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Yong Ming Kow

dblp:25/1432 · DBLP profile ↗
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12ranked-venue papers
10as first author
0since 2021 · last 2020
0000-0003-2279-3235ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 12 · 10 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
5 papers
Collaborative and social computing · 64% Design research and methods · 14% Learning and educational technologies · 12%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computational social science and digital humanities · 100%

Topics — the 5 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing
social media
0.722020
Be Water: Technologies in the Leaderless Anti-ELAB Movement in Hong Kong · CHI 2020
Mediating the Undercurrents: Using Social Media to Sustain a Social Movement · CHI 2016
Collaborative and social computing
online communities
0.222013
Forget online communities?: revisit cooperative work! · CSCW 2011
Media technologies and learning in the starcraft esport community · CSCW 2013
Games and playful interaction › social play
social network games
0.112012
Designing online games for real-life relationships: examining QQ farm in intergenerational play · CSCW 2012
Design research and methods › user research
interview study
0.112016
Mediating the Undercurrents: Using Social Media to Sustain a Social Movement · CHI 2016
Collaborative and social computing › interpersonal relationships
family relationships
0.012012
Designing online games for real-life relationships: examining QQ farm in intergenerational play · CSCW 2012

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

participant observation · 0.6grounded theory analysis · 0.4qualitative interview study · 0.2ethnography · 0.2in-depth interviews · 0.2semi-structured interviews · 0.1online observation · 0.1
YearPublicationVenuePosition
2020 Be Water: Technologies in the Leaderless Anti-ELAB Movement in Hong Kong
abstract
We examine a leaderless social movement characterized by participants' autonomy and the absence of leaders and organizations. We conducted a participant observation study of the Anti-ELAB movement in Hong Kong. Focusing on the organization of a protest march, we collected thousands of lines of discourse in the LIHKG Forum and the Telegram instant messaging system. Our grounded theory analysis revealed hundreds of groups acting within a symbiotic network. Participants promoted an ethos of empowering individual participants and groups to act autonomously. At the same time, participants' extensive use of hyperlinks and polls orchestrated a coherent social movement. We discuss how this novel formation can mediate successful leaderless movements.
Yong Ming Kow, Bonnie A. Nardi, Waikuen Cheng
CHI1
2018 Imaginaries and Crystallization Processes in Bitcoin Infrastructuring
Yong Ming Kow, Caitlin Lustig
Comput. Support. Cooperative Work.1
2018 Complimenting Invisible Work: Identifying Hidden Employee Contributions through a Voluntary, Positive, and Open Work Review System
abstract
Invisible work is an important CSCW research agenda, and also integral to operations within companies. To reveal these hidden practices, studies to date have suggested that companies use IT systems to share location, task progress, and enquiry information among employees, or to conduct research work which identifies informal practices. In this paper, we examine a work review system, in the form of a smartphone app feature, to identify hidden employees' contributions. This Complimenting Feature, developed in April 2017 by an air cargo handling company in Hong Kong, allows its terminal staff to compliment other employees-anyone they like, and anytime they like. In December 2017, we conducted semi-structured interviews with 19 terminal staff regarding their experiences using the app. Our analysis of the interviews found a wide range of invisible work being identified despite the existence of a similar paper review form. We have also found evidence of increased employees' motivation and social learning.
Yong Ming Kow, Waikuen Cheng
Proc. ACM Hum. Comput. Interact.1
2017 Creative Information Use Among Young Adults: Challenges for Learning and Opportunities for Media (Re)Design
abstract
Despite spending significant amounts of time on the Internet, today's young adults often do not use online information effectively to support their creative pursuits--an activity we refer to as creative information use. In this exploratory study, we interviewed 19 media art college students in Hong Kong to understand their creative information use and to identify the challenges they faced in engaging with creative information online. The interviews reveal that young adults lacked sufficient media literacy to negotiate information online. More importantly, our study suggests that parents, teachers, and peers often failed to collectively sustain young adults' media-related interests and creativity development. We discuss research gaps in HCI and the design of technologies, and raise important issues of creative information use for future studies.
Yong Ming Kow, Yunan Chen 0001, Waikuen Cheng, Shun Hei Nit
Creativity & Cognition1
2017 Special Digital Monies: The Design of Alipay and WeChat Wallet for Mobile Payment Practices in China
Yong Ming Kow, Xinning Gui, Waikuen Cheng
INTERACT (4)1
