VLDB 2026 Research / reviewers in the wild / expert
Shaun W. Lawson
dblp:67/1227
· DBLP profile ↗
42ranked-venue papers
2as first author
3since 2021 · last 2023
0000-0001-8357-0727ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 40 · 2 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5Artificial intelligence and machine learning · 1Systems, architecture and hardware · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Towards real-time and large-scale web accessbilityabstractWe rely on large-scale web accessibility evaluations to obtain snapshots of Internet Health and understand trends and behaviours impacting overall web accessibility. Such evaluations are financially and time exhaustive, making the possibility of more real-time measurements of Internet Health infeasible. In this paper, we investigate the impacts of optimising the page selection processes of large-scale web accessibility evaluations. We set out to conduct an automated accessibility evaluation of 1500 websites using the ‘Home+’ sampling method (for each website, we evaluated the home page and all pages linked belonging to the same domain) as our baseline; then compared the agreement rates of web accessibility evaluations on further sub-sampled datasets. Accessibility data was successfully captured on 987 websites. Our findings demonstrate that a strong accessibility evaluation agreement between the baseline and the sub-sample datasets could be reached with a sub-sample of just 20% of the pages, significantly reducing the effort and resources required to conduct large-scale web accessibility evaluations. Luís P. Carvalho, Tiago João Vieira Guerreiro, Shaun W. Lawson, Kyle Montague |
ASSETS | 3 |
| 2023 | Designing Technology-Mediated Peer Support for Postgraduate Research Students at Risk of Loneliness and IsolationabstractStudent mental health and wellbeing have come under increased scrutiny in recent years. Postgraduate research (PGR) students are at risk of experiencing mental health concerns and this, with the often isolated and competitive nature of their work, can impact their sense of community and social connectedness. In response to these concerns, we designed Pears, a system to connect PGR students for regular “pearings” (in-person meetings) and provide activities to promote reflection and conversation. A four-week evaluation of Pears with 15 students highlighted its potential to sometimes, but not always, facilitate peer support. Some participants would instead meet formally and according to their needs, others instead used the system to make new social connections. Additionally, some participants who faced work-related difficulties during the study found using the system contributed to their stress levels. We conclude by noting how technologies that encourage peer support can help build social relationships, providing an avenue to share similar PhD experiences and guidance for those new to the experience, while importantly raising awareness and an understanding for the need to take time for self-care. However, these technologies must be utilised carefully, and are not a replacement for other sources of student support in universities. Daniel Harrison, Scarlett Rowland, Gavin Wood, Lyndsey L. Bakewell, Ioannis Petridis, Kiel Long, Konstantina Vasileiou, Julie Barnett, Manuela Barreto, Shaun W. Lawson, John Vines |
ACM Trans. Comput. Hum. Interact. | 11 |
| 2021 | Lanterns: Configuring a Digital Resource to Inspire Preschool Children's Free Play OutdoorsabstractPrevious HCI research has highlighted opportunities for digital technologies to support outdoor play amongst children. However, the tendency has been to focus on older children and forms of play that are structured and rule-based. We report on a Research-through-Design (RtD) inquiry, grounded in an Embodied Interactional approach, that investigated configurations of off-the-shelf Internet of Things (IoT) tool-kits to inspire new forms of free play outdoors for preschool children. We designed the Lanterns, a tangible interactive resource that is made using household materials and guided by a template, and which explores new possibilities to inspire social play and embodied interaction outdoors. Based on observations of the Lanterns being used by preschool children and Early Years Practitioners outdoors, we identify qualities of free play promoted by the Lanterns outdoors, such as enchantment, improvisation, anticipation and choice. We discuss our findings by defining three sensitising concepts to support future design research in this space: Choosing the Way; Improvising through Movement; Anticipating a Response. Thomas Dylan, Abigail Durrant, Sena Çerçi, Shaun W. Lawson, John Vines |
CHI | 4 |
| 2020 | Designing IoT Resources to Support Outdoor Play for ChildrenabstractWe describe a Research-through-Design (RtD) project that explores the Internet of Things (IoT) as a resource for children's free play outdoors. Based on initial insights from a design ethnography, we developed four RtD prototypes for social play in different scenarios of use outdoors, including congregating on a street or in a park to play physical games with IoT. We observed these prototypes in use by children in their free play in two community settings, and report on the qualitative analysis of our fieldwork. Our findings highlight the designs' material qualities that encouraged social and physical play under certain conditions, suggesting social affordances that are central to the success of IoT designs for free play outdoors. We provide directions for future research that addresses the challenges faced when deploying IoT with children, contributing new considerations for interaction design with children in outdoor settings and free play contexts. Thomas Dylan, Gavin Wood, Abigail Durrant, John Vines, Pablo E. Torres, Philip Ulrich, Mutlu Cukurova, Amanda Carr, Sena Çerçi, Shaun W. Lawson |
CHI | 10 |
