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Alyson Leigh Young

dblp:126/2039 · also Alyson L. Young · DBLP profile ↗
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7ranked-venue papers
3as first author
0since 2021 · last 2020
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 7 · 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
3 papers
Collaborative and social computing · 80% Health and well-being technologies · 14% Games and playful interaction · 6%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computational social science and digital humanities · 100%

Topics — the 5 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing › online communities
online health communities
0.412019
"This Girl is on Fire": Sensemaking in an Online Health Community for Vulvodynia · CHI 2019
Collaborative and social computing › team collaboration
virtual teams
0.212013
Playing with leadership and expertise: military tropes and teamwork in an arg · CHI 2013
Health and well-being technologies › personal informatics
self-tracking
0.112019
"This Girl is on Fire": Sensemaking in an Online Health Community for Vulvodynia · CHI 2019
Games and playful interaction › extended reality games
augmented reality games
0.012013
Playing with leadership and expertise: military tropes and teamwork in an arg · CHI 2013
Collaborative and social computing › team collaboration
leadership emergence
0.012013
Playing with leadership and expertise: military tropes and teamwork in an arg · CHI 2013

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

iterative system design · 0.4fieldwork · 0.4observation · 0.4interview study · 0.4qualitative analysis · 0.2modality slider analysis · 0.2
YearPublicationVenuePosition
2020 Daughters of Men: Saudi Women's Sociotechnical Agency Practices in Addressing Domestic Abus e
abstract
While domestic abuse is an all too common experience for women worldwide, how people experience the abuse and their resources to deal with the abuse differ. In this qualitative, interview-based study, we examine Saudi women's domestic safety concerns living in Saudi Arabia and the United States. Based on non-Western Islamic feminist views of agency, we identify three key practices, focused on how women resist or deal with their domestic violence. For each practice, we highlight how interwoven cultural, religious, and political contexts impact Saudi women's ability to recognize and deal with domestic abuse. We attend to technology's role in enabling or hindering women's agency. These practices include: 1) recognizing abuse, where women identify abusive situations, 2) managing abuse, where women find ways to cope with ongoing or anticipated abuse within their constraints and resources, and 3) seeking non-abusive futures, where women decide how to mitigate the abuse or leave their abuser. Given domestic violence's complicated nature, we highlight several key design recommendations based on women's values.
Hawra Rabaan, Alyson Leigh Young, Lynn Dombrowski
Proc. ACM Hum. Comput. Interact.2
2019 "This Girl is on Fire": Sensemaking in an Online Health Community for Vulvodynia
abstract
Online health communities (OHCs) allow people living with a shared diagnosis or medical condition to connect with peers for social support and advice. OHCs have been well studied in conditions like diabetes and cancer, but less is known about their role in enigmatic diseases with unknown or complex causal mechanisms. In this paper, we study one such condition: Vulvodynia, a chronic pain syndrome of the vulvar region. Through observations of and interviews with members of a vulvodynia Facebook group, we found that while the interaction types are broadly similar to those found in other OHCs, the women spent more time seeking basic information and building individualized management plans. They also encounter significant emotional and interpersonal challenges, which they discuss with each other. We use this study to extend the field's understanding of OHCs, and to propose implications for the design of self-tracking tools to support sensemaking in enigmatic conditions.
Alyson Leigh Young, Andrew D. Miller 0001
CHI1
2018 Watch Me Code: Programming Mentorship Communities on Twitch.tv
abstract
Live streaming-an emerging practice of broadcasting video of oneself in real time to an online audience-is often used by people to portray themselves engaged in a craft such as programming. Viewers of these 'creative streams' gather to watch the streamer at work and to interact with the streamer and other audience members. However, little is known about how creative streamers engage with their audience, how their viewership communities form and operate, and how creative streams may support learning. In this study, we used a participant-observer method to study game development streams on the live streaming site Twitch.tv. We found that live streams support the growth of learning-focused communities that mentor both the streamer and each other during and after streams. We show the influence of streamers in creating a space for learning and motivating learners. Finally, we discuss implications for online education and communities of practice.
Travis Faas, Lynn Dombrowski, Alyson Leigh Young, Andrew D. Miller 0001
Proc. ACM Hum. Comput. Interact.3
2017 Infrastructuring for Cross-Disciplinary Synthetic Science: Meta-Study Research in Land System Science
Alyson Leigh Young, Wayne G. Lutters
Comput. Support. Cooperative Work.1
2017 On Making Data Actionable: How Activists Use Imperfect Data to Foster Social Change for Human Rights Violations in Mexico
abstract
In this paper, we examine how activist organizations, focused on human rights violations (HRVs) in Mexico, obtain and translate data to produce actionable insight for social change. Through interviews with 15 participants working in think tanks, human rights centers, non-governmental organizations, and nonprofit organizations, we identified two key data challenges that impact their work: absent and conflicting data. We then describe how these nonprofits try to understand these issues by building alliances to address specific, detrimental knowledge and data gaps. Next, we articulate how these activists use data to work towards social change by informing citizens, requesting action, and building capacity. Lastly, we propose recommendations on how to design for HRVs-focused data practices, focusing on issues related to addressing technology and infrastructure constraints, designing for safety, and supporting community data collection and dissemination.
Adriana Alvarado Garcia, Alyson Leigh Young, Lynn Dombrowski
Proc. ACM Hum. Comput. Interact.2
2015 (Re)defining Land Change Science through Synthetic Research Practices
abstract
This paper investigates the co-evolution of scientific practice and supporting technologies for the interdisciplinary research community of Land Change Science. Through three and a half years of iterative fieldwork and system design, we have developed a deep understanding of their synthetic research practices, specifically regarding meta-studies. Here we detail the challenges researchers face conducting meta-studies and how this collective effort advances the entire scholarly community. We illustrate how our understanding of this synthetic research practice informs the design and refinement of cyberinfrastructure to better support their work.
Alyson Leigh Young, Wayne G. Lutters
CSCW1
2013 Playing with leadership and expertise: military tropes and teamwork in an arg
abstract
Ad-hoc virtual teams often lack tools to formalize leadership and structure collaboration, yet they are often successful. How does this happen? We argue that the emergence of leadership and the development of expertise occurs in the process of taking action and in direct response to a lack of structure. Using a twinned set of eight modality sliders, we examine the interactions of fourteen players in an alternate reality game. We find that players adopted military language and culture to structure and arrange their play. We determine that it is critical to account for the context of play across these modalities in order to design appropriately for effective in-game virtual organizing.
Tamara Peyton, Alyson Leigh Young, Wayne G. Lutters
CHI2