. Drawing on sixteen interviews with fieldwork-based social scientists we document the importance of small-scale long-term collaborative arrangements for research and intellectual work - pairs of researchers who work together in-depth over their careers, developing a common yet distinctive view of their research field. This contrasts with the large-scale short-lived collaborations that have classically been the target of cyber-infrastructure work. We describe technology practices among social scientists and how these can inform technology design for fieldwork practices.
Louise Barkhuus, Barry Brown 0001
GROUP2
2012 Flipping the classroom (abstract only)
abstract
In a flipped classroom, students watch or listen to the lecture at home and do homework in the classroom. The classroom becomes much more interactive and the educator has ample opportunity to provide individualized guidance when it's most needed. The watch-at-home content can include recorded lectures, demonstration videos, adaptive quizzes, or anything in between. Come share your experiences developing "flip" material, learn from others what's involved, and find out whether it's working to improve success and retention.
Barry Brown 0001
SIGCSE1
2012 Beyond Recommendations: Local Review Web Sites and Their Impact
abstract
Online review Web sites have enabled new interactions between companies and their customers. In this article we draw on interviews with users, reviewers, and establishments to explore how local review Web sites can change interactions around local places. Review Web sites such as Yelp and Tripadvisor allow customers to “previsit” establishments and areas of a city before an actual visit. The collection of a large numbers of user-generated reviews has also created a new genre of writing, with reviewers gaining considerable pleasure from passing on word of mouth and influencing others’ choices. Reviews also offer a new channel of communication between establishments, customers, and competitors. We discuss how review Web sites can be designed to cater for a broader range of interactions around reviews beyond a focus on recommendations.
Barry Brown 0001
ACM Trans. Comput. Hum. Interact.1
2011 Into the wild: challenges and opportunities for field trial methods
abstract
Field trials of experimental systems in the wild have developed into a standard method within HCI - testing new systems with groups of users in relatively unconstrained settings outside of the laboratory. In this paper we discuss methodological challenges in running user trials. Using a trial of trials we examined the practices of investigators and participants - documenting demand characteristics, where users adjust their behaviour to fit the expectations of those running the trial, the interdependence of how trials are run and the result they produce, and how trial results can be dependent on the insights of a subset of trial participants. We develop three strategies that researchers can use to leverage these challenges to run better trials.
Barry Brown 0001, Stuart Reeves, Scott Sherwood
CHI1
2011 Ethnography of the telephone: changing uses of communication technology in village life
abstract
While mobile HCI has encompassed a range of devices and systems, telephone calls on cellphones remain the most prevalent contemporary form of mobile technology use. In this paper we document ethnographic work studying a remote Mexican village's use of cellphones alongside conventional phones, shared phones and the Internet. While few homes in the village we studied have running water, many children have iPods and the Internet cafe in the closest town is heavily used to access YouTube, Wikipedia, and MSN messenger. Alongside cost, the Internet fits into the communication patterns and daily routines in a way that cellphones do not. We document the variety of communication strategies that balance cost, availability and complexity. Instead of finding that new technologies replace old, we find that different technologies co-exist, with fixed telephones co-existing with instant message, cellphones and shared community phones. The paper concludes by discussing how we can study mobile technology and design for settings defined by cost and infrastructure availability.
Tricia Wang, Barry Brown 0001
Mobile HCI2
2009 EyeSpy: supporting navigation through play
abstract
This paper demonstrates how useful content can be generated as a by-product of an enjoyable mobile multiplayer game. In EyeSpy, players tag geographic locations with photos or text. By locating the places in which other players' tags were created and 'confirming' them, players earn points for themselves and verify the tags' locations. As a side effect of game-play, EyeSpy produces a collection of recognisable and findable geographic details, in the form of photographs and text tags, that can be repurposed to support navigation tasks. Two user trials of the game successfully produced an archive of geo-located photographs and tags, and in a follow-up experiment we compared performance in a navigation task using photographs from the game, with geo-referenced photos collected from the Flickr website. Our experiences with EyeSpy support reflection upon the design challenges presented by 'human computation' and the production of usable by-products through mobile game-play.
Marek Bell, Stuart Reeves, Barry Brown 0001, Scott Sherwood, Donny MacMillan, John Ferguson, Matthew Chalmers
CHI3
2009 Unpacking the television: User practices around a changing technology
abstract
This article investigates the changing television watching practices amongst early adopters of personal hard-disk video recorders (such as Tivo) and Internet downloading of video. Through in-depth interviews with 21 video enthusiasts, we describe how the rhythms of television watching change when decoupled from broadcast TV schedules. Devices such as Tivo do not simply replace videotapes; TV watching becomes more active as programs are gathered from the schedules, played from a stored collection and fast forwarded and paused during playback. Downloads users exploit the Internet to view shows and movies not broadcast, yet this watching is not fundamentally different from recording shows using a PVR, since both involve selection of shows from a limited range and a wait before the shows can be watched.