| 2020 | Broadening Exposure to Socio-Political Opinions via a Pushy Smart Home DeviceabstractMotivated by the effects of the filter bubble and echo chamber phenomena on social media, we developed a smart home device, Spkr, that unpredictably "pushes" socio-political discussion topics into the home. The device utilised trending Twitter discussions, categorised by their socio-political alignment, to present people with a purposefully assorted range of viewpoints. We deployed Spkr in 10 homes for 28 days with a diverse range of participants and interviewed them about their experiences. Our results show that Spkr presents a novel means of combating selective exposure to socio-political issues, providing participants with identifiably diverse viewpoints. Moreover, Spkr acted as a conversational prompt for discussion within the home, initiating collective processes and engaging those who would not often be involved in political discussions. We demonstrate how smart home assistants can be used as a catalyst for provocation by altering and pluralising political discussions within households. Tom Feltwell, Gavin Wood, Phillip Brooker, Scarlett Rowland, Eric P. S. Baumer, Kiel Long, John Vines, Julie Barnett, Shaun W. Lawson |
CHI | 9 |
| 2020 | ReFind: Design, Lived Experience and Ongoingness in BereavementabstractWe describe the design and use of ReFind, a handheld artefact made for people who are bereaved and are ready to re-explore their relationship to the deceased person. ReFind was made within a project seeking to develop new ways to curate and create digital media to support ongoingness - an active, dynamic component of continuing bonds. We draw on bereavement theory and care championing practices that enable a continued sense of connection between someone bereaved and a person who has died. We present the design development of ReFind and the lived experience of the piece by the first author. We discuss our wider methodology which includes autobiographical design and reflections on if and how the piece supported ongoing connections, the challenges faced, and insights gained. Jayne Wallace, Kyle Montague, Trevor Duncan, Luís P. Carvalho, Nantia Koulidou, Jamie Mahoney, Kellie Morrissey, Claire Craig, Linnea Iris Groot, Shaun W. Lawson, Patrick Olivier, Julie Trueman, Helen Fisher |
CHI | 10 |
| 2019 | Play Poles: Towards IoT Resources for Outdoor PlayabstractThis pictorial reports on the Play Poles prototype that was designed as part of a design ethnography investigating the Internet of Things (IoT) as a resource supporting outdoor play amongst groups of children. We use illustrations and annotations derived from video data and analysis to depict gestures, actions and social interaction that are significant in understanding the qualities of the Poles as a play resource. We argue that simple functions and direct, real-time control can be used by groups of children to support fun and creativity in outdoor play, whilst also highlighting opportunities and challenges in designing IoT play resources. Thomas Dylan, Abigail Durrant, Gavin Wood, Sena Çerçi, Denise Downey, Jonny Scott, John Vines, Shaun W. Lawson |
Conference on Designing Interactive Systems | 8 |
| 2019 | Recipes for Programmable MoneyabstractThis paper presents a qualitative study of the recent integration of a UK-based, digital-first mobile banking app - Monzo - with the web automation service IFTTT (If This Then That). Through analysis of 113 unique IFTTT 'recipes' shared by Monzo users on public community forums, we illustrate the potentially diverse functions of these recipes, and how they are achieved through different kinds of automation. Beyond achieving more convenient and efficient financial management, we note many playful and expressive applications of conditionality and automation that far extend traditional functions of banking applications and infrastructure. We use these findings to map opportunities, challenges and areas of future research in the development of 'programmable money' and related financial technologies. Specifically, we present design implications for the extension of native digital banking applications; novel uses of banking data; the applicability of blockchains and smart contracts; and future forms of financial autonomy. Chris Elsden, Tom Feltwell, Shaun W. Lawson, John Vines |
CHI | 3 |
| 2019 | Designing Second-Screening Experiences for Social Co-Selection and Critical Co-Viewing of Reality TVabstractPublic commentary related to reality TV can be overwhelmed by thoughtless reactions and negative sentiments, which often problematically reinforce the cultural stereotyping typically employed in such media. We describe the design, and month-long evaluation, of a mobile "second-screening" application, Screenr, which uses co-voting and live textual tagging to encourage more critical co-viewing in these contexts. Our findings highlight how Screenr supported interrogation of the production qualities and claims of shows, promoted critical discourse around the motivations of programmes, and engaged participants in reflecting on their own assumptions and views. We situate our results within the context of existing second-screening co-viewing work, discuss implications for such technologies to support critical engagement with socio-political media, and provide design implications for future digital technologies in this domain. Tom Feltwell, Gavin Wood, Scarlett Rowland, Kiel Long, Chris Elsden, Phillip Brooker, John Vines, Pamela Briggs, Julie Barnett, Shaun W. Lawson |
CHI | 10 |
