EDBT 2026 Demo / reviewers in the wild / expert
Andrés Monroy-Hernández
dblp:09/3905
· DBLP profile ↗
57ranked-venue papers
4as first author
25since 2021 · last 2026
0000-0003-4889-9484ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 55 · 4 first-author · 25 since 2021Databases, data management, data science and information retrieval · 7 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 7 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Governing Together: Toward Infrastructure for Community-Run Social MediaabstractDecentralizing the governance of social computing systems to communities promises to empower them to make independent decisions, with nuance and in context. Yet, communities do not govern in isolation. Many problems communities face are common, or move across their boundaries. We propose designing for inter-community governance: mechanisms that support relationships between communities toward coordinating on governance issues. Drawing from workshops with 24 individuals on decentralized, community-run social media, we present six challenges in designing for inter-community governance surfaced through ideas discussed in workshops. These ideas come together as an ecosystem of resources and tools that highlight three key principles for design: modularity, forkability, and polycentricity. We end with a discussion of how workshop ideas might be implemented in future work aiming to support community governance in social computing more broadly. Sohyeon Hwang, Sophie Rollins, Thatiany Andrade Nunes, Yuhan Liu 0020, Richmond Y. Wong, Aaron D. Shaw, Andrés Monroy-Hernández |
CHI | 7 |
| 2026 | Bonsai: Intentional and Personalized Social Media FeedsabstractSocial media feeds use predictive models to maximize engagement, often misaligning how people consume content with how they wish to. We introduce Bonsai, a system that enables people to build personalized and intentional feeds. Bonsai implements a platform-agnostic framework comprising Planning, Sourcing, Curating, and Ranking modules. This framework allows users to express their intent in natural language and exert fine-grained control over a procedurally transparent feed creation process. We evaluated the system with 15 Bluesky users in a two-phase, multi-week study. We find that participants successfully used our system to discover new content, filter out irrelevant or toxic posts, and disentangle engagement from intent, but curating intentional feeds required more effort than they are used to. Simultaneously, users sought system transparency mechanisms to effectively use (and trust) intentional, personalized feeds. Overall, our work highlights intentional feedbuilding as a viable path beyond engagement-based optimization. Omar El Malki, Marianne Aubin Le Quéré, Andrés Monroy-Hernández, Manoel Horta Ribeiro |
CHI | 3 |
| 2026 | FareShare: A Tool for Labor Organizers to Estimate Lost Wages and Contest Arbitrary AI and Algorithmic Deactivations CSCW016abstractWhat happens when a rideshare driver is suddenly locked out of the platform connecting them to riders, wages, and daily work? Deactivation—the abrupt removal of gig workers’ platform access—typically occurs via arbitrary AI and algorithmic decisions with little explanation or recourse. This represents one of the most severe forms of algorithmic control and often devastates workers’ financial stability. Recent U.S. state policies now mandate appeals processes and recovering compensation during periods of wrongful deactivation based on past earnings. Yet, labor organizers still lack effective tools to support these complex, error-prone workflows. We designed FareShare , a computational tool for automating lost wages estimation for deactivated drivers, through a 6-month partnership with the State of Washington’s largest rideshare labor union. Our 3-month field deployment yielded 178 worker account signups. We observed that the tool could reduce lost wages calculation time by over 95%, eliminate manual data entry errors, and enable legal teams to generate arbitration-ready reports more efficiently. Beyond these gains, the deployment also surfaced important socio-technical challenges around trust, consent, and tool adoption in high-stakes labor contexts. Varun Nagaraj Rao, Samantha Dalal, Amna Liaqat, Dana Calacci, Andrés Monroy-Hernández |
Proc. ACM Hum. Comput. Interact. | 6 |
| 2026 | FairFare: A Tool for Crowdsourcing Rideshare Data to Empower Labor OrganizersabstractRideshare workers experience unpredictable working conditions due to gig work platforms’ reliance on opaque AI and algorithmic systems. In response to these challenges, we found that labor organizers want data to help them advocate for legislation to increase the transparency and accountability of these platforms. To address this need, we collaborated with a Colorado-based rideshare union to develop FairFare , a tool that crowdsources and analyzes workers’ data to estimate the “take rate”—the percentage of the rider price retained by the rideshare platform. We deployed FairFare with our partner organization that collaborated with us in collecting data on 76,000+ trips from 45 drivers over 18 months. During evaluation interviews, organizers reported that FairFare helped influence state-level advocacy. Finally, we reflect on the complexities of translating quantitative data into policy outcomes, the nature of community-based audits, and the design implications for future transparency tools. Dana Calacci, Varun Nagaraj Rao, Samantha Dalal, Catherine Di, Kok-Wei Pua, Danny Spitzberg, Andrés Monroy-Hernández |
ACM Trans. Comput. Hum. Interact. | 8 |
| 2025 | Empowering Children to Create AI-Enabled Augmented Reality Experiences
Lei Zhang 0216, Shuyao Zhou, Amna Liaqat, Tinney Mak, Brian Berengard, Emily Qian, Andrés Monroy-Hernández |
UIST | 7 |
| 2025 | Understanding Young People's Creative Goals with Augmented RealityabstractYoung people are major consumers of Augmented Reality (AR) tools like Pokémon GO, but they rarely engage in creating these experiences. Creating with technology gives young people a platform for expressing themselves and making social connections. However, we do not know what young people want to create with AR, as existing AR authoring tools are largely designed for adults. To investigate the requirements for an AR authoring tool, we ran eight design workshops with 17 young people in Argentina and the United States that centered on young people's perspectives and experiences. We identified four ways in which young people want to create with AR, and contribute the following design implications for designers of AR authoring tools for young people: (1) Blending imagination into AR scenarios to preserve narratives, (2) Making traces of actions visible to foster social presence (3) Exploring how AR artifacts can serve as invitations to connect with others, and (4) Leveraging information asymmetry to encourage learning about the physical world. Amna Liaqat, Fannie Liu, Brian Berengard, Jiaxun Cao, Andrés Monroy-Hernández |
Proc. ACM Hum. Comput. Interact. | 5 |
| 2025 | Understanding Decentralized Social Feed Curation on MastodonabstractAmid rising concerns over moderation, algorithmic control, and platform governance on centralized social media, people are increasingly turning to decentralized alternatives like Mastodon to regain control over their feeds. This shift offers new opportunities to understand how people perceive and curate their feeds. We conducted a two-part study with 21 Mastodon users: first, interviews exploring how they perceive and manage their feeds; and second, a design probe study using BRAIDS.SOCIAL, a web-based feed curation prototype informed by the first part of our initial findings. We learned how seamful design can increase people's trust in algorithmic curation, and surfaced trade-offs people navigate between machine learning-based and rule-based filtering approaches. We also identify a core design tension in decentralized platforms: whether to support personalization through new applications or extensions layered atop existing ones. Yuhan Liu 0020, Emmy Song, Owen Xingjian Zhang, Jewel Merriman, Lei Zhang 0216, Andrés Monroy-Hernández |
