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\n  \n 2023\n \n \n (5)\n \n \n
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\n \n\n \n \n \n \n \n Designing Technology for Neurodivergent Self-determination: Challenges and Opportunities.\n \n \n \n\n\n \n Gollasch, D.; Branig, M.; Gerling, K.; Gulliksen, J.; Metatla, O.; Spiel, K.; and Weber, G.\n\n\n \n\n\n\n In Abdelnour Nocera, J.; Kristín Lárusdóttir, M.; Petrie, H.; Piccinno, A.; and Winckler, M., editor(s), Human-Computer Interaction – INTERACT 2023, of Lecture Notes in Computer Science, pages 621–626, Cham, 2023. Springer Nature Switzerland\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n\n\n\n
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@inproceedings{gollasch_designing_2023,\n\taddress = {Cham},\n\tseries = {Lecture {Notes} in {Computer} {Science}},\n\ttitle = {Designing {Technology} for {Neurodivergent} {Self}-determination: {Challenges} and {Opportunities}},\n\tisbn = {978-3-031-42293-5},\n\tshorttitle = {Designing {Technology} for {Neurodivergent} {Self}-determination},\n\tdoi = {10.1007/978-3-031-42293-5_83},\n\tabstract = {Technology for neurodivergent people has been developed in the past to align them with expectations by neurotypical people. Participants in the widest sense are encouraged to discuss the major challenges and opportunities in designing technology for neurodivergent persons in the context of education, work and for leisure. A key focus is to address knowledge acquisition, skill development, and joy from the perspective of a neurodivergent classmate, colleague, or teammates. At higher education institutions, accommodations are not common everywhere and mostly unknown to lecturers. In the workplace, management tools should respond to the requirements of an employee with autism or ADHD. Technology for leisure time is not designed for neurodivergent pleasure. Uptake of the findings are discussed with participants.},\n\tlanguage = {en},\n\tbooktitle = {Human-{Computer} {Interaction} – {INTERACT} 2023},\n\tpublisher = {Springer Nature Switzerland},\n\tauthor = {Gollasch, David and Branig, Meinhardt and Gerling, Kathrin and Gulliksen, Jan and Metatla, Oussama and Spiel, Katta and Weber, Gerhard},\n\teditor = {Abdelnour Nocera, José and Kristín Lárusdóttir, Marta and Petrie, Helen and Piccinno, Antonio and Winckler, Marco},\n\tyear = {2023},\n\tkeywords = {Assistive Technology, Neurodivergence, Users with Disabilities},\n\tpages = {621--626},\n}\n\n
\n
\n\n\n
\n Technology for neurodivergent people has been developed in the past to align them with expectations by neurotypical people. Participants in the widest sense are encouraged to discuss the major challenges and opportunities in designing technology for neurodivergent persons in the context of education, work and for leisure. A key focus is to address knowledge acquisition, skill development, and joy from the perspective of a neurodivergent classmate, colleague, or teammates. At higher education institutions, accommodations are not common everywhere and mostly unknown to lecturers. In the workplace, management tools should respond to the requirements of an employee with autism or ADHD. Technology for leisure time is not designed for neurodivergent pleasure. Uptake of the findings are discussed with participants.\n
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\n \n\n \n \n \n \n \n \n How can we can create an equitable CHI.\n \n \n \n \n\n\n \n Grady, S. D.; Bauer, C.; Wehbe, R.; Spiel, K.; Muller, M.; and Harrington, C.\n\n\n \n\n\n\n In Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, of CHI EA '23, pages 1–3, New York, NY, USA, April 2023. Association for Computing Machinery\n \n\n\n\n