| 2019 | Voice as a Design Material: Sociophonetic Inspired Design Strategies in Human-Computer InteractionabstractWhile there is a renewed interest in voice user interfaces (VUI) in HCI, little attention has been paid to the design of VUI voice output beyond intelligibility and naturalness. We draw on the field of sociophonetics - the study of the social factors that influence the production and perception of speech - to highlight how current VUIs are based on a limited and homogenised set of voice outputs. We argue that current systems do not adequately consider the diversity of peoples' speech, how that diversity represents sociocultural identities, and how voices have the potential to shape user perceptions and experiences. Ultimately, as other technological developments have influenced the ideologies of language, the voice outputs of VUIs will influence the ideologies of speech. Based on our argument, we pose three design strategies for VUI voice output design - individualisation, context awareness, and diversification - to motivate new ways of conceptualising and designing these technologies. Selina Jeanne Sutton, Paul Foulkes, David S. Kirk, Shaun W. Lawson |
CHI | 4 |
| 2019 | Designing for Digital Playing OutabstractWe report on a design-led study in the UK that aimed to understand barriers to children (aged 5 to 14 years) 'playing out' in their neighbourhood and explore the potential of the Internet of Things (IoT) for supporting children's free play that extends outdoors. The study forms a design ethnography, combining observational fieldwork with design prototyping and co-creative activities across four linked workshops, where we used BBC micro:bit devices to co-create new IoT designs with the participating children. Our collective account contributes new insights about the physical and interactive features of micro:bits that shaped play, gameplay, and social interaction in the workshops, illuminating an emerging design space for supporting 'digital playing out' that is grounded in empirical instances. We highlight opportunities for designing for digital playing out in ways that promote social negotiation, supports varying participation, allows for integrating cultural influences, and accounts for the weaving together of placemaking and play. Gavin Wood, Thomas Dylan, Abigail Durrant, Pablo E. Torres, Philip Ulrich, Amanda Carr, Mutlu Cukurova, Denise Downey, Phil McGrath, Madeline Balaam, Alice Ferguson, John Vines, Shaun W. Lawson |
CHI | 13 |
| 2018 | Everything We Do, Everything We Press: Data-Driven Remote Performance Management in a Mobile WorkplaceabstractThis paper examines how data-driven performance monitoring technologies affect the work of telecommunications field engineers. As a mobile workforce, this occupational group rely on an array of smartphone applications to plan, manage and report on their jobs, and to liaise remotely with managers and colleagues. These technologies intend to help field engineers be more productive and have greater control over their work; however they also gather data related to the quantity and effectiveness of their labor. We conducted a qualitative study examining engineers' experiences of these systems. Our findings suggest they simultaneously enhance worker autonomy, support co-ordination with and monitoring of colleagues, but promote anxieties around productivity and the interpretation of data by management. We discuss the implications of data-driven performance management technologies on worker agency, and examine the consequences of such systems in an era of quantified workplaces. Lyndsey L. Bakewell, Konstantina Vasileiou, Kiel Long, Mark Atkinson, Helen Rice, Manuela Barreto, Julie Barnett, Shaun W. Lawson, John Vines |
CHI | 9 |
| 2018 | Making Problems in Design Research: The Case of Teen Shoplifters on TumblrabstractHCI draws on a variety of traditions but recently there have been calls to consolidate contributions around the problems researchers set out to solve. However, with this comes the assumption that problems are tractable and certain, rather than constructed and framed by researchers. We take as a case study a Tumblr community of teen shoplifters who post on how to steal from stores, discuss shoplifting as political resistance, and share jokes and stories about the practice. We construct three different "problems" and imagine studies that might result from applying different design approaches: Design Against Crime; Critical Design and Value Sensitive Design. Through these studies we highlight how interpretations of the same data can lead to radically different design responses. We conclude by discussing problem making as a historically and politically contingent process that allow researchers to connect data and design according to certain moral and ethical principles. Enrique Encinas, Mark Blythe, Shaun W. Lawson, John Vines, Jayne Wallace, Pamela Briggs |
CHI | 3 |
| 2018 | Troubling Vulnerability: Designing with LGBT Young People's Ambivalence Towards Hate Crime ReportingabstractHCI is increasingly working with 'vulnerable' people, yet there is a danger that the label of vulnerability can alienate and stigmatize the people such work aims to support. We report our study investigating the application of interaction design to increase rates of hate crime reporting amongst Lesbian, Gay, Bisexual and Transgender young people. During design-led workshops, participants expressed ambivalence towards reporting. While recognizing their exposure to hate crime, they simultaneously rejected being identified as victim as implied in the act of reporting. We used visual communication design to depict the young people's ambivalent identities and contribute insights into how these fail and succeed to account for the intersectional, fluid and emergent nature of LGBT identities through the design research process. We argue that by producing ambiguously designed texts alongside conventional outcomes, we 'trouble' our design research narratives as a tactic to disrupt static and reductive understandings of vulnerability within HCI. Cally Gatehouse, Matthew Wood, Jo Briggs, James Pickles, Shaun W. Lawson |
CHI | 5 |
