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Kate Hennessy

dblp:132/1510 · DBLP profile ↗
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16ranked-venue papers
0as first author
2since 2021 · last 2024
0000-0002-3303-1669ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 16 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4

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
Ubiquitous computing and smart environments · 32% Collaborative and social computing · 28% Games and playful interaction · 20%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Environmental and earth informatics · 100%

Topics — the 10 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
0.822019
Sustainable Production and Consumption in 360 · VR 2019
On Research Ethics and Representation in Virtual Reality · VR 2019
Virtual and augmented reality › immersive video
360-degree video
0.412019
Sustainable Production and Consumption in 360 · VR 2019
Games and playful interaction › pervasive games
location-based games
0.412019
City Explorer: The Design and Evaluation of a Location-Based Community Information System · CHI 2019
Design research and methods › design ethics
value sensitive design
0.312017
Designing Cultural Values into Interaction · CHI 2017
Collaborative and social computing
family communication
0.212014
How technology supports family communication in rural, suburban, and urban kenya · CHI 2014
Collaborative and social computing
ICT4D
0.212014
How technology supports family communication in rural, suburban, and urban kenya · CHI 2014
Ubiquitous computing and smart environments
public displays
0.212014
Posting for community and culture: considerations for the design of interactive digital bulletin boards · CHI 2014
Collaborative and social computing › awareness
community awareness
0.112019
City Explorer: The Design and Evaluation of a Location-Based Community Information System · CHI 2019
Personal fabrication and tangible interfaces › tabletop interfaces
tabletop tangible interface
0.112017
Designing Cultural Values into Interaction · CHI 2017
Collaborative and social computing › civic engagement
community engagement
0.112014
Posting for community and culture: considerations for the design of interactive digital bulletin boards · CHI 2014