Proc. ACM Hum. Comput. Interact. | 6 |
| 2025 | Rideshare Transparency: Translating Gig Worker Insights on AI Platform Design to PolicyabstractRideshare platforms exert significant control over workers through algorithmic systems that can result in financial, emotional, and physical harm. What steps can platforms, designers, and practitioners take to mitigate these negative impacts and meet worker needs? In this paper, we identify transparency-related harms, mitigation strategies, and worker needs while validating and contextualizing our findings within the broader worker community. We use a novel mixed-methods study combining an LLM-based analysis of over 1 million comments posted to online platform worker communities with semi-structured interviews with workers. Our findings expose a transparency gap between existing platform designs and the information drivers need, particularly concerning promotions, fares, routes, and task allocation. Our analysis suggests that rideshare workers need key pieces of information, which we refer to as indicators , to make informed work decisions. These indicators include details about rides, driver statistics, algorithmic implementation details, and platform policy information. We argue that instead of relying on platforms to include such information in their designs, new regulations requiring platforms to publish public transparency reports may be a more effective solution to improve worker well-being. We offer recommendations for implementing such a policy. Varun Nagaraj Rao, Samantha Dalal, Eesha Agarwal, Dana Calacci, Andrés Monroy-Hernández |
Proc. ACM Hum. Comput. Interact. | 5 |
| 2024 | Jigsaw: Authoring Immersive Storytelling Experiences with Augmented Reality and Internet of ThingsabstractAugmented Reality (AR) presents new opportunities for immersive storytelling. However, this immersiveness faces two main hurdles. First, AR’s immersive quality is often confined to visual elements, such as pixels on a screen. Second, crafting immersive narratives is complex and generally beyond the reach of amateurs due to the need for advanced technical skills. We introduce Jigsaw, a system that empowers beginners to both experience and craft immersive stories, blending virtual and physical elements. Jigsaw uniquely combines mobile AR with readily available Internet-of-things (IoT) devices. We conducted a qualitative study with 20 participants to assess Jigsaw’s effectiveness in both consuming and creating immersive narratives. The results were promising: participants not only successfully created their own immersive stories but also found the playback of three such stories deeply engaging. However, sensory overload emerged as a significant challenge in these experiences. We discuss design trade-offs and considerations for future endeavors in immersive storytelling involving AR and IoT. Lei Zhang 0216, Daekun Kim, Youjean Cho, Ava Robinson, Yu Jiang Tham, Rajan Vaish, Andrés Monroy-Hernández |
CHI | 7 |
| 2024 | Mapping the Landscape of Independent Food Delivery Platforms in the United StatesabstractBeyond the well-known giants like Uber Eats and DoorDash, there are hundreds of independent food delivery platforms in the United States. However, little is known about the sociotechnical landscape of these "indie'' platforms. In this paper, we analyzed these platforms to understand why they were created, how they operate, and what technologies they use. We collected data on 495 indie platforms and detailed survey responses from 29 platforms. We found that personalized, timely service is a central value of indie platforms, as is a sense of responsibility to the local community they serve. Indie platforms are motivated to provide fair rates for restaurants and couriers. These alternative business practices differentiate them from mainstream platforms. Though indie platforms have plans to expand, a lack of customizability in off-the-shelf software prevents independent platforms from personalizing services for their local communities. We show that these platforms are a widespread and longstanding fixture of the food delivery market. We illustrate the diversity of motivations and values to explain why a one-size-fits-all support is insufficient, and we discuss the siloing of technology that inhibits platforms' growth. Through these insights, we aim to promote future HCI research into the potential development of public-interest technologies for local food delivery. Yuhan Liu 0020, Amna Liaqat, Owen Xingjian Zhang, Mariana Consuelo Fernández Espinosa, Ankhitha Manjunatha, Alexander Yang, Orestis Papakyriakopoulos, Andrés Monroy-Hernández |
Proc. ACM Hum. Comput. Interact. | 8 |
| 2023 | Understanding Human Intervention in the Platform Economy: A case study of an indie food delivery serviceabstractThis paper examines the sociotechnical infrastructure of an “indie” food delivery platform. The platform, Nosh, provides an alternative to mainstream services, such as Doordash and Uber Eats, in several communities in the Western United States. We interviewed 28 stakeholders including restauranteurs, couriers, consumers, and platform administrators. Drawing on infrastructure literature, we learned that the platform is a patchwork of disparate technical systems held together by human intervention. Participants join this platform because they receive greater agency, financial security, and local support. We identify human intervention’s key role in making food delivery platform users feel respected. This study provides insights into the affordances, limitations, and possibilities of food delivery platforms designed to prioritize local contexts over transnational scales. Samantha Dalal, Ngan Chiem, Nikoo Karbassi, Yuhan Liu 0020, Andrés Monroy-Hernández |
CHI | 5 |
| 2023 | "Help Me Help the AI": Understanding How Explainability Can Support Human-AI InteractionabstractDespite the proliferation of explainable AI (XAI) methods, little is understood about end-users’ explainability needs and behaviors around XAI explanations. To address this gap and contribute to understanding how explainability can support human-AI interaction, we conducted a mixed-methods study with 20 end-users of a real-world AI application, the Merlin bird identification app, and inquired about their XAI needs, uses, and perceptions. We found that participants desire practically useful information that can improve their collaboration with the AI, more so than technical system details. Relatedly, participants intended to use XAI explanations for various purposes beyond understanding the AI’s outputs: calibrating trust, improving their task skills, changing their behavior to supply better inputs to the AI, and giving constructive feedback to developers. Finally, among existing XAI approaches, participants preferred part-based explanations that resemble human reasoning and explanations. We discuss the implications of our findings and provide recommendations for future XAI design. Sunnie S. Y. Kim, Elizabeth Anne Watkins, Olga Russakovsky, Ruth Fong, Andrés Monroy-Hernández |
CHI | 5 |