| 2018 | Rethinking Engagement with Online News through Social and Visual Co-AnnotationabstractThe emergence of fake news, as well as filter bubbles and echo chambers, has precipitated renewed attention upon the ways in which news is consumed, shared and reflected and commented upon. While online news comments sections offer space for pluralist and critical discussion, studies suggest that this rarely occurs. Motivated by common practices of annotating, defacing and scribbling on physical newspapers, we built a mobile app -- Newsr -- that supports co-annotation, in the form of graffiti, on online news articles, which we evaluated in-the-wild for one month. We report on how the app encouraged participants to reflect upon the act of choosing news stories, whilst promoting exploration, the critique of content, and the exposure of bias within the writing. Our findings highlight how the re-design of interactive online news experiences can facilitate more directed, "in-the-moment" critique of online news stories as well as encourage readers to expand the range of news content they read. Gavin Wood, Kiel Long, Tom Feltwell, Scarlett Rowland, Phillip Brooker, Jamie Mahoney, John Vines, Julie Barnett, Shaun W. Lawson |
CHI | 9 |
| 2017 | Self Harmony: Rethinking Hackathons to Design and Critique Digital Technologies for Those Affected by Self-HarmabstractIn this paper we explore the opportunities, challenges and best practices around designing technologies for those affected by self-harm. Our work contributes to a growing HCI literature on mental health and wellbeing, as well as understandings of how to imbue appropriate value-sensitivity within the digital design process in these contexts. The first phase of our study was centred upon a hackathon during which teams of designers were asked to conceptualise and prototype digital products or services for those affected by self-harm. We discuss how value-sensitive actions and activities, including engagements with those with lived experiences of self-harm, were used to scaffold the conventional hackathon format in such a challenging context. Our approach was then extended through a series of critical engagements with clinicians and charity workers who provided appraisal of the prototypes and designs. Through analysis of these engagements we expose a number of design challenges for future HCI work that considers self-harm; moreover we offer insight into the role of stakeholder critiques in extending and rethinking hackathons as a design method in sensitive contexts. Nataly Birbeck, Shaun W. Lawson, Kellie Morrissey, Tim Rapley, Patrick Olivier |
CHI | 2 |
| 2017 | "I've been manipulated!": Designing Second Screen Experiences for Critical Viewing of Reality TVabstractThe recent proliferation of a reality TV genre that focusses on welfare recipients has led to concerns that prime-time media experiences are exacerbating misconceptions, and stifling critical debate, around major societal issues such as welfare reform and poverty. Motivated by arguments that 'second screening' practices offer opportunities to engage viewers with issues of political concern, we describe the design and evaluation of two smartphone apps that facilitate and promote more critical live-viewing of reality TV. Our apps, Spotting Guide and Moral Compass, encourage users to identify, categorise, tag and filter patterns and tropes within reality TV, as well as reinterpret social media posts associated with their broadcast. We show that such interactions encourage critical thinking around typical editing and production techniques and foster co-discussion and reflection amongst viewers. We discuss, more broadly, how these interactions encourage users to identify the wider consequences and framings of reality TV, and offer implications and considerations for design that provokes criticality and reflection in second screening contexts. Tom Feltwell, Gavin Wood, Kiel Long, Phillip Brooker, Tom Schofield, Ioannis Petridis, Julie Barnett, John Vines, Shaun W. Lawson |
CHI | 9 |
| 2017 | Connecting Those That Care: Designing for Transitioning, Talking, Belonging and EscapingabstractCare provision in many nations increasingly relies on the work of informal, or non-professional, carers. Often these carers experience substantial disruptions and reductions to their own sociality, weakened social support networks and, ultimately, a heightened risk of social isolation. We describe a qualitative study, comprised of interviews, design workshops and probes, that investigated the social and community support practices of carers. Our findings highlight issues related to becoming and recognising being a carer, and feelings of being ignored by, and isolated from, others. We also note the benefits that sharing between carers can bring, and routes to coping and relaxing from the burdens of care. We conclude with design considerations for facilitating new forms of digitally mediated support that connect those that care, emphasising design qualities related to transitioning, talking, belonging and escaping. Kiel Long, Lyndsey L. Bakewell, Roisin McNaney, Konstantina Vasileiou, Mark Atkinson, Manuela Barreto, Julie Barnett, Shaun W. Lawson, John Vines |
CHI | 9 |
| 2017 | "Could You Define That in Bot Terms"?: Requesting, Creating and Using Bots on RedditabstractBots are estimated to account for well over half of all web traffic, yet they remain an understudied topic in HCI. In this paper we present the findings of an analysis of 2284 submissions across three discussion groups dedicated to the request, creation and discussion of bots on Reddit. We set out to examine the qualities and functionalities of bots and the practical and social challenges surrounding their creation and use. Our findings highlight the prevalence of misunderstandings around the capabilities of bots, misalignments in discourse between novices who request and more expert members who create them, and the prevalence of requests that are deemed to be inappropriate for the Reddit community. In discussing our findings, we suggest future directions for the design and development of tools that support more carefully guided and reflective approaches to bot development for novices, and tools to support exploring the consequences of contextually-inappropriate bot ideas. Kiel Long, John Vines, Selina Jeanne Sutton, Phillip Brooker, Tom Feltwell, Ben Kirman, Julie Barnett, Shaun W. Lawson |
