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Victoria Schwanda Sosik

dblp:92/7982 · also Victoria Schwanda · DBLP profile ↗
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12ranked-venue papers
3as 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 · 12 · 3 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
8 papers
Collaborative and social computing · 63% Health and well-being technologies · 28% Usability and user experience research · 2%
Databases, data mining, and information retrieval
1 paper
Information retrieval · 100%
Computer graphics and multimedia
1 paper
Visualization and visual analytics · 100%

Topics — the 14 heaviest of 17, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Information retrieval › web search
local search
0.312017
Stranger Searching in a Strange Land: The Impact of Familiarity on Local Search · CHI 2017
Health and well-being technologies
persuasive technology
0.222011
Side effects and "gateway" tools: advocating a broader look at evaluating persuasive systems · CHI 2011
Fit4life: the design of a persuasive technology promoting healthy behavior and ideal weight · CHI 2011
Collaborative and social computing › social media
emotional sharing
0.212015
Social Sharing of Emotions on Facebook: Channel Differences, Satisfaction, and Replies · CSCW 2015
Collaborative and social computing
social media
0.212015
Social Sharing of Emotions on Facebook: Channel Differences, Satisfaction, and Replies · CSCW 2015
Visualization and visual analytics › interactive visualization
conversational visualization
0.112012
See friendship, sort of: how conversation and digital traces might support reflection on friendships · CSCW 2012
Visualization and visual analytics › information visualization
social visualization
0.112012
See friendship, sort of: how conversation and digital traces might support reflection on friendships · CSCW 2012
Collaborative and social computing
computer-supported cooperative work
0.112011
Temporal patterns of cohesiveness in virtual groups · CSCW 2011
Health and well-being technologies › behavior change
weight management
0.112011
Fit4life: the design of a persuasive technology promoting healthy behavior and ideal weight · CHI 2011
Collaborative and social computing
computer-mediated communication
0.112015
Social Sharing of Emotions on Facebook: Channel Differences, Satisfaction, and Replies · CSCW 2015
Health and well-being technologies › mental health
emotional well-being
0.112015
Social Sharing of Emotions on Facebook: Channel Differences, Satisfaction, and Replies · CSCW 2015
Collaborative and social computing › computer-mediated communication
impression management
0.012012
It's complicated: how romantic partners use facebook · CHI 2012
Human-robot interaction
collaborative task
0.012011
Temporal patterns of cohesiveness in virtual groups · CSCW 2011
Design research and methods
critical design
0.012011
Fit4life: the design of a persuasive technology promoting healthy behavior and ideal weight · CHI 2011
Games and playful interaction
exergames
0.012011
Side effects and "gateway" tools: advocating a broader look at evaluating persuasive systems · CHI 2011

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

survey · 0.5interview study · 0.4qualitative analysis · 0.3observation · 0.3experience sampling · 0.2questionnaire · 0.2qualitative interviews · 0.1diary study · 0.1persuasive systems design model · 0.1interaction analysis · 0.1
YearPublicationVenuePosition
2017 Stranger Searching in a Strange Land: The Impact of Familiarity on Local Search
abstract
Local search entails looking for places, such as restaurants or hotels, in a geographically-constrained region. Within local search, it has been observed that an individual's familiarity with their environment (i.e. how well they know the area in a query of the form "{places} in {area}") impacts which places they are most interested in visiting. Less well-understood though is how people's information preferences differ during 1) different phases of the search process and 2) based on their level of familiarity. Through a series of surveys in the domain of dining, we explore how familiarity moderates what level of information is useful to an individual about restaurant location when choosing a place to visit. We further examine how these preferences vary between regions and phases of local search (deciding on a restaurant or determining how to go). We contribute an understanding of people's information preferences during search, building on prior research of how offline context impacts online needs.
Isaac L. Johnson, Victoria Schwanda Sosik, Kacey Ballard
CHI2
2015 Social Sharing of Emotions on Facebook: Channel Differences, Satisfaction, and Replies
abstract
People often share emotions with others in order to manage their emotional experiences. We investigate how social media properties such as visibility and directedness affect how people share emotions in Facebook, and their satisfaction after doing so. 141 participants rated 1,628 of their own recent status updates, posts they made on others' timelines, and private messages they sent for intensity, valence, personal relevance, and overall satisfaction felt after sharing each message. For network-visible channels-status updates and posts on others' timelines-they also rated their satisfaction with replies they received. People shared differently between channels, with more intense and negative emotions in private messages. People felt more satisfied after sharing more positive emotions in all channels and after sharing more personally relevant emotions in network-visible channels. Finally, people's overall satisfaction after sharing emotions in network-visible channels is strongly tied to their reply satisfaction. Quality of replies, not just quantity, matters, suggesting the need for designs that help people receive valuable responses to their shared emotions.