| 2023 | Towards Inclusive Avatars: Disability Representation in Avatar PlatformsabstractDigital avatars are an important part of identity representation, but there is little work on understanding how to represent disability. We interviewed 18 people with disabilities and related identities about their experiences and preferences in representing their identities with avatars. Participants generally preferred to represent their disability identity if the context felt safe and platforms supported their expression, as it was important for feeling authentically represented. They also utilized avatars in strategic ways: as a means to signal and disclose current abilities, access needs, and to raise awareness. Some participants even found avatars to be a more accessible way to communicate than alternatives. We discuss how avatars can support disability identity representation because of their easily customizable format that is not strictly tied to reality. We conclude with design recommendations for creating platforms that better support people in representing their disability and other minoritized identities. Kelly Mack, Rai Ching Ling Hsu, Andrés Monroy-Hernández, Brian A. Smith 0001, Fannie Liu |
CHI | 3 |
| 2023 | Supporting Piggybacked Co-Located Leisure Activities via Augmented RealityabstractTechnology, especially the smartphone, is villainized for taking meaning and time away from in-person interactions and secluding people into “digital bubbles”. We believe this is not an intrinsic property of digital gadgets, but evidence of a lack of imagination in technology design. Leveraging augmented reality (AR) toward this end allows us to create experiences for multiple people, their pets, and their environments. In this work, we explore the design of AR technology that “piggybacks” on everyday leisure to foster co-located interactions among close ties (with other people and pets). We designed, developed, and deployed three such AR applications, and evaluated them through a 41-participant and 19-pet user study. We gained key insights about the ability of AR to spur and enrich interaction in new channels, the importance of customization, and the challenges of designing for the physical aspects of AR devices (e.g., holding smartphones). These insights guide design implications for the novel research space of co-located AR. Samantha Reig, Erica Principe Cruz, Melissa M. Powers, Jennifer He, Timothy Chong, Yu Jiang Tham, Sven Kratz, Ava Robinson, Brian A. Smith 0001, Rajan Vaish, Andrés Monroy-Hernández |
CHI | 11 |
| 2023 | Exploring Immersive Interpersonal Communication via ARabstractA central challenge of social computing research is to enable people to communicate expressively with each other remotely. Augmented reality has great promise for expressive communication since it enables communication beyond texts and photos and towards immersive experiences rendered in recipients' physical environments. Little research, however, has explored AR's potential for everyday interpersonal communication. In this work, we prototype an AR messaging system, ARwand, to understand people's behaviors and perceptions around communicating with friends via AR messaging. We present our findings under four themes observed from a user study with 24 participants, including the types of immersive messages people choose to send to each other, which factors contribute to a sense of immersiveness, and what concerns arise over this new form of messaging. We discuss important implications of our findings on the design of future immersive communication systems. Kyungjun Lee 0001, Muhammad Rizky Wellyanto, Yu Jiang Tham, Andrés Monroy-Hernández, Fannie Liu, Brian A. Smith 0001, Rajan Vaish |
Proc. ACM Hum. Comput. Interact. | 5 |
| 2023 | Social Wormholes: Exploring Preferences and Opportunities for Distributed and Physically-Grounded Social ConnectionsabstractUbiquitous computing encapsulates the idea for technology to be interwoven into the fabric of everyday life. As computing blends into everyday physical artifacts, powerful opportunities open up for social connection. Prior connected media objects span a broad spectrum of design combinations. Such diversity suggests that people have varying needs and preferences for staying connected to one another. However, since these designs have largely been studied in isolation, we do not have a holistic understanding around how people would configure and behave within a ubiquitous social ecosystem of physically-grounded artifacts. In this paper, we create a technology probe called Social Wormholes, that lets people configure their own home ecosystem of connected artifacts. Through a field study with 24 participants, we report on patterns of behaviors that emerged naturally in the context of their daily lives and shine a light on how ubiquitous computing could be leveraged for social computing. Joanne Leong, Yuanyang Teng, Xingyu Liu 0002, Hanseul Jun, Sven Kratz, Yu Jiang Tham, Andrés Monroy-Hernández, Brian A. Smith 0001, Rajan Vaish |
Proc. ACM Hum. Comput. Interact. | 7 |
| 2022 | AR Exhibitions for Sensitive Narratives: Designing an Immersive Exhibition for the Museum of Memory in ColombiaabstractAugmented Reality (AR) in human rights museums and memorialization efforts can empower these initiatives to create stronger connections between audiences and victims; however, there is little research on the risks of depicting sensitive narratives through immersive technologies. We examined the opportunities and challenges of applying AR to memorialization by designing and deploying an AR application with a human rights museum in Colombia. We report lessons from our collaboration about navigating the risk of re-victimizing testimonial authors while creating engaging AR interactions. Furthermore, we report on a user study where participants interacted with our museum exhibition. Based on observations of our co-design process and the user study results, we discuss implications for immersive application design with strategies for selecting immersive content, balancing audience engagement, and identifying technology gaps. Finally, we reflect on the implications for collaborations between HCI researchers, human rights professionals, and organizations to inform designs involving sensitive narratives. Ana Cárdenas Gasca, Jennifer Jacobs 0001, Andrés Monroy-Hernández, Michael Nebeling |
Conference on Designing Interactive Systems | 3 |
| 2022 | Understanding AR Activism: An Interview Study with Creators of Augmented Reality Experiences for Social ChangeabstractThe rise of consumer augmented reality (AR) technology has opened up new possibilities for interventions intended to disrupt and subvert cultural conventions. From defacing corporate logos to erecting geofenced digital monuments, more and more people are creating AR experiences for social causes. We sought to understand this new form of activism, including why people use AR for these purposes, opportunities and challenges in using it, and how well it can support activist goals. We conducted semi-structured interviews with twenty people involved in projects that used AR for a social cause across six different countries. We found that AR can overcome physical world limitations of activism to convey immersive, multilayered narratives that aim to reveal invisible histories and perspectives. At the same time, people experienced challenges in creating, maintaining, and distributing their AR experiences to audiences. We discuss open questions and opportunities for creating AR tools and experiences for social change. Rafael M. L. Silva, Erica Principe Cruz, Daniela Karin Rosner, Dayton Kelly, Andrés Monroy-Hernández, Fannie Liu |
CHI | 5 |