CHI | 8 |
| 2017 | Has Instagram Fundamentally Altered the 'Family Snapshot'?abstractThis paper considers how parents use the social media platform Instagram to facilitate the capture, curation and sharing of 'family snapshots'. Our work draws upon established cross-disciplinary literature relating to film photography and the composition of family albums in order to establish whether social media has changed the way parents visually present their families. We conducted a qualitative visual analysis of a sample of 4,000 photographs collected from Instagram using hashtags relating to children and parenting. We show that the style and composition of snapshots featuring children remains fundamentally unchanged and continues to be dominated by rather bland and idealised images of the happy family and the cute child. In addition, we find that the frequent taking and sharing of photographs via Instagram has inevitably resulted in a more mundane visual catalogue of daily life. We note a tension in the desire to use social media as a means to evidence good parenting, while trying to effectively manage the social identity of the child and finally, we note the reluctance of parents to use their own snapshots to portray family tension or disharmony, but their willingness to use externally generated content for this purpose. Effie Le Moignan, Shaun W. Lawson, Duncan Rowland, Jamie Mahoney, Pamela Briggs |
CHI | 2 |
| 2017 | HCI, Solidarity Movements and the Solidarity EconomyabstractThe financial crisis and austerity politics in Europe has had a devastating impact on public services, social security and vulnerable populations. Greek civil society responded quickly by establishing solidarity structures aimed at helping vulnerable citizens to meet their basic needs and empower them to co-create an anti-austerity movement. While digital technology and social media played an important role in the initiation of the movement, it has a negligible role in the movement's on-going practices. Through embedded work with several solidarity structures in Greece, we have begun to understand the "solidarity economy" (SE) as an experiment in direct democracy and self-organization. Working with a range of solidarity structures we are developing a vision for a "Solidarity HCI" committed to designing to support personal, social and institutional transformation through processes of agonistic pluralism and contestation, where the aims and objectives of the SE are continuously re-formulated and put into practice. Vasillis Vlachokyriakos, Clara Crivellaro, Peter C. Wright, Evika Karamagioli, Eleni-Revekka Staiou, Dimitris Gouscos, Rowan Thorpe, Antonio Krüger, Johannes Schöning, Matt Jones 0001, Shaun W. Lawson, Patrick Olivier |
CHI | 11 |
| 2017 | Counter-Discourse Activism on Social Media: The Case of Challenging "Poverty Porn" TelevisionabstractIn this paper we investigate how online counter-discourse is designed, deployed and orchestrated by activists to challenge dominant narratives around socio-political issues. We focus on activism related to the UK broadcast media’s negative portrayal of welfare benefit claimants; portrayals characterised as “poverty porn” by critics. Using critical discourse analysis, we explore two activist campaigns countering the TV programme Benefits Street . Through content analysis of social media, associated traditional media texts, and interviews with activists, our analysis highlights the way activists leverage the specific technological affordances of different social media and other online platforms in order to manage and configure counter-discourse activities. We reveal how activists use different platforms to carefully control and contest discursive spaces, and the ways in which they utilise both online and offline activities in combination with new and broadcast media to build an audience for their work. We discuss the challenges associated with measuring the success of counter-discourse, and how activists rely on combinations of social media analytics and anecdotal feedback in order to ascertain that their campaigns are successful. We also discuss the often hidden power-relationships in such campaigns, especially where there is ambiguity regarding the grassroots legitimacy of activism, and where effort is placed into controlling and owning the propagation of counter-discourse. We conclude by highlighting a number of areas for further work around the blurred distinctions between corporate advocacy, digilantism and grassroots activism. Tom Feltwell, John Vines, Karen Salt, Mark Blythe, Ben Kirman, Julie Barnett, Phillip Brooker, Shaun W. Lawson |
Comput. Support. Cooperative Work. | 8 |
| 2017 | Animal-Computer Interaction: The emergence of a discipline
Clara Mancini, Shaun W. Lawson, Oskar Juhlin |
Int. J. Hum. Comput. Stud. | 2 |
| 2016 | "PS. I Love You": Understanding the Impact of Posthumous Digital MessagesabstractA number of digital platforms and services have recently emerged that allow users to create posthumous forms of communication, effectively arranging for the delivery of messages from "beyond the grave". Despite some evidence of interest and popularity of these services, little is known about how posthumous messages may impact the people who receive them. We present a qualitative study that explores the type of experiences potentially triggered upon receiving such messages. Our findings firstly suggest that posthumous messaging services have the potential to alter the relationship between the bereaved and the deceased, and secondly provide insight into how users make sense of this altered relationship. Through the inference of a set of design considerations for posthumous communication services, we reveal a number of conflicts that are not easily solvable through technological means alone, and which may serve as starting points for further research. Our work extends the growing body of research that is concerned with digital interactions related to death and dying. Sue Jamison-Powell, Pamela Briggs, Shaun W. Lawson, Conor Linehan, Karen Windle, Harriet Gross |
