EDBT 2026 Demo / reviewers in the wild / expert
Donghee Yvette Wohn
dblp:68/9167
· DBLP profile ↗
38ranked-venue papers
12as first author
17since 2021 · last 2026
0000-0001-5583-4430ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 36 · 11 first-author · 17 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-author · 4 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 2 first-authorDatabases, data management, data science and information retrieval · 1 · 1 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Understanding Educators' Perceptions of AI-generated Non-consensual Intimate ImageryabstractAI-generated non-consensual intimate imagery (AIG-NCII) is an emerging social problem due to the advancement of AI tools. While recent incidents in middle and high schools have highlighted the urgency of this issue, there is limited understanding of what concrete supports schools need to effectively address AIG-NCII. To fill this gap, we conducted an interview study with 20 educators in the U.S. and investigated their attitudes, experiences, and practices related to AIG-NCII. Educators expressed concerns about both students’ and their own vulnerability, as AIG-NCII may cause moral decline among students, while educators themselves could become victims. Nevertheless, existing practices in schools are limited, and they lack both training and systematic policies. Challenges such as a lack of resources, unclear legal boundaries, and limited knowledge of AI make implementation difficult. The findings of this paper contribute to interactive educational tool design, curriculum design, and policy-making, especially regarding the need for multi-stakeholder strategies to address issues surrounding AIG-NCII. Tongxin Li 0003, Katelyn M. Reyes, Liezeil Jimenez, Katie S. Nam, Donghee Yvette Wohn |
CHI | 5 |
| 2026 | The Metaverse as a Concert Destination: A Technology Acceptance Model Approach to Investigate Viewer IntentionsabstractThree dimensional immersive virtual spaces, also known as the metaverse, offer a new way for people to attend concerts. Virtual concerts held in the metaverse allow viewers to experience immersive visuals and interactive communications. However, viewer intentions and reasons behind attending these virtual concerts are far from clear. In this study, we proposed a conceptual model integrating Technology Acceptance Model, prior metaverse experience and parasocial relationship factors. We surveyed 519 metaverse users from South Korea. Multiple regression modeling was used to establish the relationships between the examined variables. Results suggest that perceived ease of use and perceived usefulness were significant predictors of audiences’ intentions. Experienced metaverse platform users prioritize perceived ease of use, while novice users prioritize perceived usefulness. Furthermore, the desire to see the artist is an important reason behind viewers’ intention of attending virtual concerts. Donghee Yvette Wohn, Azaharul Islam, Young June Sah, Azadeh Naderi |
Int. J. Hum. Comput. Interact. | 1 |
| 2025 | Understanding Fans' Attitudes Toward AI-generated Fan Content About Their Favorite MusicianabstractIn online fan communities, generative AI is providing new ways for fans to engage with and produce fan content related to their favorite celebrities.In this study, we examined how people feel about AIgenerated fan art and AI-generated music covers of their favorite musical artists.Through an online survey (N=200) we explored how parasocial relationships with their favorite musicians and selfdetermination factors of autonomy, competence, and relatedness were associated with attitudes towards AI-generated fan content.Parasocial relationships were positively associated, but when these intrinsic values were taken into consideration, participants' sense of choice in controlling what they see on social media was the only factor that explained favorable sentiments towards AI-generated fan content. Donghee Yvette Wohn, Tongxin Li 0003, Sharon Oh, Vineeth Kanpa, Ian Cho |
IMX | 1 |
| 2025 | Self-Promotion Practices and Context Collapse Management of Adult Content Creators on OnlyFansabstractContent creators' self-promotion strategies play a significant role in their usage of social media. While these self-promotion practices have been extensively researched, there is less known in regards to content creators who produce adult content. Our study focuses on OnlyFans, a digital patronage platform with a large user base of adult content creators. Despite its popularity, OnlyFans possesses key limitations that lead creators to other social media platforms for self-promotion and audience building. This study explores the self-promotion strategies and context collapse management among adult content creators on OnlyFans. Through semi-structured qualitative interviews with 15 OnlyFans creators, we investigated their approaches to self-promotion, audience growth, and boundary management among different social media platforms. OnlyFans creators face unique challenges compared to other creators due to the stigma associated with adult content and digital sex work. Our findings reveal the unique strategies they employ to navigate the constraints of their work in tandem with maintaining boundaries to avoid context collapse. This research contributes to a broader understanding of the nuances of impression management within under-researched, stigmatized online communities. We discuss how these motivations and strategies to build a sustainable online presence lie in tension with the risks associated with adult content creation. Ross Bonifacio, Jirassaya Uttarapong, Rae Jereza, Donghee Yvette Wohn |