| 2022 | Project IRL: Playful Co-Located Interactions with Mobile Augmented RealityabstractWe present Project IRL (In Real Life), a suite of five mobile apps we created to explore novel ways of supporting in-person social interactions with augmented reality. In recent years, the tone of public discourse surrounding digital technology has become increasingly critical, and technology's influence on the way people relate to each other has been blamed for making people feel "alone together," diverting their attention from truly engaging with one another when they interact in person. Motivated by this challenge, we focus on an under-explored design space: playful co-located interactions. We evaluated the apps through a deployment study that involved interviews and participant observations with 101 people. We synthesized the results into a series of design guidelines that focus on four themes: (1) device arrangement (e.g., are people sharing one phone, or does each person have their own?), (2) enablers (e.g., should the activity focus on an object, body part, or pet?), (3) affordances of modifying reality (i.e., features of the technology that enhance its potential to encourage various aspects of social interaction), and (4) co-located play (i.e., using technology to make in-person play engaging and inviting). We conclude by presenting our design guidelines for future work on embodied social AR. Ella Dagan, Ana Cárdenas Gasca, Ava Robinson, Anwar Noriega, Yu Jiang Tham, Rajan Vaish, Andrés Monroy-Hernández |
Proc. ACM Hum. Comput. Interact. | 7 |
| 2022 | Revisiting Piggyback Prototyping: Examining Benefits and Tradeoffs in Extending Existing Social Computing SystemsabstractThe CSCW community has a history of designing, implementing, and evaluating novel social interactions in technology, but the process requires significant technical effort for uncertain value. We discuss the opportunities and applications of "piggyback prototyping", building and evaluating new ideas for social computing on top of existing ones, expanding on its potential to contribute design recommendations. Drawing on about 50 papers which use the method, we critically examine the intellectual and technical benefits it provides, such as ecological validity and leveraging well-tested features, as well as research-product and ethical tensions it imposes, such as limits to customization and violation of participant privacy. We discuss considerations for future researchers deciding whether to use piggyback prototyping and point to new research agendas which can reduce the burden of implementing the method. Daniel A. Epstein, Fannie Liu, Andrés Monroy-Hernández, Dennis Wang |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2022 | Understanding the Role of Context in Creating Enjoyable Co-Located InteractionsabstractIn recent years, public discourse has blamed digital technologies for making people feel "alone together,'' distracting us from engaging with one another, even when we are interacting in-person. We argue that in order to design technologies that foster and augment co-located interactions, we need to first understand the context in which enjoyable co-located socialization takes place. We address this gap by surveying and interviewing over 1,000 U.S.-based participants to understand what, where, with whom, how, and why people enjoy spending time in-person. Our findings suggest that people enjoy engaging in everyday activities with individuals with whom they have strong social ties because it helps enable nonverbal cues, facilitate spontaneity, support authenticity, encourage undivided attention, and leverage the physicality of their bodies and the environment. We conclude by providing a set of recommendations for designers interested in creating co-located technologies that encourage social engagement and relationship building. Szu-Yu (Cyn) Liu, Brian A. Smith 0001, Rajan Vaish, Andrés Monroy-Hernández |
Proc. ACM Hum. Comput. Interact. | 4 |
| 2022 | Auggie: Encouraging Effortful Communication through Handcrafted Digital ExperiencesabstractDigital communication is often brisk and automated. From auto-completed messages to "likes," research has shown that such lightweight interactions can affect perceptions of authenticity and closeness. On the other hand, effort in relationships can forge emotional bonds by conveying a sense of caring and is essential in building and maintaining relationships. To explore effortful communication, we designed and evaluated Auggie, an iOS app that encourages partners to create digitally handcrafted Augmented Reality (AR) experiences for each other. Auggie is centered around crafting a 3D character with photos, animated movements, drawings, and audio for someone else. We conducted a two-week-long field study with 30 participants (15 pairs), who used Auggie with their partners remotely. Our qualitative findings show that Auggie participants engaged in meaningful effort through the handcrafting process, and felt closer to their partners, although the tool may not be appropriate in all situations. We discuss design implications and future directions for systems that encourage effortful communication. Lei Zhang 0216, Tianying Chen 0001, Olivia Seow, Tim Chong, Sven Kratz, Yu Jiang Tham, Andrés Monroy-Hernández, Rajan Vaish, Fannie Liu |
Proc. ACM Hum. Comput. Interact. | 7 |
| 2022 | Understanding Teenage Perceptions and Configurations of Privacy on InstagramabstractAs teenage use of social media platform continues to proliferate, so do concerns about teenage privacy and safety online. Prior work has established that privacy on networked publics, such as social media, is complex, requiring users to navigate not only the technical affordances on the platform but also interpersonal relationships and social norms. We investigate how teenagers think about privacy on the popular image-sharing platform, Instagram. We draw on an online survey (N=144) and semi-structured interviews (N=21) with teenagers, ages 13-19, to gain a better understanding how teenagers configure privacy on the popular image-sharing platform Instagram and why they make these privacy decisions. Finally, based on our findings, we provide design recommendations towards the design of better privacy controls for promoting teenage safety online. Dorothy Zhao, Mikako Inaba, Andrés Monroy-Hernández |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2021 | Significant Otter: Understanding the Role of Biosignals in CommunicationabstractWith the growing ubiquity of wearable devices, sensed physiological responses provide new means to connect with others. While recent research demonstrates the expressive potential for biosignals, the value of sharing these personal data remains unclear. To understand their role in communication, we created Significant Otter, an Apple Watch/iPhone app that enables romantic partners to share and respond to each other’s biosignals in the form of animated otter avatars. In a one-month study with 20 couples, participants used Significant Otter with biosignals sensing OFF and ON. We found that while sensing OFF enabled couples to keep in touch, sensing ON enabled easier and more authentic communication that fostered social connection. However, the addition of biosignals introduced concerns about autonomy and agency over the messages they sent. We discuss design implications and future directions for communication systems that recommend messages based on biosignals. Fannie Liu, Chunjong Park, Yu Jiang Tham, Tsung-Yu Tsai, Laura A. Dabbish, Geoff Kaufman, Andrés Monroy-Hernández |
CHI | 7 |