Natalya N. Bazarova, Yoon Hyung Choi, Victoria Schwanda Sosik, Dan Cosley, Janis Whitlock
CSCW3
2015 "Not Some Trumped Up Beef": Assessing Credibility of Online Restaurant Reviews
Marina Kobayashi, Victoria Schwanda Sosik, David A. Huffaker
INTERACT (3)2
2014 Reviewing reflection: on the use of reflection in interactive system design
abstract
Designers have demonstrated an increased interest in designing for reflection. However, that work currently occurs under a variety of diverse auspices. To help organize and investigate this literature, this paper present a review of research on systems designed to support reflection. Key findings include that most work in this area does not actually define the concept of reflection. We also find that most evaluations do not focus on reflection per se rather but on some other outcome arguably linked to reflection. Our review also describes the relationship between reflection and persuasion evidenced implicitly by both rhetorical motivations for and implementation details of system design. After discussing the significance of our findings, we conclude with a series of recommendations for improving research on and design for reflection.
Eric P. S. Baumer, Vera D. Khovanskaya, Mark Matthews, Lindsay Reynolds, Victoria Schwanda Sosik, Geri Gay
Conference on Designing Interactive Systems5
2013 Limiting, leaving, and (re)lapsing: an exploration of facebook non-use practices and experiences
abstract
Despite the abundance of research on social networking sites, relatively little research has studied those who choose not to use such sites. This paper presents results from a questionnaire of over 400 Internet users, focusing specifically on Facebook and those users who have left the service. Results show the lack of a clear, binary distinction between use and non-use, that various practices enable diverse ways and degrees of engagement with and disengagement from Facebook. Furthermore, qualitative analysis reveals numerous complex and interrelated motivations and justifications, both for leaving and for maintaining some type of connection. These motivations include: privacy, data misuse, productivity, banality, addiction, and external pressures. These results not only contribute to our understanding of online sociality by examining this under-explored area, but they also build on previous work to help advance how we conceptually account for the sociological processes of non-use.
Eric P. S. Baumer, Phil Adams, Vera D. Khovanskaya, Tony C. Liao, Madeline E. Smith, Victoria Schwanda Sosik, Kaiton Williams
CHI6
2012 It's complicated: how romantic partners use facebook
abstract
Romantic partners face issues of relational development including managing information privacy, tension between individual and relational needs, and accountability to existing friends. Prior work suggests that affordances of social media might highlight and shape these tensions; to explore this, we asked 20 people to reflect daily for two weeks on feelings and decisions around their own and others' Facebook use related to their relationships. Most generally, we find that tensions arise when romantic partners must manage multiple relationships simultaneously because Facebook audiences are so present and so varied. People also engage in subtle negotiation around and appropriation of Facebook's features to accomplish both personal and relational goals. By capturing both why people make these decisions and how Facebook's affordances support them, we expect our findings to generalize to many other social media tools and to inform theorizing about how these tools affect relational development.
Xuan Zhao 0007, Victoria Schwanda Sosik, Dan Cosley
CHI2
2012 See friendship, sort of: how conversation and digital traces might support reflection on friendships
abstract
Inspired by conversational visualization tools and the increasing enactment of relationships in social media, we examine how people reflect on friendships and how social data and conversation may affect this. We asked 28 people to reflect on their relationship with a close friend either alone, alone but with access to Facebook's "See Friendship" page, or with the friend using their See Friendship page. Observation and interviews revealed a rich array of practices around why, when, and how people reflect on friendships; that both friends and data make reflection more positive, more focused, and more fun; that those are not necessarily good things; and that third parties are a common theme. These findings suggest a number of design considerations, including supporting different types of reflection, aligning the interface with important moments and content useful for reflection, and carefully considering the fidelity of the visualization and data presented.
