Libraries & museums

Paper session

会議の名前
CHI 2020
"My Library Has Just Been Obliterated": Producing New Norms of Use Via Software Update
要旨

Software updates are commonly perceived as tools for fixing flaws and improving functionality. In this paper, we problematise this view by showing how software updates may also be used by vendors to create new norms of use that control user behaviour and reduce their agency. We explore the nature and aftermath of a controversial software update that was released by Spotify in June 2019. By analysing almost 3,500 reactions to this update, we show how it removed and modified several features in ways that severely affected users' capability to organise, navigate, and maintain their music libraries, while it pushed modes of listening that delegate song selection to Spotify. Elaborating upon our results, we discuss how updates may be used as political tools that privilege certain forms of behaviour while restricting others. We also portray updates as sites where ongoing struggles and negotiations regarding user agency and digital ownership take place.

受賞
Honorable Mention
キーワード
Protocological power
psychological ownership
normative affordances
Spotify
music streaming
critical computing
著者
Fabio Morreale
University of Auckland, Auckland, New Zealand
Maria Eriksson
Umeå University, Umeå, Sweden
DOI

10.1145/3313831.3376308

論文URL

https://doi.org/10.1145/3313831.3376308

動画
Computational Alternatives Vignettes for Place- and Activity-Centered Digital Services in Public Libraries
要旨

We investigate how to design community technologies for public events. We do so with a focus on technologies that give rise to new forms of participation and knowledge co-production in public libraries. Specifically, we deployed a digital service at a major public library during its four-week creative workshop series. The system offered an alternative way for people to work together as a community, to go beyond achieving individual goals, and to contribute to the achievement of public goals (e.g., building community bookshelves). We report on how the system has reconfigured physical spaces and afforded new social practices in the library. We propose Computational Alternatives as a fruitful approach for gaining situated, nuanced insights into a technology's possible adoption. We offer key insights in the form of computational alternatives vignettes -- grounded stories that encapsulate sociotechnical implications of technology, pointing to plausible alternative futures.

キーワード
Computational Alternatives
public libraries
library events
place-centric
knowledge sharing
third places
著者
Daisy Yoo
Aarhus University, Aarhus, Denmark
Aurélien Tabard
Université de Lyon 1, Lyon, France
Alix Ducros
Université de Lyon 1, Lyon, France
Peter Dalsgaard
Aarhus University, Aarhus, Denmark
Clemens Nylandsted Klokmose
Aarhus University, Aarhus, Denmark
Eva Eriksson
Aarhus University & Chalmers University of Technology, Gothenburg, Sweden
Sofia Serholt
University of Gothenburg & Chalmers University of Technology, Gothenburg, Sweden
DOI

10.1145/3313831.3376597

論文URL

https://doi.org/10.1145/3313831.3376597

The Critical Catalog: Library Information Systems, Tricksterism, and Social Justice
要旨

In this paper, we describe the Critical Catalog, a grant-funded research through design project intended to investigate metadata elements, values, and organizational structures necessary to intentionally advocate for diversity and expose library users to resources from populations traditionally marginalized in literature and publishing. Drawing on principles from critical design, the prototype functions as a critical intervention intended to raise questions and stimulate debate, rather than a purely technical fix to deeply social concerns. A detailed reflective discussion of the design process reveals how existing infrastructural constraints shaped design decisions that led to increased advocacy and a stronger activist standpoint. We discuss the use of metadata as design material for social justice, the application of tricksterism in HCI, and how both practical limitations from professional contexts and imposed limitations based on identities and positions of power can lead to surprising places, meanings, and questions.

キーワード
Research through design
Metadata
Library catalogs
Whiteness
Tricksterism
著者
Rachel Ivy Clarke
Syracuse University, Syracuse, NY, USA
Sayward Schoonmaker
Syracuse University, Syracuse, NY, USA
DOI

10.1145/3313831.3376307

論文URL

https://doi.org/10.1145/3313831.3376307

Teenage Visitor Experience: Classification of Behavioral Dynamics in Museums
要旨

Teenagers' engagement in museums is much talked about but little research has been done to understand their behavior and inform design. Findings from co-design sessions with teenagers suggested they value games and stories when thinking about enjoyable museum tours. Informed by these findings and working with a natural history museum, we designed: a story-based tour (Turning Point) and a game-based tour (Haunted Encounters), informed by similar content. The two strategies were evaluated with 78 teenagers (15-19 years old) visiting the museum as part of an educational school trip. We assessed teenagers' personality in class; qualitative and quantitative data on their engagement, experience, and usability of the apps were collected at the museum. The triangulation of quantitative and qualitative data show personality traits mapping into different behaviors. We offer implications for the design of museum apps targeted to teenagers, a group known as difficult to reach.

キーワード
Museums
Mobile experience
Teenagers
Visitor experience
Storytelling
Game
Co-design
著者
Vanessa Cesário
Interactive Technologies Institute/LARSyS & University of Porto, Funchal & Porto, Portugal
Daniela Petrelli
Sheffield Hallam University, Sheffield, United Kingdom
Valentina Nisi
Interactive Technologies Institute/LARSyS & University of Madeira, Funchal, Madeira Island, Portugal
DOI

10.1145/3313831.3376334

論文URL

https://doi.org/10.1145/3313831.3376334

動画
Move Your Body: Engaging Museum Visitors with Human-Data Interaction
要旨

Museums have embraced embodied interaction: its novelty generates buzz and excitement among their patrons, and it has enormous educational potential. Human-Data Interaction (HDI) is a class of embodied interactions that enables people to explore large sets of data using interactive visualizations that users control with gestures and body movements. In museums, however, HDI installations have no utility if visitors do not engage with them. In this paper, we present a quasi-experimental study that investigates how different ways of representing the user ("mode type") next-to a data visualization alters the way in which people engage with a HDI system. We consider four mode types: avatar, skeleton, camera overlay, and control. Our findings indicate that the mode type impacts the number of visitors that interact with the installation, the gestures that people do, and the amount of time that visitors spend observing the data on display and interacting with the system.

キーワード
Embodied Interaction
Human-Data Interaction
Public Displays
Informal Learning
Museums
著者
Milka Trajkova
Indiana University–Purdue University Indianapolis, Indianapolis, IN, USA
A'aeshah Alhakamy
Indiana University–Purdue University Indianapolis & University of Tabuk, Indianapolis, IN, USA
Francesco Cafaro
Indiana University–Purdue University Indianapolis, Indianapolis, IN, USA
Rashmi Mallappa
Indiana University–Purdue University Indianapolis, Indianapolis, IN, USA
Sreekanth R. Kankara
Indiana University–Purdue University Indianapolis, Indianapolis, IN, USA
DOI

10.1145/3313831.3376186

論文URL

https://doi.org/10.1145/3313831.3376186