| 2021 | SceneAR: Scene-based Micro Narratives for Sharing and Remixing in Augmented RealityabstractShort-form digital storytelling has become a popular medium for millions of people to express themselves. Traditionally, this medium uses primarily 2D media such as text (e.g., memes), images (e.g., Instagram), GIFs (e.g., Giphy), and videos (e.g., TikTok, Snapchat). To expand the modalities from 2D to 3D media, we present SceneAR, a smartphone application for creating sequential scene-based micro narratives in augmented reality (AR). What sets SceneAR apart from prior work is its ability to share the scene-based stories as AR content. No longer limited to sharing images or videos, users can now experience narratives in their own physical environments. Additionally, SceneAR affords users the ability to remix AR content, empowering them to collectively build on others’ creations. We asked 18 people to use SceneAR in a three-day study, and based on user interviews, analyses of screen recordings, and the stories they created, we extracted three themes. From these themes and the study overall, we derived six strategies for designers interested in supporting short-form AR narratives. Andrés Monroy-Hernández, Misha Sra |
ISMAR | 2 |
| 2020 | Sifter: A Hybrid Workflow for Theme-based Video Curation at ScaleabstractUser-generated content platforms curate their vast repositories into thematic compilations that facilitate the discovery of high-quality material. Platforms that seek tight editorial control employ people to do this curation, but this process involves time-consuming routine tasks, such as sifting through thousands of videos. We introduce Sifter, a system that improves the curation process by combining automated techniques with a human-powered pipeline that browses, selects, and reaches an agreement on what videos to include in a compilation. We evaluated Sifter by creating 12 compilations from over 34,000 user-generated videos. Sifter was more than three times faster than dedicated curators, and its output was of comparable quality. We reflect on the challenges and opportunities introduced by Sifter to inform the design of content curation systems that need subjective human judgments of videos at scale. Yan Chen 0033, Andrés Monroy-Hernández, Ian Wehrman, Steve Oney, Walter S. Lasecki, Rajan Vaish |
IMX | 2 |
| 2020 | Social App Accessibility for Deaf SignersabstractSocial media platforms support the sharing of written text, video, and audio. All of these formats may be inaccessible to people who are deaf or hard of hearing (DHH), particularly those who primarily communicate via sign language, people who we call Deaf signers. We study how Deaf signers engage with social platforms, focusing on how they share content and the barriers they face. We employ a mixed-methods approach involving seven in-depth interviews and a survey of a larger population (n = 60). We find that Deaf signers share the most in written English, despite their desire to share in sign language. We further identify key areas of difficulty in consuming content (e.g., lack of captions for spoken content in videos) and producing content (e.g., captioning signed videos, signing into a phone camera) on social media platforms. Our results both provide novel insights into social media use by Deaf signers and reinforce prior findings on DHH communication more generally, while revealing potential ways to make social media platforms more accessible to Deaf signers. Kelly Mack, Danielle Bragg, Meredith Ringel Morris, Maarten W. Bos, Isabelle Albi, Andrés Monroy-Hernández |
Proc. ACM Hum. Comput. Interact. | 6 |
| 2019 | Analyzing the Use of Camera Glasses in the WildabstractCamera glasses enable people to capture point-of-view videos using a common accessory, hands-free. In this paper, we investigate how, when, and why people used one such product: Spectacles. We conducted 39 semi-structured interviews and surveys with 191 owners of Spectacles. We found that the form factor elicits sustained usage behaviors, and opens opportunities for new use-cases and types of content captured. We provide a usage typology, and highlight societal and individual factors that influence the classification of behaviors. Taryn Bipat, Maarten W. Bos, Rajan Vaish, Andrés Monroy-Hernández |
CHI | 4 |
| 2018 | Understanding Chatbot-mediated Task ManagementabstractEffective task management is essential to successful team collaboration. While the past decade has seen considerable innovation in systems that track and manage group tasks, these innovations have typically been outside of the principal communication channels: email, instant messenger, and group chat. Teams formulate, discuss, refine, assign, and track the progress of their collaborative tasks over electronic communication channels, yet they must leave these channels to update their task-tracking tools, creating a source of friction and inefficiency. To address this problem, we explore how bots might be used to mediate task management for individuals and teams. We deploy a prototype bot to eight different teams of information workers to help them create, assign, and keep track of tasks, all within their main communication channel. We derived seven insights for the design of future bots for coordinating work. Carlos Toxtli, Andrés Monroy-Hernández, Justin Cranshaw |
CHI | 2 |
| 2018 | Editors' Message
Karrie Karahalios, Andrés Monroy-Hernández, Airi Lampinen, Geraldine Fitzpatrick |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2017 | Calendar.help: Designing a Workflow-Based Scheduling Agent with Humans in the LoopabstractAlthough we may complain about meetings, they are an essential part of an information worker's work life. Consequently, busy people spend a significant amount of time scheduling meetings. We present Calendar.help, a system that provides fast, efficient scheduling through structured workflows. Users interact with the system via email, delegating their scheduling needs to the system as if it were a human personal assistant. Common scheduling scenarios are broken down using well-defined workflows and completed as a series of microtasks that are automated when possible and executed by a human otherwise. Unusual scenarios fall back to a trained human assistant executing an unstructured macrotask. We describe the iterative approach we used to develop Calendar.help, and share the lessons learned from scheduling thousands of meetings during a year of real-world deployments. Our findings provide insight into how complex information tasks can be broken down into repeatable components that can be executed efficiently to improve productivity. Justin Cranshaw, Emad Elwany, Todd Newman, Rafal Kocielnik, Bowen Yu 0001, Sandeep Soni, Jaime Teevan, Andrés Monroy-Hernández |
CHI | 8 |
| 2017 | Editor's Note/Chairs' WelcomeabstractWelcome to this issue of the Proceedings of the ACM on Human-Computer Interaction, which will focus on contributions from the research community Computer-Supported Cooperative Work and Social Computing (CSCW). This diverse research community explores how different types of social groups affect, and are affected by, information and communication technology. The topics explored by this community can include social media use, crowdsourcing and micro-work, societal effects of computing, and much more. Like many other HCI communities, CSCW approaches these topics with a broad range of scientific techniques, theoretical perspectives and technology platforms. The call for papers for this issue on CSCW attracted 385 submissions, from Asia, Canada, Australia, Europe, Africa, and the United States. After the first round of reviewing, 207 (54%) papers were invited to the Revise and Resubmit phase. The editorial committee worked hard over August 2017 to arrive at final decisions, with a Virtual Committee meeting held to discuss those papers that needed collective deliberation. In the end, 105 papers (27%) were accepted. This issue exists because of the dedicated volunteer effort of 101 senior editors who served as Associate Chairs (ACs), and 885 expert reviewers to ensure high quality and insightful reviews for all papers in both rounds. Reviewers and committee members were kept constant for papers that submitted to both rounds. Senior members of the editorial group also helped shepherd some papers, reflecting the