Online creative communities are increasingly a space for marginalized groups to build solidarity and engage in activist work, encouraging the exploration and articulation of intersectionally-marginalized identities through processes of creative production. One such context for creative production includes community-driven sites such as \textit{Archive of Our Own}, which by their design are intended to leverage and effectively support voices that are marginalized on other social platforms. In this paper, we build upon work on creative production and fan communities to further describe the work of fanart and fanzine collectives. We share the results of 1) an interview study with fanzine producers and 2) a two month remote co-design study where we further explored fanzine culture and the potential of future archival support. We used a range of qualitative methods to investigate themes of activism co-production in relation to the fanzine work of these producers, seeking to identify characteristic barriers and opportunities for community support as these artists seek to promote their work, encourage the co-production of work with other artists, and navigate the constantly shifting legal landscape associated with fanart. We conclude with implications for creative community support that amplify marginalized voices and facilitate archival work at the intersection of visual art, folksonomy, and legality.
https://doi.org/10.1145/3479520
Collaborative Sequencing (CoSeq) is the process by which a group collaboratively constructs a sequence. CoSeq is ubiquitous, occurring across diverse situations like trip planning, course scheduling, or book writing. Building a consensus on a sequence is desirable to groups, however, accomplishing this requires groups to dedicate significant effort to comprehensively discuss preferences and resolve conflicts. Furthermore, as numerous decisions must be assessed to construct a sequence, this challenge can be exacerbated in CoSeq. However, little research has aimed to effectively support consensus building in CoSeq. As a first step to systematically understand and support consensus building in CoSeq, we conducted a formative study to gain insights on how visual awareness may facilitate the holistic recognition of preferences and the resolution of conflicts within a group. From the study, we identified design requirements to support consensus building and designed a novel visual awareness technique for CoSeq. We instantiated this design in a collaborative travel itinerary planning system, WEAVE, and conducted a summative study to evaluate its effects. We found that visual awareness could decrease the effort of communicating preferences by 21%, and participants' comments suggest that it also encouraged group members to behave more cooperatively when building a consensus. We discuss future research directions to further explore the needs and challenges in this unique context and progress the development of support for CoSeq tasks.
https://doi.org/10.1145/3449250
Online tools enable users to co-create artifacts remotely. Yet, creative collaborations can also occur for the social process of collaborating itself, for which measures of success and engagement expectations can be more ambiguous, and individuals’ dedication and social dynamics more important. Co-curation of music in collaborative playlists (CPs) is one example of creative collaboration that fulfills both roles, and therefore can have more subtleties in their interactions. We conducted two studies using online surveys to understand perceived comfort and hesitation to the social dynamics embedded in CPs. Differences in collaborators’ ownership perceptions toward CPs and their comfort in interacting with these CPs emerged. We also found varying desire for communication, dependent upon the action and perceived ownership (of CP and songs), with more users expecting greater comfort with a communication channel. From these results, we present four design considerations for more positive and engaged experiences for creative online co-curation.
https://doi.org/10.1145/3449137
In this paper, we compare two cases of collaboration within healthcare in two European countries. In each of these two cases, we conducted a design case study, and we found that collaboration is ad hoc, temporary, and shifting with regards to collaborators, aims, and processes. We argue for the relevance of knotworking and its analytic potential for investigating the kind of collaborative work we observed. We also argue that our two cases present a higher complexity level than how knotworking has previously been described in the literature. We describe complex knotworking as having three characteristics: 1) collaboration happens between a dynamic number of actors (who are usually loosely connected), 2) collaboration happens in episodes, and 3) cooperative work arrangements are constantly negotiated. Using the concept of complex knotworking for a comparative analysis of our two design solutions, we outline generic design guidelines for developing computer support to manage complex knotworking situations.
https://doi.org/10.1145/3449199
Creating truly original ideas requires extensive knowledge of existing ideas. Navigating prior examples can help people to understand what has already been done and to assess the quality of their own ideas through comparison. The creativity literature has suggested that the conceptual distance between a proposed solution and a potential inspiration can influence one's thinking. However, less is known about how creators might use data about conceptual distance when exploring a large repository of ideas. To investigate this, we created a novel tool for exploring examples called IdeateRelate that visualizes 600+ COVID-related ideas, organized by their similarity to a new idea. In an experiment that compared the IdeateRelate visualization to a simple list of examples, we found that users in the Viz condition leveraged both semantic and categorical similarity, curated a more similar set of examples, and adopted more language from examples into their iterated ideas (without negatively affecting the overall novelty). We discuss implications for creating adaptive interfaces that provide creative inspiration in response to designers' ideas throughout an iterative design process.
https://doi.org/10.1145/3479496
New technology is moving towards intuitive and natural interaction techniques that are increasingly embedded in human space (e.g., home and office environment) and aims to support multiple users, yet their interfaces do not cover it to the full. Imagine that you have a multi-user device, should it act differently in different situations, people, and group settings? Current Multi-User Interfaces address each of the users as an individual that works independently from others, and there is a lack of understanding of the mechanisms that impact shared usage of these products. Thus we have linked environmental (external) and user-centered (internal) factors to the way users interact with multi-user devices. We analyzed 124 papers that involve multi-user interfaces and created a classification model out of 8 factors. Both the model and factors were validated by a large-scale online study. Our model defines the factors affecting multi-user usage with a single device and leads to a decision on the most important ones in different situations. This paper is the first to identify these factors and to create a set of practical guidelines for designing Multi-User Interfaces.
https://doi.org/10.1145/3476090
In this paper we activate theoretical principles for HCI and CSCW in analysis and design of collaborative technologies. We critically evaluate theoretical principles about how technologies mediate collaborative activities through two empirical cases regarding smart speakers and collaborative writing, respectively. Common to them is that both common objects and mediating artifacts are set in a mixed virtual and physical setting. Principles from activity theory are examined, specifically with a focus on how people use artifacts and objects as mediators to collaborate in joint activity. As part of questioning the cases, we also position collaborative affordances in relation to the principles. We engage with the cases by using the theoretical principles both analytically and constructively. Our analysis specifically targets traces as a possible construct that has potential to constructively aid collaboration across the two cases. We explore what seems to be a lack of support, and in particular theoretical framing, of traces of past activities, connected objects, other users, etc. With an initial hypothesis that traces could be a mechanism that would support these two kinds of collaborative activities better in a future redesign, we set out to further explore the cases and their future possibilities, and how they could be conceptually grounded and supported. We present a set of analytically and constructively oriented questions to help researchers and designers of artifacts identify mediators for and instances of collaboration.
https://doi.org/10.1145/3449289
We report on an interview study with two groups, student volunteers (SV) and student volunteer chairs (SVC), to explore their experiences in on contributing to an academic conference. We identified themes regarding their behaviors and perceptions when communicating with each other through an open coding approach. The analysis of the findings reveals that communication issues exist between SV and SVC. While SV faced challenges approaching SVC, SVC had experienced difficulties in finding the right SV to ask for assistance in the tasks. We also found that information provided by SVC were not sufficient for SV to perform the assigned tasks. Similarly, SVC had a similar the issue where they received limited information from former SVC. We present design implications that enable both SV and SVC to share their availability, preferences, and prior knowledge of about potential tasks with each other. This is the first study that reports design opportunities to support SV and SVC.
https://doi.org/10.1145/3479599