Proc. ACM Hum. Comput. Interact. | 4 |
| 2025 | PACMHCI, V9, N1, January 2025 EditorialabstractIt is our great pleasure to introduce this issue of the Proceedings of the ACM on Human-Computer Interaction, which focuses on contributions from the research community on Supporting Group Work (GROUP). This thriving community is home to researchers within CSCW, HCI for practice-centered computing, sociotechnical studies, and interdisciplinary groups who provide theoretical, methodological, and/or conceptual contributions on collaborative technologies and practices. GROUP's research community vividly raises the awareness of dimensions of growing importance in our highly connected lives. The idea of caring through and with technology continues to be a rich and dynamic area for research, pointing to important challenges for elderly persons, parenting, and health. The increased availability of AI-based systems leads to the development of new practices that pose increasing issues for design and regulation. The domain of social media is especially concerned with fast-evolving practices and issues that raised major interest in our community. These aspects are also approached through design fiction as a way of futures-making. Workplace and hybrid work settings show also a central area where cooperation and teams are impacted. The research papers gathered in this issue account that we live in an unprecedentedly connected world, calling for more ethical reflections about the possibilities and caveats of digital technologies. The editorial board worked hard to organize this second submission round. The call for papers for this issue on GROUP attracted a total of 109 submissions from all over the world, of which 37 papers (34%) were accepted. This issue results from the dedicated volunteer effort of 36 members of the community who served as Associate Chairs (ACs) and 87 reviewers. They all lent their expertise and time to ensure high quality reviews and provide insightful feedback to all authors. The Editorial Board can be found on GROUP's track page. As Track Chairs, we are grateful for the community's collective efforts to continue shaping and sharing GROUP's contributions. María Menéndez-Blanco, Donghee Yvette Wohn, Matthieu Tixier |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2024 | PACMHCI V8, GROUP, January 2024 EditorialabstractIt is our great pleasure to introduce this issue of the Proceedings of the ACM on Human-Computer Interaction, which focuses on contributions from the research community on Supporting Group Work (GROUP). This thriving community is home to researchers within CSCW, HCI for practice-centered computing, sociotechnical studies, and interdisciplinary groups who provide theoretical, methodological, and/or conceptual contributions on collaborative technologies and practices. GROUP's research community vividly raises the awareness of dimensions of growing importance in our highly connected life, as exemplified by the papers included in this issue. Information sharing and moderation in and across groups and formal organisations continue to call for complex research questions. Collaborative practices that have been the object of concern in GROUP become revisited through the lenses of new technologies, as illustrated by the papers investigating recommender systems and conversational agents in collaborative contexts. More than ever, the Internet is acknowledged as a space for social relationships, see for instance the case of dating apps or mom's chat group in this issue. Reflecting on our densely computing supported practices, ethics for research and design become an essential topic for consideration. The editorial board worked hard to organize this first submission round. The call for papers for this issue on GROUP attracted a total of 31 submissions from all over the world, of which 8 papers (25.8 %) were accepted. This issue results from the dedicated volunteer effort of 23 members of the community who served as Associate Chairs (ACs). They all lent their expertise and time to provide insightful feedback to all authors. The Editorial Board can be found on GROUP's track page. As Track Chairs, we are grateful for the community's collective efforts to continue shaping and sharing GROUP's contributions. María Menéndez-Blanco, Matthieu Tixier, Donghee Yvette Wohn |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2023 | Understanding Moderators' Conflict and Conflict Management Strategies with Streamers in Live Streaming CommunitiesabstractAs each micro community centered around the streamer attempts to set its own guidelines in live streaming communities, it is common for volunteer moderators (mods) and the streamer to disagree on how to handle various situations. In this study, we conducted an online survey (N=240) with live streaming mods to explore their commitment to the streamer to grow the micro community and the different styles in which they handle conflicts with the streamer. We found that 1) mods apply more active and cooperative styles than passive and assertive styles to manage conflicts, but they might be forced to do so, and 2) mods with strong commitments to the streamer would like to apply styles showing either high concerns for the streamer or low concerns for themselves. We reflect on how these results can affect micro community development and recommend designs to mitigate conflict and strengthen commitment. Jie Cai 0003, Donghee Yvette Wohn |