deep commitment of this research community. We are excited by the compelling and thought-provoking work that resulted in this PACMHCI CSCW issue and look forward to equally high quality submissions for the next submission cycle from this research community in the Spring of 2018. For those interested in this area, this group holds their next annual conference November 3-7, 2018 in New York City's Hudson River (Jersey City). That conference will provide many opportunities to share ideas with other researchers and practitioners from institutions around the world. Karrie Karahalios, Geraldine Fitzpatrick, Andrés Monroy-Hernández |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2017 | Authoring Data-Driven Videos with DataClipsabstractData videos, or short data-driven motion graphics, are an increasingly popular medium for storytelling. However, creating data videos is difficult as it involves pulling together a unique combination of skills. We introduce DataClips, an authoring tool aimed at lowering the barriers to crafting data videos. DataClips allows non-experts to assemble data-driven "clips" together to form longer sequences. We constructed the library of data clips by analyzing the composition of over 70 data videos produced by reputable sources such as The New York Times and The Guardian. We demonstrate that DataClips can reproduce over 90% of our data videos corpus. We also report on a qualitative study comparing the authoring process and outcome achieved by (1) non-experts using DataClips, and (2) experts using Adobe Illustrator and After Effects to create data-driven clips. Results indicated that non-experts are able to learn and use DataClips with a short training period. In the span of one hour, they were able to produce more videos than experts using a professional editing tool, and their clips were rated similarly by an independent audience. Fereshteh Amini, Nathalie Henry Riche, Bongshin Lee, Andrés Monroy-Hernández, Pourang Irani |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2016 | Journeys & Notes: Designing Social Computing for Non-PlacesabstractIn this work we present a mobile application we designed and engineered to enable people to log their travels near and far, leave notes behind, and build a community around spaces in between destinations. Our design explores new ground for location-based social computing systems, identifying opportunities where these systems can foster the growth of on-line communities rooted at non-places. In our work we develop, explore, and evaluate several innovative features designed around four usage scenarios: daily commuting, long-distance traveling, quantified traveling, and journaling. We present the results of two small-scale user studies, and one large-scale, world-wide deployment, synthesizing the results as potential opportunities and lessons learned in designing social computing for non-places. Justin Cranshaw, Andrés Monroy-Hernández, S. A. Needham |
CHI | 2 |
| 2016 | Surviving an "Eternal September": How an Online Community Managed a Surge of NewcomersabstractWe present a qualitative analysis of interviews with participants in the NoSleep community within Reddit where millions of fans and writers of horror fiction congregate. We explore how the community handled a massive, sudden, and sustained increase in new members. Although existing theory and stories like Usenet's infamous "Eternal September" suggest that large influxes of newcomers can hurt online communities, our interviews suggest that NoSleep survived without major incident. We propose that three features of NoSleep allowed it to manage the rapid influx of newcomers gracefully: (1) an active and well-coordinated group of administrators, (2) a shared sense of community which facilitated community moderation, and (3) technological systems that mitigated norm violations. We also point to several important trade-offs and limitations. Charles Kiene, Andrés Monroy-Hernández, Benjamin Mako Hill |
CHI | 2 |
| 2016 | Remixing as a Pathway to Computational ThinkingabstractTheorists and advocates of “remixing” have suggested that appropriation can act as a pathway for learning. We test this theory quantitatively using data from more than 2.4 million multimedia programming projects shared by more than 1 million users in the Scratch online community. First, we show that users who remix more often have larger repertoires of programming commands even after controlling for the numbers of projects and amount of code shared. Second, we show that exposure to computational thinking concepts through remixing is associated with increased likelihood of using those concepts. Our results support theories that young people learn through remixing, and have important implications for designers of social computing systems. Sayamindu Dasgupta, William Salt Hale, Andrés Monroy-Hernández, Benjamin Mako Hill |
CSCW | 3 |
| 2016 | Storia: Summarizing Social Media Content based on Narrative Theory using CrowdsourcingabstractPeople from all over the world use social media to share thoughts and opinions about events, and understanding what people say through these channels has been of increasing interest to researchers, journalists, and marketers alike. However, while automatically generated summaries enable people to consume large amounts of data efficiently, they do not provide the context needed for a viewer to fully understand an event. Narrative structure can provide templates for the order and manner in which this data is presented to create stories that are oriented around narrative elements rather than summaries made up of facts. In this paper, we use narrative theory as a framework for identifying the links between social media content. To do this, we designed crowdsourcing tasks to generate summaries of events based on commonly used narrative templates. In a controlled study, for certain types of events, people were more emotionally engaged with stories created with narrative structure and were also more likely to recommend them to others compared to summaries created without narrative structure. Joy Kim, Andrés Monroy-Hernández |
CSCW | 2 |
| 2016 | Botivist: Calling Volunteers to Action using Online BotsabstractTo help activists call new volunteers to action, we present Botivist: a platform that uses Twitter bots to find potential volunteers and request contributions. By leveraging different Twitter accounts, Botivist employs different strategies to encourage participation. We explore how people respond to bots calling them to action using a test case about corruption in Latin America. Our results show that the majority of volunteers (80\%) who responded to Botivist's calls to action contributed relevant proposals to address the assigned social problem. Different strategies produced differences in the quantity and relevance of contributions. Some strategies that work well offline and face-to-face appeared to hinder people's participation when used by an online bot. We analyze user behavior in response to being approached by bots with an activist purpose. We also provide strong evidence for the value of this type of civic media, and derive design implications. Saiph Savage, Andrés Monroy-Hernández, Tobias Höllerer |
CSCW | 2 |
| 2016 | Networks of Gratitude: Structures of Thanks and User Expectations in Workplace Appreciation Systems
Emma S. Spiro, J. Nathan Matias, Andrés Monroy-Hernández |
ICWSM | 3 |