Louise Barkhuus, Barry Brown 0001
ACM Trans. Comput. Hum. Interact.2
2008 From awareness to repartee: sharing location within social groups
abstract
This paper investigates emergent practices around 'microblogging', changing and sharing status within a social group. We present results from a trial of 'Connecto', a phone based status and location sharing application that allows a group to 'tag' areas and have individuals' locations shared automatically on a mobile phone. In use the system moved beyond being an awareness tool to a way of continuing the ongoing 'story' of conversations within the group. Through sharing status and location the system supported each groups' ongoing repartee - a site for social exchange, enjoyment and friendship.
Louise Barkhuus, Barry Brown 0001, Marek Bell, Scott Sherwood, Malcolm Hall, Matthew Chalmers
CHI2
2007 Seeing Ethnographically: Teaching ethnography as part of CSCW
Barry Brown 0001, Johan Lundin, Mattias Rost, Gustav Lymer, Lars Erik Holmquist
ECSCW1
2007 Locating Family Values: A Field Trial of the Whereabouts Clock
Barry Brown 0001, Alex S. Taylor, Shahram Izadi, Abigail Sellen, Joseph Kaye, Rachel Eardley
UbiComp1
2007 Leisure and CSCW: Introduction to Special Edition
Barry Brown 0001, Louise Barkhuus
Comput. Support. Cooperative Work.1
2007 Shakra: Tracking and Sharing Daily Activity Levels with Unaugmented Mobile Phones
Ian Anderson 0002, Julie Maitland, Scott Sherwood, Louise Barkhuus, Matthew Chalmers, Malcolm Hall, Barry Brown 0001, Henk L. Muller
Mob. Networks Appl.7
2006 Supporting ethnographic studies of ubiquitous computing in the wild
abstract
Ethnography has become a staple feature of IT research over the last twenty years, shaping our understanding of the social character of computing systems and informing their design in a wide variety of settings. The emergence of ubiquitous computing raises new challenges for ethnography however, distributing interaction across a burgeoning array of small, mobile devices and online environments which exploit invisible sensing systems. Understanding interaction requires ethnographers to reconcile interactions that are, for example, distributed across devices on the street with online interactions in order to assemble coherent understandings of the social character and purchase of ubiquitous computing systems. We draw upon four recent studies to show how ethnographers are replaying system recordings of interaction alongside existing resources such as video recordings to do this and identify key challenges that need to be met to support ethnographic study of ubiquitous computing in the wild.
Andy Crabtree, Steve Benford, Christopher Greenhalgh, Paul Tennent, Matthew Chalmers, Barry Brown 0001
Conference on Designing Interactive Systems6
2006 Interweaving mobile games with everyday life
abstract
We introduce a location--based game called Feeding Yoshi that provides an example of seamful design, in which key characteristics of its underlying technologies-the coverage and security characteristics of WiFi-are exposed as a core element of gameplay. Feeding Yoshi is also a long--term, wide--area game, being played over a week between three different cities during an initial user study. The study, drawing on participant diaries and interviews, supported by observation and analysis of system logs, reveals players' reactions to the game. We see the different ways in which they embedded play into the patterns of their daily lives, augmenting existing practices and creating new ones, and observe the impact of varying location on both the ease and feel of play. We identify potential design extensions to Feeding Yoshi and conclude that seamful design provides a route to creating engaging experiences that are well adapted to their underlying technologies.
Marek Bell, Matthew Chalmers, Louise Barkhuus, Malcolm Hall, Scott Sherwood, Paul Tennent, Barry Brown 0001, Duncan Rowland, Steve Benford
CHI7
2006 The television will be revolutionized: effects of PVRs and filesharing on television watching
abstract
This paper investigates television-watching practices amongst early adopters of personal hard-disk video recorders (PVRs such as TiVotm) and Internet downloading of shows. Through in-depth interviews with early adopters, we describe how the rhythms of television watching change when decoupled from broadcast TV. For both the PVR users and downloaders TV watching has become less of a passive process, with viewers instead actively gathered shows from the schedules or online, and watching shows from their stored collection. From these results we discuss the 'video media lifecycle', and three new design concepts for supporting TV watching.
Barry Brown 0001, Louise Barkhuus
CHI1
2006 Watching the cars go round and round: designing for active spectating
abstract
Spectating at sport events is a common and popular leisure activity worldwide. Recently spectating has also become a topic of interest to CHI, particularly the design of technology for both performers and audiences. In this paper we describe an in-depth study of spectating, drawn from fieldwork of outdoor car rallies in the UK and Sweden. We describe three findings with relevance to design: the viewing paradox of spectating, active spectating and the role of sociability. We describe the MySplitTime prototype which address these issues while retaining the active sociable nature of the spectating experience.