CHI | 3 |
| 2016 | Constructing the Visual Online Political Self: An Analysis of Instagram Use by the Scottish ElectorateabstractThis paper presents an investigation of how the Scottish electorate utilised photo-sharing on social media as a means of participation in the democratic process and for political self-expression in the periods immediately prior to two recent major democratic votes: the 2014 Scottish independence referendum, and the 2015 UK general election. We extend previous HCI literature on the growing use of social media in a political context and contribute specifically on understanding the emergent use of visual media by citizens when engaging with political issues and democratic process. Through a qualitative analysis of images shared on the platform Instagram, we demonstrate that the Scottish electorate did indeed used image-sharing for political self-expression -- posting a variety of visual content, representative of a diversity of political opinion. We conclude that users utilised Instagram as a platform to craft and present their "political selves". We raise questions for future research around power and inequality on such platforms as well as their capability of providing a persistent forum for debate. Jamie Mahoney, Tom Feltwell, Obinna Ajuruchi, Shaun W. Lawson |
CHI | 4 |
| 2015 | Debating Poverty Porn on Twitter: Social Media as a Place for Everyday Socio-Political TalkabstractThis paper presents an empirical investigation of how people appropriated Twitter for socio-political talk in response to a television (TV) portrayal of people supported by state welfare and benefits. Our findings reveal how online discussion during, and in-between, TV broadcasts was characterised by distinctly different qualities, topics and user behaviours. These findings offer design opportunities for social media services to (i) support more balanced real-time commentaries of politically-charged media, (ii) actively promote discussion to continue after, and between, programming; and (iii) incorporate different motivations and attitudes towards socio-political concerns, as well as different practices of communicating those concerns. We contribute to the developing HCI literature on how social media intersects with political and civic engagement and specifically highlight the ways in which Twitter interacts with other forms of media as a site of everyday socio-political talk and debate. Phillip Brooker, John Vines, Selina Jeanne Sutton, Julie Barnett, Tom Feltwell, Shaun W. Lawson |
CHI | 6 |
| 2015 | Problematising Upstream Technology through Speculative Design: The Case of Quantified Cats and DogsabstractThere is growing interest in technology that quantifies aspects of our lives. This paper draws on critical practice and speculative design to explore, question and problematise the ultimate consequences of such technology using the quantification of companion animals (pets) as a case study. We apply the concept of "moving upstream" to study such technology and use a qualitative research approach in which both pet owners, and animal behavioural experts, were presented with, and asked to discuss, speculative designs for pet quantification applications, the design of which were extrapolated from contemporary trends. Our findings indicate a strong desire among pet owners for technology that has little scientific justification, whilst our experts caution that the use of technology to augment human-animal communication has the potential to disimprove animal welfare, undermine human-animal bonds, and create human-human conflicts. Our discussion informs wider debates regarding quantification technology. Shaun W. Lawson, Ben Kirman, Conor Linehan, Tom Feltwell, Lisa Hopkins |
CHI | 1 |
| 2015 | Role of Conferences in Shaping the Field of HCI
Jan Gulliksen, Simone D. J. Barbosa, Anirudha Joshi, Shaun W. Lawson, Philippe A. Palanque |
INTERACT (4) | 4 |
| 2013 | Validating a mobile phone application for the everyday, unobtrusive, objective measurement of sleepabstractThere is an identified need for objective, reliable, and scalable methods of measuring and recording sleep. Such methods must be designed for easy integration into people's lives in order to support both sleep therapy and everyday personal informatics. This paper describes the design and evaluation of a mobile phone application to record sleep, the design of which has substantive foundation in clinical sleep research. Two user studies were carried out which demonstrate that the application produces valid measurements of sleep quality and high levels of usability, whilst not seriously disturbing sleep or the sleep environment. These findings suggest that the app is suitable for both everyday sleep monitoring in a personal informatics context, and for integration into sleep interventions. Shaun W. Lawson, Sue Jamison-Powell, Andrew Garbett, Conor Linehan, Erica Kucharczyk, Sanne Verbaan, Duncan Rowland, Kevin Morgan |
CHI | 1 |