\n\n\n\n \n \n \"HowPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@inproceedings{grady_how_2023,\n\taddress = {New York, NY, USA},\n\tseries = {{CHI} {EA} '23},\n\ttitle = {How can we can create an equitable {CHI}},\n\tisbn = {978-1-4503-9422-2},\n\turl = {https://dl.acm.org/doi/10.1145/3544549.3583746},\n\tdoi = {10.1145/3544549.3583746},\n\tabstract = {This panel aims to generate conversation toward creating a more equitable CHI. In recognizing our community’s hard work thus far, this panel seeks to engage panelists and participants with thought-provoking questions to garner and promote actionable items for the community. We intend to have an open dialogue on allyship, diversity, equity, and inclusion to achieve a CHI for all.},\n\turldate = {2023-08-25},\n\tbooktitle = {Extended {Abstracts} of the 2023 {CHI} {Conference} on {Human} {Factors} in {Computing} {Systems}},\n\tpublisher = {Association for Computing Machinery},\n\tauthor = {Grady, Siobahn Day and Bauer, Christine and Wehbe, Rina and Spiel, Katta and Muller, Michael and Harrington, Christina},\n\tmonth = apr,\n\tyear = {2023},\n\tkeywords = {allyship, diversity, equality, equity, inclusion},\n\tpages = {1--3},\n}\n\n
\n
\n\n\n
\n This panel aims to generate conversation toward creating a more equitable CHI. In recognizing our community’s hard work thus far, this panel seeks to engage panelists and participants with thought-provoking questions to garner and promote actionable items for the community. We intend to have an open dialogue on allyship, diversity, equity, and inclusion to achieve a CHI for all.\n
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\n \n\n \n \n \n \n \n \n Tackling Discrimination in Tech: The Anti-Bias Cards (ABC) in Use.\n \n \n \n \n\n\n \n Burtscher, S.; and Spiel, K.\n\n\n \n\n\n\n In Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, of CHI EA '23, pages 1–6, New York, NY, USA, April 2023. Association for Computing Machinery\n \n\n\n\n
\n\n\n\n \n \n \"TacklingPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@inproceedings{burtscher_tackling_2023,\n\taddress = {New York, NY, USA},\n\tseries = {{CHI} {EA} '23},\n\ttitle = {Tackling {Discrimination} in {Tech}: {The} {Anti}-{Bias} {Cards} ({ABC}) in {Use}},\n\tisbn = {978-1-4503-9422-2},\n\tshorttitle = {Tackling {Discrimination} in {Tech}},\n\turl = {https://dl.acm.org/doi/10.1145/3544549.3585592},\n\tdoi = {10.1145/3544549.3585592},\n\tabstract = {How to engage with the consequences of systemic biases and subsequent calls to ensure more equity in technologically oriented teams without any prior education on these matters presents an open question within Human-Computer Interaction (HCI). Based on a previous literature study and the development of the Anti-Bias Card Deck (ABC), this paper presents the findings and insights from various workshops in which the cards were applied. The settings varied in their thematic and geographic contexts as well as with regard to participants and their backgrounds. Overall, participants agreed that the card deck could be of help to detect and tackle different aspects of discrimination over a project’s life cycle. Hence, the ABC deck fulfilled its intended role as a potential conversation starter for reflecting on matters of bias and equity in teams of technology developers without prior expertise.},\n\turldate = {2023-08-25},\n\tbooktitle = {Extended {Abstracts} of the 2023 {CHI} {Conference} on {Human} {Factors} in {Computing} {Systems}},\n\tpublisher = {Association for Computing Machinery},\n\tauthor = {Burtscher, Sabrina and Spiel, Katta},\n\tmonth = apr,\n\tyear = {2023},\n\tkeywords = {gender, intersectionality, methodology, sensitivity},\n\tpages = {1--6},\n}\n\n
\n
\n\n\n
\n How to engage with the consequences of systemic biases and subsequent calls to ensure more equity in technologically oriented teams without any prior education on these matters presents an open question within Human-Computer Interaction (HCI). Based on a previous literature study and the development of the Anti-Bias Card Deck (ABC), this paper presents the findings and insights from various workshops in which the cards were applied. The settings varied in their thematic and geographic contexts as well as with regard to participants and their backgrounds. Overall, participants agreed that the card deck could be of help to detect and tackle different aspects of discrimination over a project’s life cycle. Hence, the ABC deck fulfilled its intended role as a potential conversation starter for reflecting on matters of bias and equity in teams of technology developers without prior expertise.\n
