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Gunnar Harboe

dblp:51/5680 · DBLP profile ↗
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7ranked-venue papers
4as first author
0since 2021 · last 2015
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 6 · 4 first-authorComputer networks · 1Graphics, computer vision, multimedia, augmented reality and games · 1

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 · 48% Design research and methods · 24% Personal fabrication and tangible interfaces · 13%

Topics — the 12 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Design research and methods › qualitative analysis
affinity diagramming
0.422015
Real-World Affinity Diagramming Practices: Bridging the Paper-Digital Gap · CHI 2015
Computer support for collaborative data analysis: augmenting paper affinity diagrams · CSCW 2012
Personal fabrication and tangible interfaces › paper-based interaction
paper-digital integration
0.212015
Real-World Affinity Diagramming Practices: Bridging the Paper-Digital Gap · CHI 2015
Collaborative and social computing › interactive media
social television
0.222009
Of social television comes home: a field study of communication choices and practices in tv-based text and voice chat · CHI 2009
Ambient social tv: drawing people into a shared experience · CHI 2008
Collaborative and social computing › team collaboration
collaborative data analysis
0.112012
Computer support for collaborative data analysis: augmenting paper affinity diagrams · CSCW 2012
Collaborative and social computing
computer-supported cooperative work
0.112012
Computer support for collaborative data analysis: augmenting paper affinity diagrams · CSCW 2012
Ubiquitous computing and smart environments › pervasive displays
ambient display
0.112008
Ambient social tv: drawing people into a shared experience · CHI 2008
Collaborative and social computing › awareness
social awareness
0.112008
Ambient social tv: drawing people into a shared experience · CHI 2008
Usability and user experience research
consumer behavior
0.112006
Personal vs. commercial content: the similarities between consumer use of photos and music · CHI 2006
Collaborative and social computing › information sharing
content sharing
0.112006
Personal vs. commercial content: the similarities between consumer use of photos and music · CHI 2006
Design research and methods
qualitative analysis
0.012012
Computer support for collaborative data analysis: augmenting paper affinity diagrams · CSCW 2012
User interface design and tools › interactive systems
interactive television
0.012008
Ambient social tv: drawing people into a shared experience · CHI 2008
Design research and methods › field study
ethnographic study
0.012006
Personal vs. commercial content: the similarities between consumer use of photos and music · CHI 2006

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

retrospective interview · 0.2artifact-based interview · 0.2field study · 0.2prototype design · 0.1interview study · 0.1ethnography · 0.1
YearPublicationVenuePosition
2015 Real-World Affinity Diagramming Practices: Bridging the Paper-Digital Gap
abstract
Despite the availability of computer-based alternatives both for desktop and touch screen systems, a number of cooperative work processes still commonly rely on simple paper sticky notes. In this paper, we present the first in-depth investigation of the real-world practices of people who use paper-based affinity diagrams and similar clustering processes in their work, in order to identify challenges and requirements for technology support. Findings from retrospective and artifact-based interviews with 13 participants suggest ways in which the rich interactions and material affordances offered by paper are key to the process. Instead of seeking to replicate interactions with paper on a screen, simpler transfer of information between the physical and digital worlds has the potential to address many of the most pressing problems experienced in practice. We describe different types of technology integration and augmentation, with preliminary recommendations for different situations.
Gunnar Harboe, Elaine M. Huang
CHI1
2012 Computer support for collaborative data analysis: augmenting paper affinity diagrams
abstract
The traditional paper-based affinity diagram is a powerful tool for collaborative qualitative data analysis, but the present paper-based process has limitations. In this work we describe how users work with paper-based affinity diagrams as uncovered through a set of interviews with professionals who use the method. We also present an early prototype system to provide computer support for paper-based affinities.
Gunnar Harboe, Jonas Minke, Ioana Ilea, Elaine M. Huang
CSCW1
2011 Do HCI researchers use computers?
abstract
Doing scientific research involves creative and complex forms of thinking. This paper examines the effect that information and computer technology (ICT) has on research practice. I present a bibliographic study that examines the role of ICT as a research tool in the field of human-computer interaction (HCI) through an analysis of 79 CHI papers, identifying five themes in their references to ICT. Among recent ICT developments, the internet is found to have had the greatest effect on research methods.
Gunnar Harboe
Creativity & Cognition1
2009 Of social television comes home: a field study of communication choices and practices in tv-based text and voice chat
abstract
Social television applications have emerged as a potentially valuable convergence of media and communication, but questions remain about the utility and nature of the communication experiences they will provide. We present our study of STV3, an application that adds freeform text and voice chat capabilities to the conventional television-viewing experience. We conducted an in-depth field study of STV3 to understand how friends integrate communication through social television into their lives. Our results reveal users' choices of communication modality, their topics of conversation, and the sense of connectedness that was fostered through their use of STV3. Our findings indicate that participants overwhelmingly preferred text chat to voice chat, and that they often communicated about topics unrelated to the television content.
Elaine M. Huang, Gunnar Harboe, Joe Tullio, Ashley Novak, Noel Massey, Crysta J. Metcalf, Guy Romano
CHI2
2008 Ambient social tv: drawing people into a shared experience
abstract
We examine how ambient displays can augment social television. Social TV 2 is an interactive television solution that incorporates two ambient displays to convey to participants an aggregate view of their friends' current TV-watching status. Social TV 2 also allows users to see which television shows friends and family are watching and send lightweight messages from within the TV-viewing experience. Through a two-week field study we found the ambient displays to be an integral part of the experience. We present the results of our field study with a discussion of the implications for future social systems in the home.
Gunnar Harboe, Crysta J. Metcalf, Frank Bentley, Joe Tullio, Noel Massey, Guy Romano
CHI1
2008 Examining presence and lightweight messaging in a social television experience
abstract
We report on a field evaluation of a prototype social television system (Social TV) that incorporates lightweight messaging as well as ambient awareness of user presence on the system. This evaluation was conducted over a two-week period and involved the participation of ten households. Participants appreciated the ability to see their buddies' presence on the system, the ability to see or suggest the programs they were currently watching, and the ability to send short messages to one another. The presence facilities available in Social TV also allowed participants to learn more about one another's TV viewing habits and preferences, and fostered a sense of connectedness between them. However, they also felt constrained by the limitations of the communication options available to them and demanded free-form text or voice chat to be able to fully express themselves.
Crysta J. Metcalf, Gunnar Harboe, Joe Tullio, Noel Massey, Guy Romano, Elaine M. Huang, Frank Bentley
ACM Trans. Multim. Comput. Commun. Appl.2
2006 Personal vs. commercial content: the similarities between consumer use of photos and music
abstract
We describe the results of two ethnographic-style studies that investigated consumer use of photos and music respectively. Although the studies were designed, executed, and analyzed separately, in our findings we discovered striking similarities between the ways in which our participants used personally captured photos and commercially purchased music. These findings have implications for the design of future systems with respect to handling and sharing content in photo or music form. We discuss making allowances for satisficing behavior, sharing media as a way to reminisce or to communicate an experience (tell a story), getting sidetracked while browsing, and similarities in organizing behaviors.
Frank Bentley, Crysta J. Metcalf, Gunnar Harboe
CHI3