| 2012 | "Watts in it for me?": design implications for implementing effective energy interventions in organisationsabstractThe design of technological interventions to motivate behaviour-based reductions in end-user energy consumption has recently been identified as a priority for the HCI community. Previous interventions have produced promising results, but have typically focused on domestic energy consumption. By contrast, this paper focuses on the workplace context, which presents very different opportunities and challenges. For instance, financial consequences, which have proved successful as motivations in the domestic environment, are not present in the workplace in the context of employees. We describe the outcome of a sequence of workshops that focussed on understanding employee perceptions of energy use in the workplace, with the locus of activity on energy intervention design. Using a grounded theory analysis, we produced a framework of key themes detailing user perceptions and energy intervention design considerations. Our findings provide a framework of considerations for the design of successful workplace energy interventions. Derek Foster, Shaun W. Lawson, Jamie Wardman, Mark Blythe, Conor Linehan |
CHI | 2 |
| 2012 | "I can't get no sleep": discussing #insomnia on twitterabstractEmerging research has shown that social media services are being used as tools to disclose a range of personal health information. To explore the role of social media in the discussion of mental health issues, and with particular reference to insomnia and sleep disorders, a corpus of 18,901 messages - or Tweets - posted to the microblogging social media service Twitter were analysed using a mixed methods approach. We present a content analysis which revealed that Tweets that contained the word "insomnia" contained significantly more negative health information than a random sample, strongly suggesting that individuals were making disclosures about their sleep disorder. A subsequent thematic analysis then revealed two themes: coping with insomnia, and describing the experience of insomnia. We discuss these themes as well as the implications of our research for those in the interaction design community interested in integrating online social media systems in health interventions. Sue Jamison-Powell, Conor Linehan, Laura Daley, Andrew Garbett, Shaun W. Lawson |
CHI | 5 |
| 2012 | "We've bin watching you": designing for reflection and social persuasion to promote sustainable lifestylesabstractBinCam is a social persuasive system to motivate reflection and behavioral change in the food waste and recycling habits of young adults. The system replaces an existing kitchen refuse bin and automatically logs disposed of items through digital images captured by a smart phone installed on the underside of the bin lid. Captured images are uploaded to a BinCam application on Facebook where they can be explored by all users of the BinCam system. Engagement with BinCam is designed to fit into the existing structure of users' everyday life, with the intention that reflection on waste and recycling becomes a playful and shared group activity. Results of a user study reveal an increase in both users' awareness of, and reflection about, their waste management and their motivation to improve their waste-related skills. With BinCam, we also explore informational and normative social influences as a source of change (e.g., socially evoked feelings of 'guilt' for non-recycling or food disposal), which has to date been underexplored in persuasive HCI. Design implications for reflection and social persuasion are proposed. Anja Thieme, Rob Comber, Julia Miebach, Jack Weeden, Nicole C. Krämer, Shaun W. Lawson, Patrick Olivier |
CHI | 6 |
| 2012 | Blowtooth: a provocative pervasive game for smuggling virtual drugs through real airport security
Ben Kirman, Conor Linehan, Shaun W. Lawson |
Pers. Ubiquitous Comput. | 3 |
| 2011 | Practical, appropriate, empirically-validated guidelines for designing educational gamesabstractThere has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate goals of education and games design appears problematic, and there are currently no practical guidelines for how to do so in a coherent manner. In this paper, we describe the successful, empirically validated teaching methods developed by behavioural psychologists and point out how they are uniquely suited to take advantage of the benefits that games offer to education. We conclude by proposing some practical steps for designing educational games, based on the techniques of Applied Behaviour Analysis. It is intended that this paper can both focus educational games designers on the features of games that are genuinely useful for education, and also introduce a successful form of teaching that this audience may not yet be familiar with. Conor Linehan, Ben Kirman, Shaun W. Lawson, Gail Chan |
CHI | 3 |
| 2011 | Social Architecture and the Emergence of Power Laws in Online Social Games
Ben Kirman, Francesco Collova, Fabrizio Davide, Eva Ferrari, Jonathan Freeman, Shaun W. Lawson, Conor Linehan, Niklas Ravaja |
DiGRA Conference | 6 |
| 2011 | Automatic nesting seabird detection based on boosted HOG-LBP descriptorsabstractSeabird populations are considered an important and accessible indicator of the health of marine environments: variations have been linked with climate change and pollution [1]. However, manual monitoring of large populations is labour-intensive, and requires significant investment of time and effort. In this paper, we propose a novel detection system for monitoring a specific population of Common Guillemots on Skomer Island, West Wales (UK). We incorporate two types of features, Histograms of Oriented Gradients (HOG) and Local Binary Pattern (LBP), to capture the edge/local shape information and the texture information of nesting seabirds. Optimal features are selected from a large HOG-LBP feature pool by boosting techniques, to calculate a compact representation suitable for the SVM classifier. A comparative study of two kinds of detectors, i.e., whole-body detector, head-beak detector, and their fusion is presented. When the proposed method is applied to the seabird detection, consistent and promising results are achieved. Chunmei Qing, Patrick Dickinson, Shaun W. Lawson, Robin Freeman |
