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Anne Bowser

dblp:127/2017 · also Anne E. Bowser · DBLP profile ↗
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5ranked-venue papers
4as first author
0since 2021 · last 2017
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 4 · 3 first-authorDatabases, data management, data science and information retrieval · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
4 papers
Collaborative and social computing · 82% Ubiquitous computing and smart environments · 10% Design research and methods · 7%
Network and information security
1 paper
Privacy and data protection · 100%
Software engineering, system software, and programming languages
1 paper
Empirical software engineering · 100%

Topics — the 8 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing › crowdsourcing
citizen science
0.312017
Accounting for Privacy in Citizen Science: Ethical Research in a Context of Openness · CSCW 2017
Collaborative and social computing › information sharing
data sharing
0.312017
Accounting for Privacy in Citizen Science: Ethical Research in a Context of Openness · CSCW 2017
Privacy and data protection › privacy analysis › privacy models
contextual integrity
0.312017
Accounting for Privacy in Citizen Science: Ethical Research in a Context of Openness · CSCW 2017
Privacy and data protection › differential privacy
privacy accounting
0.312017
Accounting for Privacy in Citizen Science: Ethical Research in a Context of Openness · CSCW 2017
Collaborative and social computing
social media
0.212015
Online Inspiration and Exploration for Identity Reinvention · CHI 2015
Design research and methods › field study
ethnographic study
0.112015
On Vintage Values: The Experience of Secondhand Fashion Reacquisition · CHI 2015
Collaborative and social computing › social media
social media design
0.112015
Online Inspiration and Exploration for Identity Reinvention · CHI 2015
Design research and methods
participatory design
0.012013
Prototyping in PLACE: a scalable approach to developing location-based apps and games · CHI 2013

Methods — techniques the papers use, named apart from their topics

contextual integrity framework · 0.6user evaluation · 0.2survey · 0.2qualitative analysis · 0.2interviews · 0.2interview study · 0.2ethnography · 0.2mixed-fidelity prototyping · 0.2iterative design · 0.2co-design · 0.2
YearPublicationVenuePosition
2017 Accounting for Privacy in Citizen Science: Ethical Research in a Context of Openness
abstract
In citizen science, volunteers collect and share data with researchers, other volunteers, and the public at large. Data shared in citizen science includes information on volunteer location or other sensitive personal information; yet, volunteers do not typically express privacy concerns. This study uses the framework of contextual integrity to understand privacy accounting in the context of citizen science, by analyzing contextual variables including roles; information types; data flows and transmission principles; and, uses, norms, and values. Findings show that uses, norms, and values-including core values shared by researchers and public volunteers, and the motivations of individual volunteers' have a significant impact on privacy accounting. Overall, citizen science volunteers and practitioners share and promote openness and data sharing over protecting privacy. Studying the context of citizen science offers an example of contextually-appropriate data sharing that can inform broader questions about research ethics in an age of pervasive data. Based on these findings, this paper offers implications for designing data and information flows and supporting technologies in public and voluntary data sharing projects.
Anne Bowser, Katie Shilton, Jennifer Preece, Elizabeth Muthoni Warrick
CSCW1
2015 On Vintage Values: The Experience of Secondhand Fashion Reacquisition
abstract
Secondhand fashion is a rapidly growing, lucrative market with both off- and online outlets. Studies of secondhand consumption have focused primarily on people's motivations for secondhand shopping, highlighting sustainability and/or thrift. We extend this work by looking at the motivations and practices of secondhand shoppers who are driven instead by style, playfulness and treasure-hunting. We present findings from ethnographic observation and interviews with 13 secondhand shoppers. Three secondhand shopping orientations emerged. Perfection Seeking involves seeking items that fit with an individual look or personal brand. These items are seen as unique, and demonstrate an alternative to mainstream fashion and consumption. Casual curiosity is less focused, more engaged in browsing, and driven by both secondhand objects and the secondhand experience itself. Digging involves the focused pursuit of hidden "gems" or treasures, following the belief that unusual items are waiting to be found. We offer ideas for designing secondhand shopping experiences to support the needs for storytelling, experiential pleasure, and negotiation around durable value.
Anne Bowser, Oliver L. Haimson, Edward F. Melcer, Elizabeth F. Churchill
CHI1
2015 Online Inspiration and Exploration for Identity Reinvention
abstract
Self-representation online can be difficult for those who are in life transitions that involve exploring new identity facets and changes in personal style. Many desire to tailor their online representations for different audiences. Social media site profiles and sharing settings offer varying levels of anonymity, privacy, and thus safety, but these settings are often opaque and poorly understood. To understand the complex relationship between identity, personal style and online self-representation, we examine how people explore and experiment with new styles in public and in private online settings during gender transition. We present the results of interviews with transgender people who have recently reinvented their personal style, or are planning to do so in the near future. We find that people explore new styles in online settings to craft possible or ideal future selves. When involving others, people engage intimate and unknown others, but often avoid weak ties. Our results indicate that to account for changing identities, social media sites must be designed to support finding inspiration and advice from strangers and style experimentation with close friends.
Oliver L. Haimson, Anne Bowser, Edward F. Melcer, Elizabeth F. Churchill
CHI2
2015 Supporting Ethical Web Research: A New Research Ethics Review
abstract
Research ethics is an important and timely topic. In academia, federally regulated Institutional Review Boards (IRBs) protect participants of human subjects research, and offer researchers a mechanism to assess the ethical implications of their work. Industry research labs are not subject to the same requirements, and may lack processes for research ethics review. We describe the creation of a new ethics framework and a research ethics submission system (RESS) within Microsoft Research (MSR). This RESS is customized to the needs of web researchers. We describe our iterative development process, including our assessment of the current state of web research, developing a framework of methods based on a survey of 358 research papers; build and evaluate our system with 14 users to identify the benefits and pitfalls of full deployment; evaluate how our system matches with existing federal regulations; and, suggest next steps for supporting ethical web research.
Anne Bowser, Janice Y. Tsai
WWW1
2013 Prototyping in PLACE: a scalable approach to developing location-based apps and games
abstract
The rising popularity of location-based applications and games (LBAGs) that break spatial, temporal, and social boundaries creates new challenges for designers. This paper introduces PLACE, an iterative, mixed-fidelity approach to Prototyping Location, Activities, Collective experience, and Experience over time in LBAGs. PLACE consists of 6 design principles: start small and scale up the fidelity, treat participants as co-designers, test in a representative space, focus on activities more than interfaces, respect authentic social experience, and represent time authentically. The effectiveness of PLACE was evaluated by prototyping Floracaching, a geocaching game for citizen science. This revealed the types of insights that PLACE provides, best practices for implementing PLACE, and how PLACE com-pares to other prototyping methods.
Anne Bowser, Derek L. Hansen, Jocelyn Raphael, Matthew Reid, Ryan J. Gamett, Yurong He, Dana Rotman, Jennifer Preece
CHI1