CHI | 2 |
| 2023 | Hate Raids on Twitch: Understanding Real-Time Human-Bot Coordinated Attacks in Live Streaming CommunitiesabstractOnline harassment and content moderation have been well-documented in online communities. However, new contexts and systems always bring new ways of harassment and need new moderation mechanisms. This study focuses on hate raids, a form of group attack in real-time in live streaming communities. Through a qualitative analysis of hate raids discussion in the Twitch subreddit (r/Twitch), we found that (1) hate raids as a human-bot coordinated group attack leverages the live stream system to attack marginalized streamers and other potential groups with(out) breaking the rules, (2) marginalized streamers suffer compound harms with insufficient support from the platform, (3) moderation strategies are overwhelmingly technical, but streamers still struggle to balance moderation and participation considering their marginalization status and needs. We use affordances as a lens to explain how hate raids happens in live streaming systems and propose moderation-by-design as a lens when developing new features or systems to mitigate the potential abuse of such designs. Jie Cai 0003, Sagnik Chowdhury, Donghee Yvette Wohn |
Proc. ACM Hum. Comput. Interact. | 4 |
| 2022 | Coordination and Collaboration: How do Volunteer Moderators Work as a Team in Live Streaming Communities?abstractVolunteer moderators (mods) play significant roles in developing moderation standards and dealing with harmful content in their micro-communities. However, little work explores how volunteer mods work as a team. In line with prior work about understanding volunteer moderation, we interview 40 volunteer mods on Twitch — a leading live streaming platform. We identify how mods collaborate on tasks (off-streaming coordination and preparation, in-stream real-time collaboration, and relationship building both off-stream and in-stream to reinforce collaboration) and how mods contribute to moderation standards (collaboratively working on the community rulebook and individually shaping community norms). We uncover how volunteer mods work as an effective team. We also discuss how the affordances of multi-modal communication and informality of volunteer moderation contribute to task collaboration, standards development, and mod’s roles and responsibilities. Jie Cai 0003, Donghee Yvette Wohn |
CHI | 2 |
| 2022 | Awe Versus Aww: The Effectiveness of Two Kinds of Positive Emotional Stimulation on Stress Reduction for Online Content ModeratorsabstractWhen people have the freedom to create and post content on the internet, particularly anonymously, they do not always respect the rules and regulations of the websites on which they post, leaving other unsuspecting users vulnerable to sexism, racism, threats, and other unacceptable content in their daily cyberspace diet. However, content moderators witness the worst of humanity on a daily basis in place of the average netizen. This takes its toll on moderators, causing stress, fatigue, and emotional distress akin to the symptomology of post-traumatic stress disorder (PTSD). The goal of the present study was to explore whether adding positive stimuli to breaktimes-images of baby animals or beautiful, aweinspiring landscapes-could help reduce the negative side-effects of being a content moderator. To test this, we had over 300 experienced content moderators read and decide whether 200 fake text-based social media posts were acceptable or not for public consumption. Although we set out to test positive emotional stimulation, however, we actually found that it is the cumulative nature of the negative emotions that likely negates most of the effects of the intervention: the longer the person had practiced content moderation, the stronger their negative experience. Connections to compassion fatigue and how best to spend work breaks as a content moderator are discussed. Christine Linda Cook, Jie Cai 0003, Donghee Yvette Wohn |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2022 | Pay to Win or Pay to Cheat: How Players of Competitive Online Games Perceive Fairness of In-Game PurchasesabstractThe advent of various in-game purchasing systems has led to several ethical concerns in contemporary gaming ecosystems, including the monetary dark patterns in game design and the potential harms on gamer welling by introducing cheating, gambling, and addictive mechanisms. These concerns have resulted in the rise of tensions regarding the impacts of in-game purchases on players who pay versus those who do not pay, such as their perceptions of "fairness" in highly competitive gaming contexts when spending is involved. Using 2,685 Reddit posts from five subreddits of popular online sports and card games that focus on player-to-player competition, we investigate how players of these games perceive fairness of their in-game purchases. This research expands our existing knowledge on ethical concerns and fairness in gaming by highlighting consumers' (players') diverse ethical judgments regarding the increasingly popular monetization mechanisms in modern gaming. It also highlights ethical dilemmas surrounding competition, spending, and enjoyment in online gaming and informs the design of future digital consumption systems for fairer, healthier, and more ethical gaming dynamics. Guo Freeman, Karen Wu, Nicholas Nower, Donghee Yvette Wohn |