Mattias Esbjörnsson, Barry Brown 0001, Oskar Juhlin, Daniel Normark, Mattias Östergren, Eric Laurier
CHI2
2005 Sharing the Square: Collaborative Leisure in the City Streets
Barry Brown 0001, Matthew Chalmers, Marek Bell, Ian MacColl, Malcolm Hall, Paul Rudman
ECSCW1
2005 Picking Pockets on the Lawn: The Development of Tactics and Strategies in a Mobile Game
Louise Barkhuus, Matthew Chalmers, Paul Tennent, Malcolm Hall, Marek Bell, Scott Sherwood, Barry Brown 0001
UbiComp7
2005 Three applications for mobile epidemic algorithms
abstract
This paper presents a framework for the pervasive sharing of data using wireless networks. 'FarCry' uses the mobility of users to carry files between separated networks. Through a mix of ad-hoc and infrastructure-based wireless networking, files are transferred between users without their direct involvement. As users move to different locations, files are then transmitted on to other users, spreading and sharing information. We examine three applications of this framework. Each of these exploits the physically proximate nature of social gatherings. As people group together in, for example, business meetings and cafés, this can be taken as an indication of similar interests, e.g. in the same presentation or in a type of music. MediaNet affords sharing of media files between strangers or friends, MeetingNet shares business documents in meetings, and NewsNet shares RSS feeds between mobile users. NewsNet also develops the use of pre-emptive caching: collecting information from others not for oneself, but for the predicted later sharing with others. We offer observations on developing this system for a mobile, multi-user, multi-device environment.
Paul Tennent, Malcolm Hall, Barry Brown 0001, Matthew Chalmers, Scott Sherwood
Mobile HCI3
2004 CSCW at play: 'there' as a collaborative virtual environment
abstract
Video games are of increasing importance, both as a cultural phenomenon and as an application of collaborative technology. In particular, many recent online games feature persistent collaborative virtual environments (CVEs), with complex social organisation and strong social bonds between players. This paper presents a study of 'There', one such game, focusing on how There has been appropriated by its players. In particular we describe how its flexibility has allowed players to develop their own forms of play within the game. Three aspects of There are discussed: first, how the environment supports a range of social activities around objects. Second, how the chat environment is used to produce overlapping chat and how the game itself provides topics for conversation. Lastly, how the 'place' of There is a fluid interaction space that supports safe interactions between strangers. The paper concludes by drawing design lessons concerning the importance of supporting shared online activity, interaction between strangers, and the difficulties of designing for play.
Barry Brown 0001, Marek Bell
CSCW1
2004 Models of Space in a Mixed-Reality System
abstract
In this paper we discuss the use of models of space in the building of mixed-reality systems. By model of space we mean a geometric or symbolic description associated with a physical space. We outline several types of model that exist, how they are surveyed and authored, how they are represented to the users and how they are supported by middleware and sensors. We show that systems often contain numerous models of space and we discuss the issues in maintaining or reifying assumptions about transformations between models. We illustrate these ideas by describing the implementation of a collaborative mixed-reality system that allows users to experience a museum in three modalities: physically colocated visitor with personal digital assistant guide, virtual reality visitor and Web visitor.
Anthony Steed, Ian MacColl, Cliff Randell, Barry Brown 0001, Matthew Chalmers, Christopher Greenhalgh
IV4
2004 Building a Context Sensitive Telephone: Some Hopes and Pitfalls for Context Sensitive Computing
Barry Brown 0001, Rebecca Randell
Comput. Support. Cooperative Work.1
2003 Lessons from the lighthouse: collaboration in a shared mixed reality system
abstract
Museums attract increasing numbers of online visitors along with their conventional physical visitors. This paper presents a study of a mixed reality system that allows web, virtual reality and physical visitors to share a museum visit together in real time. Our system allows visitors to share their location and orientation, communicate over a voice channel, and jointly navigate around a shared information space. Results from a study of 34 users of the system show that visiting with the system was highly interactive and retained many of the attractions of a traditional shared exhibition visit. Specifically, users could navigate together, collaborate around objects and discuss exhibits. These findings have implications for non-museum settings, in particular how location awareness is a powerful resource for collaboration, and how 'hybrid objects' can support collaboration at-a-distance.
