Nataly Birbeck

dblp:199/3013 · DBLP profile ↗
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1ranked-venue papers
1as 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 · 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
1 paper
Design research and methods · 56% Collaborative and social computing · 44%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing › creative collaboration
hackathon
0.312017
Self Harmony: Rethinking Hackathons to Design and Critique Digital Technologies for Those Affected by Self-Harm · CHI 2017
Design research and methods › design ethics
value sensitive design
0.312017
Self Harmony: Rethinking Hackathons to Design and Critique Digital Technologies for Those Affected by Self-Harm · CHI 2017
Design research and methods
stakeholder engagement
0.112017
Self Harmony: Rethinking Hackathons to Design and Critique Digital Technologies for Those Affected by Self-Harm · CHI 2017

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

value-sensitive design · 0.3hackathon · 0.3co-design · 0.3
YearPublicationVenuePosition
2017 Self Harmony: Rethinking Hackathons to Design and Critique Digital Technologies for Those Affected by Self-Harm
abstract
In 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
CHI1