Proc. ACM Hum. Comput. Interact. | 4 |
| 2022 | Twitch Users' Motivations and Practices During Community Mental Health DiscussionsabstractLive streaming is a form of media that allows streamers to directly interact with their audience. Previous research has explored mental health, Twitch.tv and live streaming platforms, and users' social motivations behind watching live streams separately. However, few have explored how these all intertwine in conversations involving intimate, self-disclosing topics, such as mental health. Live streams are unique in that they are largely masspersonal in nature; streamers broadcast themselves to mostly unknown viewers, but may choose to interact with them in a personal way. This study aims to understand users' motivations, preferences, and habits behind participating in mental health discussions on live streams. We interviewed 25 Twitch viewers about the streamers they watch, how they interact in mental health discussions, and how they believe streamers should discuss mental health on live streams. Our findings are contextualized in the dynamics in which these discussions occur. Overall, we found that the innate design of the Twitch platform promotes a user-hierarchy in the ecosystem of streamers and their communities, which may affect how mental health is discussed. Jirassaya Uttarapong, Nina LaMastra, Reesha Gandhi, Yu-Hao Lee, Tina Chien-Wen Yuan, Donghee Yvette Wohn |
Proc. ACM Hum. Comput. Interact. | 6 |
| 2021 | Dot's World: An Emotional Development Support Platform for ChildrenabstractThis project was started to explore ways we can utilize the benefits of human-robot facilitated therapy to support a child's emotional development and identify needs for early intervention. As a result, we designed an app prototype called Dot's World that features a chatbot that leads daily conversations about emotional well-being and facilitates emotional education exercises. We also created a companion app prototype for parents to involve them in their child's emotional growth and identify needs for early intervention. To understand the current perceptions of emotional health and existing solutions for support, we conducted customer discovery interviews with parents and education professionals like teachers, psychologists, and counselors. Multiple factors in the interview process including variations in technology access as well as confidence in traditional methods of emotional development have led us to pivot our original vision. Interviews with professionals in the education system helped us to realize an apparent need for a platform providing socio-emotional tools for educators and improving communication channels within the child's support system. We will be iterating on Dot's World's design and conducting more interviews to better understand and support the need of this new demographic. Sarah J. Ryu, Jonathan M. Tan, Donghee Yvette Wohn |
IDC | 3 |
| 2021 | Understanding Rules in Live Streaming Micro Communities on TwitchabstractRules and norms are critical to community governance. Live streaming communities like Twitch consist of thousands of micro-communities called channels. We conducted two studies to understand the micro-community rules. Study one suggests that Twitch users perceive that both rules transparency and communication frequency matter to channel vibe and frequency of harassment. Study two finds that the most popular channels have no channel or chat rules; among these having rules, rules encouraged by streamers are prominent. We explain why this may happen and how this contributes to community moderation and future research. Jie Cai 0003, Cameron Guanlao, Donghee Yvette Wohn |
IMX | 3 |
| 2021 | Moderation Visibility: Mapping the Strategies of Volunteer Moderators in Live Streaming Micro CommunitiesabstractVolunteer moderators actively engage in online content management, such as removing toxic content and sanctioning anti-normative behaviors in user-governed communities. The synchronicity and ephemerality of live-streaming communities pose unique moderation challenges. Based on interviews with 21 volunteer moderators on Twitch, we mapped out 13 moderation strategies and presented them in relation to the bad act, enabling us to categorize from proactive and reactive perspectives and identify communicative and technical interventions. We found that the act of moderation involves highly visible and performative activities in the chat and invisible activities involving coordination and sanction. The juxtaposition of real-time individual decision-making with collaborative discussions and the dual nature of visible and invisible activities of moderators provide a unique lens into a role that relies heavily on both the social and technical. We also discuss how the affordances of live-streaming contribute to these unique activities. Jie Cai 0003, Donghee Yvette Wohn, Mashael Yousef Almoqbel |