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

field study · 0.6value-sensitive design · 0.4collaborative ethnography · 0.4user study · 0.3co-design · 0.3qualitative study · 0.2exploratory study · 0.2
YearPublicationVenuePosition
2024 Untangling Cables: A Case Study of the Life & Afterlife of Digital Devices in Academic Research
abstract
As researchers and academics, we investigate our bad habitus—our everyday practices around technologies for research that reinforce dynamics of extraction, consumption, and waste—in relation to the lifecycle of technology in academic research. Through qualitative interviews, observation, and visual documentation, this case study explores the consideration of sustainability in purchasing decisions, use, maintenance, and disposal processes of digital devices used in a North American university as well the institution's related policies and procedures and faculty members’ practices. Through this research we find tensions that complicate sustainability in the university research context. We develop a rich description of the complexities of creating sustainable practices, policies, and procedures in a university setting as a step towards becoming more sustainable in our work and in our institutions, and we offer a set of recommendations for our academic institution and systems that both advance and thwart efforts to create sustainable practices.
Reese Muntean, Kate Hennessy, Chelsea Mills, Alissa Nicole Antle
Conference on Designing Interactive Systems2
2023 Transmediating Sky Blanket: tensions with a digital jacquard loom
abstract
This pictorial presents an ongoing collaboration between a Haida/Kwakwaka'wakw/Irish artist and a multi-disciplinary team of settler researchers around Sky Blanket, a hybrid Yeil Koowu (Raven's Tail) and Naaxiin (Chilkat) style woven robe. We elaborate on our collaborative commitments that include a focus on materiality and particular team dynamics. We report on three frictions we experienced while working on a TC2 jacquard loom: the translation of weaving patterns from one production technique to another, working within the material limitations of the loom, and the design of a woven box that allowed us to articulate differing perspectives on failures. In our discussion, we argue that these material encounters are a way for design and creation research to work through tensions at play between digital technologies, artistic practices, and cultural continuities.
Doenja Oogjes, Meghann O'Brien, Hannah Turner, Kate Hennessy, Reese Muntean, Melanie Camman
Conference on Designing Interactive Systems4
2020 Communicating Sustainable Consumption and Production in 360° Video
abstract
Research at the intersection of technology and sustainability is increasing across disciplines. Virtual reality is one technology used to address social issues, though less work has explored how immersive environments might impact a viewer's impression of complex environmental issues like sustainability.
Reese Muntean, Alissa Nicole Antle, Kate Hennessy
Conference on Designing Interactive Systems3
2020 The role of a location-based city exploration game in digital placemaking
abstract
Many digital technologies, such as social media, community systems, and public displays, have been studied to explore how people engage with each other in their community. Yet little is known about how one form of technology, location-based games (LBGs), can support urban residents in community awareness, city exploration, and placemaking as they navigate spaces and places in their cities. To explore this topic, we investigated the challenges urban residents faced in finding information about their community along a transit network. We then designed, developed, and evaluated an LBG called City Explorer that supports city exploration using gamification and the viewing and sharing of community information. We found that residents valued the fun, competition, and rewards afforded through play in public spaces, creating opportunities for placemaking through location services and knowledge sharing. Players also wanted additional knowledge about their transit commutes, including data about the frequency and routines of their transit rides. Collectively, such ridership data offers potential for smart city initiatives and illustrates that careful design considerations are required to balance people’s needs for play, personal data, privacy, and community information acquisition.
Carolyn Pang, Carman Neustaedter, Karyn Moffatt, Kate Hennessy, Rui Pan 0001
Behav. Inf. Technol.4
2019 City Explorer: The Design and Evaluation of a Location-Based Community Information System
abstract
Many working professionals commute via public transit, yet they have limited tools for learning about their urban neighborhoods and fellow commuters. We designed a location-based game called City Explorer to investigate how transit commuters capture, share, and view community information that is specifically tied to locations. Through a four-week field study, we found that participants valued the increased awareness of their personal travel routines that they gained through City Explorer. When viewing community information, they preferred information that was factual rather than opinion-based and was presented at the start and end of their commutes. Participants found less value in connecting with other transit riders because transit rides were often seen as opportunities to disengage from others. We discuss how location-based technologies can be designed to display factual community information before, during, and at the end of transit commutes.
Carolyn Pang, Rui Pan 0001, Carman Neustaedter, Kate Hennessy
CHI4
2019 On Research Ethics and Representation in Virtual Reality
abstract
This position paper approaches issues in the ethics of virtual reality particularly around notions of art as academic research, collaborative ethnographic media production, consent, and representation. These issues are explored through examples of research with the Yong community in Thailand, investigating the use of 360° video for cultural documentation and preservation. Possible ways of addressing some of the ethical issues in virtual reality are suggested, drawing upon collaborative ethnography, collaborative media production, and Value-Sensitive Design.
Reese Muntean, Kate Hennessy, Alexandra Denes, Linina Phuttitarn
VR2
2019 Sustainable Production and Consumption in 360
abstract
SCP in 360: Sustainable Production and Consumption in 360 Degrees [1] is a series of six 360° videos aiming to make sustainable production and consumption engaging, memorable, and relatable to a wider audience. Produced by the United Nations Environment Programme and researchers at Simon Fraser University, SCP in 360 takes viewers around the world to see the work of the One Planet Network on the ground, including projects on sustainable building in Nepal, community tourism in South Africa, consumer information in Chile, sustainable and healthy gastronomy in Costa Rica, circular procurement in the Netherlands, and low-carbon sustainable lifestyle initiatives in rural Armenia. For example, viewers visit organic vineyards and mushroom farms in Chile to learn about a project to inform Chilean citizens about the environmental and social impacts of everyday consumer products. Researchers at Simon Fraser University are using these videos to examine the use of new media technology and to investigate if viewers better understand concepts and values around sustainability or if they care more about sustainability after viewing such videos in a 360° environment. This research will explore if and how new immersive visual technologies might better communicate and transmit values and the importance of sustainability efforts.