2017 One Social Movement, Two Social Media Sites: A Comparative Study of Public Discourses
Yubo Kou, Yong Ming Kow, Xinning Gui, Waikuen Cheng
Comput. Support. Cooperative Work.2
2016 Mediating the Undercurrents: Using Social Media to Sustain a Social Movement
abstract
While studies of social movements have mostly examined prevalent public discourses, undercurrents' the backstage practices consisting of meaning-making processes, narratives, and situated work-have received less attention. Through a qualitative interview study with sixteen participants, we examine the role of social media in supporting the undercurrents of the Umbrella Movement in Hong Kong. Interviews focused on an intense period of the movement exemplified by sit-in activities inspired by Occupy Wall Street in the USA. Whereas the use of Facebook for public discourse was similar to what has been reported in other studies, we found that an ecology of social media tools such as Facebook, WhatsApp, Telegram, and Google Docs mediated undercurrents that served to ground the public discourse of the movement. We discuss how the undercurrents sustained and developed public discourses in concrete ways.
Yong Ming Kow, Yubo Kou, Bryan C. Semaan, Waikuen Cheng
CHI1
2016 "Hey, I know what this is!": Cultural Affinities and Early Stage Appropriation of the Emerging Bitcoin Technology
abstract
User appropriation can be immensely helpful to bootstrap emerging technologies; but how do new and lesser known technologies attract these earliest adopters? This paper investigates user appropriation of emerging computing technologies, by focusing on Bitcoin, a digital monetary system supported by a peer-to-peer network of computing devices. We conducted in-depth interviews with sixteen Bitcoin community participants in Hong Kong, Singapore, and Baltimore. We describe user appropriation in this case of Bitcoin as a sociocultural journey-from encounter, research and learning, to socialization. We contribute the concept of cultural affinities, including conceptual, contextual and social dimensions, as important mediators leading to early-stage user appropriation.
Yong Ming Kow, Xianghua Ding
GROUP1
2013 Media technologies and learning in the starcraft esport community
abstract
Interest-driven Internet communities often use an assemblage of media technologies to support knowledge creation and learning. In this paper, we examine the uneven functions of these media technologies in meeting the learning needs of online game players. StarCraft is an online game and electronic sport where millions around the world compete in virtual battlegrounds. To become better players, gamers actively share strategies in online forums, wiki, videos, and in person. We conducted participant observation of a StarCraft community known as Teamliquid. We performed 24 in-depth interviews with professional gamers, editors, game commentators, and community leaders. We found that the novice learners generally learned from, and participated in, public media channels, whereas the StarCraft experts congregated in small teams in which members learn from each other within private media channels and in person. We use the concepts of informational media and socially-oriented media to describe the general learning needs supported by media technologies.
Yong Ming Kow, Timothy Young
CSCW1
2012 Designing online games for real-life relationships: examining QQ farm in intergenerational play
abstract
Intergenerational players are online game players of different generations within an extended family. We investigated intergenerational play between older parents and their adult children in the popular Chinese social networking game QQ Farm. We identified game features that encourage intergenerational play. To do this, we conducted online observations and semi-structured interviews with nine pairs of Chinese parents and their adult children. The results of this study suggest that an online game for intergenerational play needs to consider a range of factors, including social and occupational responsibilities, gaming interests, and gaming expertise among extended family members. The data suggests that intergenerational online games may generally benefit from the following features: (1) low entry barrier, (2) appealing game theme, (3) online interactions that extend real-life relationships, (4) low time commitment, and (5) asynchronous play. We have also found features which may have unique appeal to Chinese intergenerational gamers.
Yong Ming Kow, Yunan Chen 0001
CSCW1
2011 Forget online communities?: revisit cooperative work!
abstract
The term community does not have an exact equivalent in Chinese. Therefore, we may ask: To what extent do standard premises of online community research apply in China? In our ethnographic studies of two Chinese websites, we found that small "core teams" organized and managed work, and were sustained by offline and behind the scenes interactions. We urge that research on online communities examine preconceptions that may overlook important realities, and that we be mindful that small close-knit groups may be relevant, in the original spirit of studies of cooperative work.
Yong Ming Kow, Bonnie A. Nardi
CSCW1
2011 Online Games and Family Ties: Influences of Social Networking Game on Family Relationship
Yong Ming Kow, Yunan Chen 0001
INTERACT (3)2