IMX | 2 |
| 2021 | Harassment Experiences of Women and LGBTQ Live Streamers and How They Handled NegativityabstractLive streaming is a form of interactive media that potentially makes streamers more vulnerable to harassment due to the unique attributes of the technology that facilitates enhanced information sharing via video and audio. In this study, we document the harassment experiences of 25 live streamers on Twitch from underrepresented groups including women and/or LGBTQ streamers and investigate how they handle and prevent adversity. In particular, live streaming enables streamers to self-moderate their communities, so we delve into the methods of how they manage their communities from both a social and technical perspective. We found that technology can cover the basics for handling negativity, but much emotional and relational work is invested in moderation, community maintenance, and self-care. Jirassaya Uttarapong, Jie Cai 0003, Donghee Yvette Wohn |
IMX | 3 |
| 2021 | After Violation But Before Sanction: Understanding Volunteer Moderators' Profiling Processes Toward Violators in Live Streaming CommunitiesabstractContent moderation is an essential part of online community health and governance. While much of extant research is centered on what happens to the content, moderation also involves the management of violators. This study focuses on how moderators (mods) make decisions about their actions after the violation takes place but before the sanction by examining how they "profile" the violators. Through observations and interviews with volunteer mods on Twitch, we found that mods engage in a complex process of collaborative evidence collection and profile violators into different categories to decide the type and extent of punishment. Mods consider violators' characteristics as well as behavioral history and violation context before taking moderation action. The main purpose of the profiling was to avoid excessive punishment and aim to integrate violators more into the community. We discuss the contributions of profiling to moderation practice and suggest design mechanisms to facilitate mods' profiling processes. Jie Cai 0003, Donghee Yvette Wohn |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2020 | Categorizing Online Harassment InterventionsabstractOnline harassment has becoming an unavoidable issue and many people are trying to find methods to mitigate online harassment. In this study, we did a systematic review of online harassment interventions. We focused on studies that proposed online mechanisms and designed experiments to test the corresponding effects. We collected 17 studies from scholarly databases which met our criteria. Among these studies, we categorized the interventions into 7 groups based on the theoretical or design-related mechanism they were using to justify the intervention. At the end of the study, we critically reviewed these studies and proposed some ideas for future research. Chenlu Feng, Donghee Yvette Wohn |
ISTAS | 2 |
| 2020 | The Effect of Tracking and Reflecting on Study Habits on Study Behavior and GradesabstractMany college students struggle to adjust academically because they never learned how to study effectively. In our first study, we developed a web-based application that enabled students to record when and how long they were studying. 29 college undergraduates used this tracking application for two weeks, then reflected on how the app affected their self-awareness and/or behavior. Analyses of participant diaries and application logs indicate that tracking applications are far from accurate, but the act of tracking itself, paired with analysis of one's own data through reflection, enables students to have stronger self-awareness of their studying habits. Our second study, a 13-week long field experiment with 162 first-year students participating in 5 groups with varying combinations of tracking and reflection, showed that the tracking+ self-reflection group scored significantly higher on their final exam than tracking with social reflection. Donghee Yvette Wohn, Michael Jongseon Lee |
ISTAS | 1 |
| 2020 | Audience Management Practices of Live Streamers on TwitchabstractLive streaming is a unique medium that merges different layers of communication by facilitating individual, group, and mass communication simultaneously. Streamers who broadcast themselves on live streaming platforms such as Twitch are their own media entity and have the challenge of having to manage interactions with many different types of online audiences beyond the translucent platform interfaces. Through qualitative interviews with 25 Twitch streamers, in this paper we share streamers’ practices of discovering audience composition, categorizing audience groups, and developing appropriate mechanisms to interact with them despite geographical, technological, and temporal limitations. We discuss streamers’ appropriation of real-time signals provided by these platforms as sources of information, and their dependence on both technology and voluntary human labor to scale their media entity. We conclude with design recommendations for streaming platforms to provide streamer-centric tools for audience management, especially for knowledge discovery and growth management. . Donghee Yvette Wohn, Guo Freeman |
IMX | 1 |