Reese Muntean, Mei-Ling Park, Yulia Rubleva, Kate Hennessy
VR4
2017 Designing Cultural Values into Interaction
abstract
In this paper, we highlight possibilities for designing intangible cultural values into interactions with technologies in heritage spaces. We do this specifically through the design of elwkw -- Belongings, an interactive tangible table installed in a cultural heritage museum. The tabletop was collaboratively designed to communicate complex and narrative information and values about Musqueam culture. Rather than focusing only on content and interface design, we wanted visitors to also experience Musqueam values through their interactions with the system. We describe our value-sensitive design process, present five interdependent design goals, discuss the design strategies that enabled us to meet these goals, and evaluate our approach through a user study. From our design process and evaluation we offer recommendations for designing values into interactions more generally and for tangible interactions specifically in ways that support visitors' experience and understanding of specific cultural values through technology.
Reese Muntean, Alissa Nicole Antle, Brendan Matkin, Kate Hennessy, Susan Rowley, Jordan Wilson
CHI4
2016 Design Interactions in ?elәwkw: Belongings
abstract
Our pictorial visually describes ?elәwkw -- Belongings, an interactive tangible tabletop installed in the Museum of Anthropology at the University of British Columbia. The tabletop was designed to communicate the continuity of Musqueam culture, convey the complexity of belongings that were excavated from Musqueam's ancient village site, and reconnect those belongings to traditional practices and oral histories through tangible interactions with the table-all while highlighting that cultural knowledge should be treated with respect. In this pictorial, we will show how the design process was shared among researchers, curators, and the exhibit Advisory Committee and highlight some of the key design decisions that came out of this collaboration.
Reese Muntean, Kate Hennessy, Alissa Nicole Antle, Brendan Matkin, Susan Rowley, Jordan Wilson
Conference on Designing Interactive Systems2
2016 The design and evaluation of a photograph-sharing application for rural and urban Kenyan families
Erick Oduor, Carman Neustaedter, Kate Hennessy
Pers. Ubiquitous Comput.3
2015 Synchronous yoga and meditation over distance using video chat
Reese Muntean, Carman Neustaedter, Kate Hennessy
Graphics Interface3
2015 Moving towards user-centered government: community information needs and practices of families
Carolyn Pang, Carman Neustaedter, Jason Procyk, Daniel Hawkins, Kate Hennessy
Graphics Interface5
2014 The appropriation of a digital "speakers" corner: lessons learned from the deployment of mégaphone
abstract
Interactive digital technologies embedded in urban spaces typically tend to be used to deliver news, context-relevant information and commercial advertisements. To design urban technologies that will serve other ends, we first need to know how people might want to interact with them. Using an ethnographic approach, we collected field data in order to better understand this. This study presents some of the findings of our qualitative evaluation of MÉGAPHONE, an interactive artistic installation deployed in a public space in downtown Montréal, Canada. In this paper, we provide thick descriptions of our detailed field observations and interviews with participants conducted over the ten-week deployment with a deep focus on how users appropriated this system. Our results highlight four public interaction strategies as a set of abstractions that suggest how people might want to make use of interactive public installations: place-making, self-representing, first-person news reporting and bootstrapping online presence with digital recordings.
Claude Fortin, Carman Neustaedter, Kate Hennessy
Conference on Designing Interactive Systems3
2014 Posting for community and culture: considerations for the design of interactive digital bulletin boards
abstract
The next decade is likely to see a shift in digital public displays moving from non-interactive to interactive content. This will likely create a need for digital bulletin boards and for a better understanding of how such displays should be designed to encourage community members to interact with them. Our study addresses this by exploring community bulletin boards as a ubiquitous type of participatory non-digital display "in the wild". Our results highlight how they are used for content of local and contextual relevance, and how cultures of participation, personalization, location, the tangible character of architecture, access, control and flexibility might affect community members' level of engagement with them. Our analysis suggests entry points as design considerations intrinsically linked to the users' sense of agency within a delineated space. Overlaps with related work are identified throughout to provide further validation of previous findings in this area of research.
Claude Fortin, Carman Neustaedter, Kate Hennessy
CHI3
2014 How technology supports family communication in rural, suburban, and urban kenya
abstract
Much ICTD research for sub-Saharan Africa has focused on how technology related interventions have aimed to incorporate marginalized communities towards global economic growth. Our work builds on this. We present results from an exploratory qualitative study on the family communication practices of family members who communicate both within and between rural, suburban, and urban settings in Kenya. Our findings reveal that family communication focuses on economic support, well-being, life advice, and everyday coordination of activities. We also outline social factors that affect family communication, including being an eldest child, having a widowed sibling, and having reduced access to technology because of gender, literacy, or one's financial situation. Lastly, we discuss new opportunities for technology design and articulate the challenges that designers will face if creating or deploying family communication technologies in Kenya.
Erick Oduor, Carman Neustaedter, Tejinder K. Judge, Kate Hennessy, Carolyn Pang, Serena Hillman
CHI4
2013 Medium-specific properties of urban screens: towards an ontological framework for digital public displays
abstract
The purpose of the present theoretical exploration is to lay the foundations of a platform-specific ontology of urban screens, which we define as an architectural scale media environment comprising two or more digital displays that can support interactive and/or artificial intelligence features. Still in its budding stages, this framework is intended to assist artists and HCI practitioners in the conception and evaluation of public space installations that heavily rely on digital displays. Using an architectural approach that analyzes urban screens in terms of medium specificity, this paper asks: "What are some of the key ontological attributes of urban screens as a computational medium?" We propose a taxonomy of five medium-specific properties articulated in relation to sensory modalities and modes of interaction. In providing an aesthetic, poetic, cognitive and experiential basis for understanding urban screens, this paper seeks to help researchers broadly consider their design parameters and generate new ideas.
Claude Fortin, Steve DiPaola, Kate Hennessy, Jim Bizzocchi, Carman Neustaedter
Creativity & Cognition3