Barry Brown 0001, Ian MacColl, Matthew Chalmers, Areti Galani, Cliff Randell, Anthony Steed
CHI1
2003 Tourism and Mobile Technology
Barry Brown 0001, Matthew Chalmers
ECSCW1
2003 Learning from Games: HCI Design Innovations in Entertainment Software
Jeff Dyck, David Pinelle, Barry Brown 0001, Carl Gutwin
Graphics Interface3
2003 Wireless World - Social and Interactional Aspects of the Mobile Age
Barry Brown 0001, Nicola Green, Richard Harper 0001, Oskar Juhlin
Comput. Support. Cooperative Work.1
2001 Music sharing as a computer supported collaborative application
abstract
New computer applications, such as the infamous “Napster” system enable the sharing of music over the Internet, with limited communication around this sharing activity. This paper discusses the use and opportunities for these music sharing technologies using interviews with users of both conventional and new music sharing technologies. The data show that music sharing is a practice that is richly linked with other social activities. New music is often discovered through friends, by listening to music together, or in the form of compilation tapes. In these environments, sharing music is a natural activity. With music sharing over the Internet, however, much of this social context is removed. This suggests opportunities to turn music sharing into a more collaborative and community-related activity. These opportunities are explored with the “Music Buddy”, a system for browsing others’ music collections without infringing the copyright of artists. These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.
Barry Brown 0001, Abigail Sellen, Erik Geelhoed
ECSCW1
2001 The Use of Conventional and New Music Media: Implications for Future Technologies
Barry Brown 0001, Erik Geelhoed, Abigail Sellen
INTERACT1
2001 Unpacking a Timesheet: Formalisation and Representation
Barry Brown 0001
Comput. Support. Cooperative Work.1
2001 Dealing with mobility: understanding access anytime, anywhere
abstract
The rapid and accelerating move towards use of mobile technologies has increasingly provided people and organizations with the ability to work away from the office and on the move. The new ways of working afforded by these technologies are often characterized in terms of access to information and people anytime, anywhere. This article presents a study of mobile workers that highlights different facets ofaccessto remote people and information, and different facets ofanytime, anywhere. Four key factors in mobile work are identified: the role of planning, working in "dead time," accessing remote technological and informational resources, and monitoring the activities of remote colleagues. By reflecting on these issues, we can better understand the role of technology and artifacts in mobile work and identify the opportunities for the development of appropriate technological solutions to support mobile workers.
Mark J. Perry, Kenton O'Hara, Abigail Sellen, Barry Brown 0001, Richard Harper 0001
ACM Trans. Comput. Hum. Interact.4
2000 A diary study of information capture in working life
abstract
Despite the increasing number of new devices entering the market allowing the capture or recording of information (whether it be marks on paper, scene, sound or moving images), there has been little study of when and why people want to do these kinds of activities. In an effort to systematically explore design requirements for new kinds of information capture devices, we devised a diary study of 22 individuals in a range of different jobs. The data were used to construct a taxonomy as a framework for design and analysis. Design implications are drawn from the framework and applied to the design of digital cameras and hand held scanners.
Barry Brown 0001, Abigail Sellen, Kenton O'Hara
CHI1
2000 The artful use of groupware: An ethnographic study of how Lotus Notes is used in practice
abstract
This paper uses the results from an ethnographic study of a groupware system in use to argue against two accepted views on groupware systems. Firstly, this paper argues that groupware is useful in how it supports existing everyday organizational processes, rather than as an agent of radical organizational change. Discussing the use of Lotus Notes in a British oil company shows how groupware supports mundane processes such as tracking repairs to equipment or encouraging good ideas. In this case groupware is a useful, yet unradical, technology. This is contrasted with discussions of groupware as a technology of radical change. Secondly, this paper argues that rigidity-the inability to change how a system works-can be a positive feature of a groupware system, or indeed, a very requirement of that system. A Notes system is shown being used to support accountability, in that staff used the record kept within the system to make their actions seem orderly and sensible to others. In this case the rigidity of the system was needed to convince others that the record was not being altered or fabricated. This is contrasted with those who have argued that groupware systems should be highly customisable by their users. More generally, this study uncovers the 'artful use' of groupware systems, how they are inventively integrated into work processes by those who use them.
Barry Brown 0001
Behav. Inf. Technol.1
2000 Why don't telephones have off switches? Understanding the use of everyday technologies
abstract
Unlike other technologies, the telephone is unusual in that it cannot be ‘turned off’. Almost uniquely, its design does not incorporate an off switch, or when it does, it tends to be located in an inaccessible position (such as on the underside of the phone). Rather than arguing that this is a special feature of telephones, this paper argues that this is an example of designers seeing rules as generators of action, rather than resources for action. That is, a rule of phone behaviour is “when a phone rings, answer it”. However, rules do not simply generate action. We can choose when not to follow it. Support for this case has been neglected by designers, forcing individuals to appropriate other technologies to support not answering the phone. These rules of use are implicit in how we conceptualise the use of technology, and in turn, how we perform design. We suggest that designers can be aided by understanding better the nature of rule following, allowing them to design technology that supports ‘deviant’, yet equally valid modes of use.
Barry Brown 0001, Mark J. Perry
Interact. Comput.1
2000 The Future of the Personal Computer in the Home: A Research Note
Barry Brown 0001
Pers. Ubiquitous Comput.1