| 2020 | A Room With a "Fake" View: Installing Digital Windows in Windowless OfficesabstractAs cities become overpopulated and we explore deep seas and outer space, humans will be faced with the inevitable situation of living and working in small spaces that are visually monotonous. It is thus important to understand the psychological effects that enclosed spaces can have on people. In this study, we ran a between-subjects design experiment with people working in windowless offices by installing a digital window that featured a nature landscape video. Quantitative measures of productivity and wellbeing before and after the intervention showed that having a digital window elevated mood and happiness, but did not have a significant effect on work productivity. Donghee Yvette Wohn, Hyejin Hannah Kum-Biocca, Astha Sharma, Anisah Khandakar |
IMX | 1 |
| 2020 | Streaming your Identity: Navigating the Presentation of Gender and Sexuality through Live Streaming
Guo Freeman, Donghee Yvette Wohn |
Comput. Support. Cooperative Work. | 2 |
| 2020 | Spontaneous, Yet Studious: Esports Commentators' Live Performance and Self-Presentation PracticesabstractEsports commentating, the practice of reporting, explaining, and elaborating live competitive gameplay to spectators, is a centerpiece of esports as a rapidly growing spectator sport and an essential component of today's growing gaming/live streaming ecosystem. In particular, esports commentators face three unique challenges: the preparation for conducting real time commentating on highly dynamic esports games; the complexity of in-the-moment decisions during the game's broadcast; and the balance between personal self-presentation and professional content presentation. Yet this emerging and novel sociotechnical practice and how these challenges affect esports commentators' live performance and self-presentation practices has received relatively little research attention in HCI and CSCW. In this paper, we endeavor to address these limitations by empirically analyzing 19 esports commentators' sociotechnical practices. Our findings highlight the complex interaction dynamics involved in esports commentating as well as the importance of professionalism and social presence in esports commentators' self-presentation. In order to execute seamless and spontaneous commentary, commentators must be studious and engage in much prior research and have a clear sense of self. We contribute to the growing CSCW literature on esports commentating practices by revealing esports commentators' unique decision making process presenting information and their self-image. Lingyuan Li, Jirassaya Uttarapong, Guo Freeman, Donghee Yvette Wohn |
Proc. ACM Hum. Comput. Interact. | 4 |
| 2020 | "Talking without a Voice": Understanding Non-verbal Communication in Social Virtual RealityabstractExploring communication dynamics in digital social spaces such as massively multiplayer online games and 2D/3D virtual worlds has been a long standing concern in HCI and CSCW. As online social spaces evolve towards more natural embodied interaction, it is important to explore how non-verbal communication can be supported in more nuanced ways in these spaces and introduce new social interaction consequences. In this paper we especially focus on understanding novel non-verbal communication in social virtual reality (VR). We report findings of two empirical studies. Study 1 collected observational data to explore the types of non-verbal interactions being used naturally in social VR. Study 2 was an interview study (N=30) that investigated people's perceptions of non-verbal communication in social VR as well as the resulting interaction outcomes. This study helps address the limitations in prior literature on non-verbal communication dynamics in online social spaces. Our findings on what makes non-verbal communication in social VR unique and socially desirable extend our current understandings of the role of non-verbal communication in social interaction. We also highlight potential design implications that aim at better supporting non-verbal communication in social VR. Divine Maloney, Guo Freeman, Donghee Yvette Wohn |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2019 | Volunteer Moderators in Twitch Micro Communities: How They Get Involved, the Roles They Play, and the Emotional Labor They ExperienceabstractThe ability to engage in real-time text conversations is an important feature on live streaming platforms. The moderation of this text content relies heavily on the work of unpaid volunteers. This study reports on interviews with 20 people who moderate for Twitch micro communities, defined as channels that are built around a single or group of streamers, rather than the broadcast of an event. The study identifies how people become moderators, their different styles of moderating, and the difficulties that come with the job. In addition to the hardships of dealing with negative content, moderators also have complex interpersonal relationships with the streamers and viewers, where the boundaries between emotional labor, physical labor, and fun are intertwined. Donghee Yvette Wohn |
CHI | 1 |
| 2019 | Understanding eSports Team Formation and Coordination
Guo Freeman, Donghee Yvette Wohn |
Comput. Support. Cooperative Work. | 2 |