| 2015 | Mudslide: A Spatially Anchored Census of Student Confusion for Online Lecture VideosabstractEducators have developed an effective technique to get feedback after in-person lectures, called "muddy cards." Students are given time to reflect and write the "muddiest" (least clear) point on an index card, to hand in as they leave class. This practice of assigning end-of-lecture reflection tasks to generate explicit student feedback is well suited for adaptation to the challenge of supporting feedback in online video lectures. We describe the design and evaluation of Mudslide, a prototype system that translates the practice of muddy cards into the realm of online lecture videos. Based on an in-lab study of students and teachers, we find that spatially contextualizing students' muddy point feedback with respect to particular lecture slides is advantageous to both students and teachers. We also reflect on further opportunities for enhancing this feedback method based on teachers' and students' experiences with our prototype. Elena L. Glassman, Juho Kim 0001, Andrés Monroy-Hernández, Meredith Ringel Morris |
CHI | 3 |
| 2015 | RIMES: Embedding Interactive Multimedia Exercises in Lecture VideosabstractTeachers in conventional classrooms often ask learners to express themselves and show their thought processes by speaking out loud, drawing on a whiteboard, or even using physical objects. Despite the pedagogical value of such activities, interactive exercises available in most online learning platforms are constrained to multiple-choice and short answer questions. We introduce RIMES, a system for easily authoring, recording, and reviewing interactive multimedia exercises embedded in lecture videos. With RIMES, teachers can prompt learners to record their responses to an activity using video, audio, and inking while watching lecture videos. Teachers can then review and interact with all the learners' responses in an aggregated gallery. We evaluated RIMES with 19 teachers and 25 students. Teachers created a diverse set of activities across multiple subjects that tested deep conceptual and procedural knowledge. Teachers found the exercises useful for capturing students' thought processes, identifying misconceptions, and engaging students with content. Juho Kim 0001, Elena L. Glassman, Andrés Monroy-Hernández, Meredith Ringel Morris |
CHI | 3 |
| 2015 | Participatory Militias: An Analysis of an Armed Movement's Online AudienceabstractArmed groups of civilians known as "self-defense forces" have ousted the powerful Knights Templar drug cartel from several towns in Michoacán. This militia uprising has unfolded on social media, particularly in the "VXM" ("Valor por Michoacán," Spanish for "Courage for Michoacán") Facebook page, gathering more than 170,000 fans. Previous work on the Drug War has documented the use of social media for real-time reports of violent clashes. However, VXM goes one step further by taking on a pro-militia propagandist role, engaging in two-way communication with its audience. This paper presents a descriptive analysis of VXM and its audience. We examined nine months of posts, from VXM's inception until May 2014, totaling 6,000 posts by VXM administrators and more than 108,000 comments from its audience. We describe the main conversation themes, post frequency and relationships with offline events and public figures. We also characterize the behavior of VXM's most active audience members. Our work illustrates VXM's online mobilization strategies, and how its audience takes part in defining the narrative of this armed conflict. We conclude by discussing possible applications of our findings for the design of future communication technologies. Saiph Savage, Andrés Monroy-Hernández |
CSCW | 2 |
| 2015 | Crowdsourcing in the Field: A Case Study Using Local Crowds for Event ReportingabstractWhile crowd work typically involves tasks that performed at any time and anywhere, some tasks inherently require the physical presence of workers at a specific time and location. This paper presents a case study of a hybrid crowdsourcing process that involves the collaborative production of event reports using a combination of local and remote workers. The process extends human computation into the physical world by using local workers to collect information in person at events and remote workers to curate the collected information and generate event reports. We deployed the process at 11 events, employing 84 workers, and identified the challenges local workers face as constraints in mobility, time available to perform tasks, unpredictability of events, and interaction with others. We discuss issues related to collaboration with remote workers and bias in field reporting, and conduct a qualitative analysis to make design recommendations for extending human computation into the physical environment. Elena Agapie, Jaime Teevan, Andrés Monroy-Hernández |
HCOMP | 3 |
| 2014 | "Narco" emotions: affect and desensitization in social media during the mexican drug warabstractSocial media platforms have emerged as prominent information sharing ecosystems in the context of a variety of recent crises, ranging from mass emergencies, to wars and political conflicts. We study affective responses in social media and how they might indicate desensitization to violence experienced in communities embroiled in an armed conflict. Specifically, we examine three established affect measures: negative affect, activation, and dominance as observed on Twitter in relation to a number of statistics on protracted violence in four major cities afflicted by the Mexican Drug War. During a two year period (Aug 2010 - Dec 2012), while violence was on the rise in these regions, our findings show a decline in negative emotional expression as well as a rise in emotional arousal and dominance in Twitter posts: aspects known to be psychological markers of desensitization. We discuss the implications of our work for behavioral health, facilitating rehabilitation efforts in communities enmeshed in an acute and persistent urban warfare, and the impact on civic engagement. Munmun De Choudhury, Andrés Monroy-Hernández, Gloria Mark |
CHI | 2 |
| 2014 | Is anyone out there?: unpacking Q&A hashtags on twitterabstractIn addition to posting news and status updates, many Twitter users post questions that seek various types of subjective and objective information. These questions are often labeled with 'Q&A' hashtags, such as #lazyweb or #twoogle. We surveyed Twitter users and found they employ these Q&A hashtags both as a topical signifier (this tweet needs an answer!) and to reach out to those beyond their immediate followers (a community of helpful tweeters who monitor the hashtag). However, our log analysis of thousands of hashtagged Q&A exchanges reveals that nearly all replies to hashtagged questions come from a user's immediate follower network, contradicting users' beliefs that they are tapping into a larger community by tagging their question tweets. This finding has implications for designing next-generation social search systems that reach and engage a wide audience of answerers. Jeffrey M. Rzeszotarski, Emma S. Spiro, J. Nathan Matias, Andrés Monroy-Hernández, Meredith Ringel Morris |
CHI | 4 |
| 2014 | WeDo: End-To-End Computer Supported Collective Action
Andrés Monroy-Hernández, Aaron D. Shaw, Sean A. Munson, Elizabeth Gerber, Benjamin Mako Hill, Peter Kinnaird, Shelly Farnham, Patrick Minder |
ICWSM | 2 |
| 2013 | Whoo.ly: facilitating information seeking for hyperlocal communities using social mediaabstractSocial media systems promise powerful opportunities for people to connect to timely, relevant information at the hyper local level. Yet, finding the meaningful signal in noisy social media streams can be quite daunting to users. In this paper, we present and evaluate Whoo.ly, a web service that provides neighborhood-specific information based on Twitter posts that were automatically inferred to be hyperlocal. Whoo.ly automatically extracts and summarizes hyperlocal information about events, topics, people, and places from these Twitter posts. We provide an overview of our design goals with Whoo.ly and describe the system including the user interface and our unique event detection and summarization algorithms. We tested the usefulness of the system as a tool for finding neighborhood information through a comprehensive user study. The outcome demonstrated that most participants found Whoo.ly easier to use than Twitter and they would prefer it as a tool for exploring their neighborhoods. Yuheng Hu, Shelly Farnham, Andrés Monroy-Hernández |