ICIP | 3 |
| 2010 | Improving social game engagement on facebook through enhanced socio-contextual informationabstractIn this paper we describe the results of a controlled study of a social game, Magpies, which was built on the Facebook Online Social Network (OSN) and enhanced with contextual social information in the form of a variety of social network indices. Through comparison with a concurrent control trial using an identical game without the enhanced social information, it was shown that the additional contextual data increased the frequency of social activity between players engaged in the game. Despite this increase in activity, there was little increase in growth of the player-base when compared to the control condition. These findings corroborate previous work that showed how socio-contextual enhancement can increase performance on task-driven games, whilst also suggesting that it can increase activity and engagement when provided as context for non task-driven game environments. Ben Kirman, Shaun W. Lawson, Conor Linehan, Francesco Martino, Luciano Gamberini, Andrea Gaggioli |
CHI | 2 |
| 2009 | Hardcore Classification: Identifying Play Styles in Social Games Using Network Analysis
Ben Kirman, Shaun W. Lawson |
ICEC | 2 |
| 2008 | Interaction with a zoomorphic robot that exhibits canid mechanisms of behaviourabstractDespite parallels between the cooperative use of domestic dogs in human society today, the predicted similar deployment of robots in the future, and the plethora of superficially dog-like robotic entertainment devices, very little effort has been directed at exploiting any understanding of social cognition between dogs and humans when designing interactive robotic systems. This paper describes an experiment in which we gave interactive robots zoomorphic appearances and dog-like behavioural properties. We analysed human reactions to robots exhibiting differing levels of zoomorphism and dog-like behaviour during an interaction task; we were particularly interested to determine whether behaviour and/or appearance that mimicked that of dogs facilitated increased satisfaction in robot performance and a willingness to persevere with a robot that made mistakes. Our findings show that neither the appearance or behaviour of a robot had an impact on the participants' rating of robot performance whilst there was also no significant difference in the self-reported categories of frustration, excitement and desire to persist with an interaction. However, our findings suggest that differences in individual preferences are revealed when people are asked to interact with robots that exhibit dog-like behaviours and other zoomorphic characteristics and that further research is required in order to better understand these differences. Trevor D. Jones, Shaun W. Lawson, Daniel Mills |
ICRA | 2 |
| 2004 | Can Real-Time Software Engineering be Taught to Java Programmers?abstractFor several years we have been watching with envy as specialist labs are developed for multimedia students, which together with software licenses, are now costing upwards of $5,000 per seat. We would like to be able to offer as rich a learning experience for our software engineers who study a final year module on real-time software engineering. In persisting with our students' main taught programming language of Java we argue that it is still possible to demonstrate the issues of software development for real-time systems whilst also offering realistic and rewarding practical work. Although the real-time community is still largely working in C, we believe we can educate the real-time developers of the future, and we use, as leverage for this, the ever growing body of reported work in making Java technology more suitable for time critical and embedded systems development. We present our case for a relevant real-time undergraduate laboratory based around Java. Sally Smith, Shaun W. Lawson, Alistair Lawson |
CSEE&T | 2 |
| 2004 | Do we Need Stereoscopic Displays for 3D Augmented Reality Target Selection Tasks?abstractThis work describes our work in developing the human-computer interface of an augmented reality (AR) system designed to facilitate the accurate selection of real world locations in 3D space using 3D cursors. The results of two experiments undertaken to evaluate the influence of certain sources of additional depth information and degree of interface control are presented. The merits of stereoscopic displays and various cursor designs are also investigated. Results indicate that the benefits of stereoscopic displays do not significantly outweigh the benefits offered by increased control and additional positional information when performing simple object selection tasks in unprepared AR environments. Jamie Sands, Shaun W. Lawson, David Benyon |
IV | 2 |
| 2003 | Towards a Usable Stereoscopic Augmented Reality Interface for the Manipulation of Virtual CursorsabstractThe combination of augmented reality (AR) systems and stereoscopic display devices has created a powerful tool with which to "supplement" our view. One application for such systems is for the augmented teleoperation of unmanned vehicles, deployed in remote or hazardous environments. Research in this area has highlighted the need for accurate 3D measurement techniques - such as through the use of virtual cursors. This paper describes our work in the development of an AR interface designed to assist the accurate selection of position in 3D space. We describe some preliminary experimental work using virtual cursors before discussing how we believe depth cues can be utilized to allow a user to make a more informed judgment of depth in unprepared environments. It is expected that the guidelines outlined in this report will be used as a benchmark for the development of further 3D ARA cursors. Jamie Sands, Shaun W. Lawson |
ISMAR | 2 |