| 2019 | Individual and Collaborative Behaviors of Rideshare Drivers in Protecting their SafetyabstractThe safety of passengers of rideshare apps has received attention from researchers, yet there is a lack of research on safety of rideshare drivers in the context of CSCW and HCI. As drivers are also an important user in the ecosystem of the ridesharing systems, we conducted interviews with drivers in the U.S. to understand how they, individually and collaboratively, address safety related issues they face conducting their job. We identified the factors that contributed to drivers' feelings of safety and the strategies they engaged in to protect themselves. We found that drivers relied on methods that were technical, social, and physical, to ensure their safety and engaged in informal collaborative and communicative activities with other drivers inside and outside of the ridesharing system. We discuss implications for future design for ridesharing apps and other location-based computer-supported collaborative systems that have potential safety hazards. Mashael Yousef Almoqbel, Donghee Yvette Wohn |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2019 | Editors' WelcomeabstractIt is our pleasure to welcome you to the first PACMHCI GROUP issue. For over 25 years, the GROUP research community has supported the development of robust scholarship at the intersection of Computer Supported Cooperative Work, Human Computer Interaction, Computer Supported Collaborative Learning and Socio-Technical Studies. This volume is the latest product of our efforts to validate and integrate the strong work happening within this broadly-conceived community. We hope that the range of papers presented here reflects our intent to be international, interdisciplinary, and inclusive, both in our organization of the review process as well as within the set of accepted papers. This first PACM journal volume in the GROUP series features studies of collaboration in multiple settings, including social networks, editing systems, and mixed reality. It also showcases sociotechnical studies in domains ranging from outdoor activities to scientific projects. Ingrid Erickson, Adriana S. Vivacqua, Lars Rune Christensen, Naja L. Holten Møller, Eric P. S. Baumer, Donghee Yvette Wohn, Louise Barkhuus, Lionel P. Robert Jr. |
Proc. ACM Hum. Comput. Interact. | 6 |
| 2019 | Making the city my own: uses and practices of mobile location technologies for exploration of a new city
Louise Barkhuus, Donghee Yvette Wohn |
Pers. Ubiquitous Comput. | 2 |
| 2018 | Time for Break: Understanding Information Workers' Sedentary Behavior Through a Break Prompting SystemabstractExtended periods of uninterrupted sedentary behavior are detrimental to long-term health. While prolonged sitting is prevalent among information workers, it is difficult for them to break prolonged sedentary behavior due to the nature of their work. This work aims to understand information workers' intentions & practices around standing or moving breaks. We developed Time for Break, a break prompting system that enables people to set their desired work duration and prompts them to stand up or move. We conducted an exploratory field study (N = 25) with Time for Break to collect participants' work & break intentions and behaviors for three weeks, followed by semi-structured interviews. We examined rich contexts affecting participants' receptiveness to standing or moving breaks, and identified how their habit strength and self-regulation are related to their break-taking intentions & practices. We discuss design implications for interventions to break up periods of prolonged sedentary behavior in workplaces. Yuhan Luo 0002, Bongshin Lee, Donghee Yvette Wohn, Amanda L. Rebar, David E. Conroy, Eun Kyoung Choe |
CHI | 3 |
| 2018 | Explaining Viewers' Emotional, Instrumental, and Financial Support Provision for Live StreamersabstractOn live streams, viewers can support streamers through various methods ranging from well-wishing text messages to money. In this study (N=230) we surveyed viewers who had given money to a streamer. We identified six motivations for why they gave money to their favorite live streamer. We then examined how factors related to viewer, streamer, and viewer-streamer interaction were associated with three forms of social support provision: emotional, instrumental, and financial support. Our main findings are: parasocial relationship was consistently correlated with all three types of social support, while social presence was only related with instrumental and financial support; interpersonal attractiveness was associated with emotional and instrumental support and lonely people were more likely to give instrumental support. Our focus on various types of social support in a live streaming masspersonal platform adds a more detailed understanding to the existing literature of mediated social support. Furthermore, it suggests potential directions for designing more supportive and interactive live streaming platforms. Donghee Yvette Wohn, Guo Freeman, Caitlin McLaughlin |
CHI | 1 |
| 2018 | A Hot Bot: Testing Effect of Temperature on Feelings of Closeness When Interacting With a ChatbotabstractThis study examined the effect of touching a warm or cold surface while interacting with a chatbot to see if temperature contributes to feelings of closeness with the artificial conversational agent. Our two-group experiment (N= 44) found no differences between hot and cold conditions in people's liking of the chatbot, but found a main effect of existing favorable attitudes toward chatbots. Victor Chue, Juan Sebastian Rios, Donghee Yvette Wohn |