CHI | 3 |
| 2013 | The cost of collaboration for code and art: evidence from a remixing communityabstractIn this paper, we use evidence from a remixing community to evaluate two pieces of common wisdom about collaboration. First, we test the theory that jointly produced works tend to be of higher quality than individually authored products. Second, we test the theory that collaboration improves the quality of functional works like code, but that it works less well for artistic works like images and sounds. We use data from Scratch, a large online community where hundreds of thousands of young users share and remix millions of animations and interactive games. Using peer-ratings as a measure of quality, we estimate a series of fitted regression models and find that collaborative Scratch projects tend to receive ratings that are lower than individually authored works. We also find that code-intensive collaborations are rated higher than media-intensive efforts. We conclude by discussing the limitations and implications of these findings. Benjamin Mako Hill, Andrés Monroy-Hernández |
CSCW | 2 |
| 2013 | The new war correspondents: he rise of civic media curation in urban warfareabstractIn this paper we examine the information sharing practices of people living in cities amid armed conflict. We describe the volume and frequency of microblogging activity on Twitter from four cities afflicted by the Mexican Drug War, showing how citizens use social media to alert one another and to comment on the violence that plagues their communities. We then investigate the emergence of civic media "curators," individuals who act as "war correspondents" by aggregating and disseminating information to large numbers of people on social media. We conclude by outlining the implications of our observations for the design of civic media systems in wartime. Andrés Monroy-Hernández, danah boyd, Emre Kiciman, Munmun De Choudhury, Scott Counts |
CSCW | 1 |
| 2012 | Narcotweets: Social Media in Wartime
Andrés Monroy-Hernández, Emre Kiciman, danah boyd, Scott Counts |
ICWSM | 1 |
| 2012 | Hiding in Plain Sight: A Tale of Trust and Mistrust inside a Community of Citizen Reporters
Eni Mustafaraj, Panagiotis Takis Metaxas, Samantha Finn, Andrés Monroy-Hernández |
ICWSM | 4 |
| 2011 | Computers can't give credit: how automatic attribution falls short in an online remixing communityabstractIn this paper, we explore the role that attribution plays in shaping user reactions to content reuse, or remixing, in a large user-generated content community. We present two studies using data from the Scratch online community - a social media platform where hundreds of thousands of young people share and remix animations and video games. First, we present a quantitative analysis that examines the effects of a technological design intervention introducing automated attribution of remixes on users' reactions to being remixed. We compare this analysis to a parallel examination of "manual" credit-giving. Second, we present a qualitative analysis of twelve in-depth, semi-structured, interviews with Scratch participants on the subject of remixing and attribution. Results from both studies suggest that automatic attribution done by technological systems (i.e., the listing of names of contributors) plays a role that is distinct from, and less valuable than, credit which may superficially involve identical information but takes on new meaning when it is given by a human remixer. We discuss the implications of these findings for the designers of online communities and social media platforms. Andrés Monroy-Hernández, Benjamin Mako Hill, Jazmin Gonzalez-Rivero, danah boyd |
CHI | 1 |
| 2011 | Collaboration by Choice: Youth Online Creative Collabs in ScratchabstractOnline creative production has received considerable attention for its success in creating Wikipedia and Free and Open Source Software yet few youth participate in such voluntary online collaborations, in particular in programming contexts. In this paper, we describe how youth programmers organized collaborative groups or collabs in response to a design challenge in the Scratch Online Community. We report on participation in the “Collab Challenge” in the Scratch community at large and with particular groups, designers’ efforts in recruiting and organizing collab groups, and the role of community feedback. In the discussion, we address what we learned about youth’s informal collaborative skills, fostering community participation, and the design of online communities supportive of creative collaboration, and open issues for further research. Yasmin B. Kafai, Ricarose Roque, Deborah A. Fields, Andrés Monroy-Hernández |
ICCE | 4 |
| 2011 | 4chan and /b/: An Analysis of Anonymity and Ephemerality in a Large Online Community
Michael S. Bernstein, Andrés Monroy-Hernández, Drew Harry, Paul André, Katrina Panovich, Gregory G. Vargas |
ICWSM | 2 |
| 2010 | Responses to Remixing on a Social Media Sharing Website
Benjamin Mako Hill, Andrés Monroy-Hernández, Kristina R. Olson |
ICWSM | 2 |
| 2009 | A tale of two online communities: fostering collaboration and creativity in scientists and childrenabstractThere has been much recent interest in the development of tools to foster remote collaboration and shared creative work. An open question is: what are the guidelines for this process? What are the key socio-technical preconditions required for a geographically distributed group to collaborate effectively on creative work, and are they different from the conditions of a decade or two ago? In an attempt to answer these questions, we conducted empirical studies of two seemingly very different online communities, both requiring effective collaboration and creative work: an international collaboration of astrophysicists studying supernovae to learn more about the expansion rate of the universe, and a group of children, ages 8-15, from different parts of the world, creating and sharing animated stories and video games on the Scratch online community developed at MIT. Both groups produced creative technical work jointly and were considered successful in their communities. Data included the analysis of thousands of lines from chat and comment logs over a period of several months, and interviews with community members. We discovered some surprising commonalities and some intriguing possibilities, and suggest guidelines for successful creative collaborations. Specifically, systems that support social creativity must facilitate sharing and play, and their design must consider the effects of repurposing, augmentation and behavior adaptation. Cecilia R. Aragon, Sarah S. Poon, Andrés Monroy-Hernández, Diana Aragon |
Creativity & Cognition | 3 |
| 2007 | ScratchR: sharing user-generated programmable mediaabstractIn this paper, I describe a platform for sharing programmable media on the web called ScratchR. As the backbone of an on-line community of creative learners, ScratchR will give members access to an audience and inspirational ideas from each other. ScratchR seeks to support different states of participation: from passive consumption to active creation. This platform is being evaluated with a group of middle-school students and a larger community of beta testers. Andrés Monroy-Hernández |
IDC | 1 |