Victoria Schwanda Sosik, Xuan Zhao 0007, Dan Cosley
CSCW1
2012 Experiences With Designing Tools for Everyday Reminiscing
abstract
Reminiscing is a valuable activity throughout the lifespan, helping people establish and maintain their identities and their relationships. Much of this happens in an everyday way, with reminiscing arising naturally out of one's experiences, thoughts, and conversations. In this article we describe work around Pensieve, a tool to support everyday, spontaneous, individual reminiscing through memory triggers—e-mailed reminders that contain snippets from content one has previously created in social media or generic questions that encourage people to reflect on their past. Through a combination of interviews, questionnaires, design activities, and a long-term deployment of Pensieve, we demonstrate the potential value of social media content such as Facebook wall posts and status updates for supporting reminiscence, the utility of systems that support spontaneous reminiscing and writing about the past, the importance of reminders to both reminiscing and lifelogging systems, and insights into people's current pr...
Dan Cosley, Victoria Schwanda Sosik, Johnathon Schultz, S. Tejaswi Peesapati
Hum. Comput. Interact.2
2011 Fit4life: the design of a persuasive technology promoting healthy behavior and ideal weight
abstract
This is a critical design paper offering a possible scenario of use intended to provoke reflection about values and politics of design in persuasive computing. We describe the design of a system - Fit4Life - that encourages individuals to address the larger goal of reducing obesity in society by promoting individual healthy behaviors. Using the Persuasive Systems Design Model [26], this paper outlines the Fit4Life persuasion context, the technology, its use of persuasive messages, and an experimental design to test the system's efficacy. We also contribute a novel discussion of the ethical and sociocultural considerations involved in our design, an issue that has remained largely unaddressed in the existing persuasive technologies literature [29].
Stephen Purpura, Victoria Schwanda Sosik, Kaiton Williams, William Stubler, Phoebe Sengers
CHI2
2011 Side effects and "gateway" tools: advocating a broader look at evaluating persuasive systems
abstract
This paper argues for evaluating the impact of persuasive systems on users beyond metrics that focus on system usage, based on an interview study of 16 Wii Fit users. While exploring their experiences and reasons for abandoning the system, two main themes emerged: the tension between Wii Fit as a fitness tool and a game, and ways participants reacted to the system's feedback about their weight and performance. Some participants used Wii Fit as a "gateway fitness" tool, moving beyond it to other fitness routines. Additionally, some users had significant emotional reactions to the Wii Fitts feedback. We argue that these 'side effects' are crucial considerations for the design and long-term evaluation of persuasive technologies.
Victoria Schwanda Sosik, Steven Ibara, Lindsay Reynolds, Dan Cosley
CHI1
2011 Temporal patterns of cohesiveness in virtual groups
abstract
Group cohesiveness is a vital social dynamic that is difficult to achieve in virtual teams, but leadership can help groups move past these challenges. We used the Language Style Matching metric to measure group cohesiveness over the course of interaction while groups with either assigned or emerging leaders worked via online chat to complete a collaborative task. We find that overall, successful groups are more cohesive than unsuccessful groups at all times. For groups with assigned leaders, we find this same pattern of cohesiveness. For groups with emerging leaders we find that successful groups and unsuccessful groups are similar in group cohesiveness during the first two-thirds of interaction, but during the final third successful groups are more cohesive than unsuccessful groups.
Victoria Schwanda Sosik, Kyle Barron, Jennifer Lien, Gretchen Schroeder, Ashley Vernon, Jeffrey T. Hancock
CSCW1
2010 Pensieve: supporting everyday reminiscence
abstract
Reminiscing is a valuable activity that people of all ages spontaneously and informally partake in as part of their everyday lives. This paper discusses the design and use of Pensieve, a system that supports everyday reminiscence by emailing memory triggers to people that contain either social media content they previously created on third-party websites or text prompts about common life experiences. We discuss how the literature on reminiscence informed Pensieve's design, then analyze data from 91 users over five months. We find that people value spontaneous reminders to reminisce as well as the ability to write about their reminiscing. Shorter, more general triggers draw more responses, as do triggers containing people's own photos-although responses to photos tended to contain more metadata elements than storytelling elements. We compare these results to data from a second, Pensieve-like system developed for Facebook, and suggest a number of important aspects to consider for both designers and researchers around technology and reminiscence.
S. Tejaswi Peesapati, Victoria Schwanda Sosik, Johnathon Schultz, Matthew Lepage, So-yae Jeong, Dan Cosley
CHI2