GROUP | 3 |
| 2018 | Psychological Wellbeing as an Explanation of User Engagement in the Lifecycle of Online Community ParticipationabstractThis study documents users' changes in psychological wellbeing across the lifecycle of their participation in an online community. Through in-depth interviews with 30 long-term users of Everything2.com, and content analysis of their posts, we found that psychological wellbeing plays a large role in the evolution of how users participate in the community over time. Everything2 is a long-running user-generated content site framed as an open encyclopedia. Results suggested that negative psychological wellbeing, such as loneliness and low self-esteem, fueled initial participation; validation and criticism from other users on one's content motivation continued content contribution; but ultimately feelings of relatedness with the community, unrelated to content contribution, was what retained users. Absence of social connections in the online community, as well as improved wellbeing offline, led to exit. Donghee Yvette Wohn, Cliff Lampe |
GROUP | 1 |
| 2017 | Designing a Social Support System for College Adjustment and Social Support
Donghee Yvette Wohn, Mousa Ahmadi, Leiping Gong, Indraneel Kulkarni, Atisha Poojari |
ICWSM | 1 |
| 2015 | From Ambient to Adaptation: Interpersonal Attention Management Among Young AdultsabstractUbiquitous mobile usage provides more opportunities to interact with more people than ever, but with the constraint that people's capacity for attention to others is limited. People manage demands on their attention by limiting their availability to others, and this may cause failure in attempts to reach others. In today's always-connected world, we know very little about how people manage their own availability, maintain awareness of others, and adapt their strategies for reaching others in the face of failure. This paper draws on results from a qualitative field study to present an integrative, joint action approach to attention management. Results suggest that mobile devices play a large part in assessing ambient awareness of others and signaling availability, but are rarely used in isolation. Attention is a continuum that spans multiple devices and channels involving actions and choices learned over time. Donghee Yvette Wohn, Jeremy P. Birnholtz |
MobileHCI | 1 |
| 2014 | Spending real money: purchasing patterns of virtual goods in an online social gameabstractResearchers have found that 'social' factors contribute to purchasing intentions of virtual goods in an online social game, but little is known about actual purchasing behavior. Study 1 examined the relationship between social factors and virtual goods purchasing patterns using large scale data obtained by server logs of an online social game. Exchange of virtual goods and number of friends increased the likelihood of spending real money compared to no spending. Among those who did spend real money, giving virtual goods to others was the strongest factor associated with the amount of spending. Study 2 examined purchasing patterns of players who spent real money: high real-money spenders were buying items for visual customization while low spenders were buying consumable items necessary to sustain playing the game. Donghee Yvette Wohn |
CHI | 1 |
| 2012 | A quantitative explanation of governance in an online peer-production communityabstractIn this paper, we examine how user ratings of content produced for an online community are taken into account by administrators when they decide whether to delete content. Incorporating about 10 years of server data from the online peer-production community Everything2, we looked at how specific features of voting predicted deletion of posts. We found that not all types of voting are the same: negative voting of users was the strongest factor explaining deletion of a Write-up. Receiving a positive vote from a member with higher status decreases the chances of deletion, while receiving a positive vote from a user with neutral status has a very little effect on the deletion of content. Chandan Sarkar, Donghee Yvette Wohn, Cliff Lampe, Kurt DeMaagd |
CHI | 2 |
| 2012 | Habit as an explanation of participation in an online peer-production communityabstractUser activities in peer-production communities have mainly been examined under the assumption that individuals are rational individuals who are always cognizant of what they are doing and why. We argue that not all use is the same; while some behaviors are governed by conscious motivations, others may be a habitual response that is developed out of routine. We take a more granular approach to explaining what people are doing in online communities and how motivations and habits explain their use of specific features. In the context of the peer-production community Everything2 we employ both server log data and self-report, finding that habit is a non-conscious-driven behavior that is more associated with less cognitively-demanding tasks than content production. Donghee Yvette Wohn, Alcides Velasquez, Torger Bjornrud, Cliff Lampe |
CHI | 1 |