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\n \n\n \n \n \n \n \n \n Criptopias: Speculative Stories Exploring Worlds Worth Wanting.\n \n \n \n \n\n\n \n Angelini, R.; Burtscher, S.; Fussenegger, F.; Kender, K.; Spiel, K.; Steinbrecher, F.; and Suchanek, O.\n\n\n \n\n\n\n In Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, pages 1–10, Hamburg Germany, April 2023. ACM\n \n\n\n\n
\n\n\n\n \n \n \"Criptopias:Paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{angelini_criptopias_2023,\n\taddress = {Hamburg Germany},\n\ttitle = {Criptopias: {Speculative} {Stories} {Exploring} {Worlds} {Worth} {Wanting}},\n\tisbn = {978-1-4503-9422-2},\n\tshorttitle = {Criptopias},\n\turl = {https://dl.acm.org/doi/10.1145/3544549.3582743},\n\tdoi = {10.1145/3544549.3582743},\n\tlanguage = {en},\n\turldate = {2023-08-04},\n\tbooktitle = {Extended {Abstracts} of the 2023 {CHI} {Conference} on {Human} {Factors} in {Computing} {Systems}},\n\tpublisher = {ACM},\n\tauthor = {Angelini, Robin and Burtscher, Sabrina and Fussenegger, Felix and Kender, Kay and Spiel, Katta and Steinbrecher, Franz and Suchanek, Oliver},\n\tmonth = apr,\n\tyear = {2023},\n\tpages = {1--10},\n}\n\n
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\n \n\n \n \n \n \n \n \n Contrasting Technologists’ and Activists’ Positions on Signing Avatars.\n \n \n \n \n\n\n \n Angelini, R.\n\n\n \n\n\n\n In Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, pages 1–6, Hamburg Germany, April 2023. ACM\n \n\n\n\n
\n\n\n\n \n \n \"ContrastingPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{angelini_contrasting_2023,\n\taddress = {Hamburg Germany},\n\ttitle = {Contrasting {Technologists}’ and {Activists}’ {Positions} on {Signing} {Avatars}},\n\tisbn = {978-1-4503-9422-2},\n\turl = {https://dl.acm.org/doi/10.1145/3544549.3583946},\n\tdoi = {10.1145/3544549.3583946},\n\tabstract = {The research and development of signing avatars has become widely publicised with the promise to provide novel, efcient and accessible solutions to existing access issues deaf people face in their everyday lives. However, the deaf community is often lukewarm in their enthusiasm for signing avatars. There are deep structural issues present in this technology due to the systematic underestimation of the complexity entailed in sign languages, but also the quality of solutions and lack of direct participation of deaf communities. In my research, I explore the particular interrelationship between the deaf community and technical stakeholders regarding signing avatar technologies to analyse the gaps between community positions and technical realisation – particularly from a HumanComputer Interaction (HCI) perspective. My results indicate that signing avatar require more nuanced conceptualisations to properly identify adequate contexts for implementation and use that are acceptable to and accepted by the deaf community.},\n\tlanguage = {en},\n\turldate = {2023-08-04},\n\tbooktitle = {Extended {Abstracts} of the 2023 {CHI} {Conference} on {Human} {Factors} in {Computing} {Systems}},\n\tpublisher = {ACM},\n\tauthor = {Angelini, Robin},\n\tmonth = apr,\n\tyear = {2023},\n\tpages = {1--6},\n}\n\n
\n
\n\n\n
\n The research and development of signing avatars has become widely publicised with the promise to provide novel, efcient and accessible solutions to existing access issues deaf people face in their everyday lives. However, the deaf community is often lukewarm in their enthusiasm for signing avatars. There are deep structural issues present in this technology due to the systematic underestimation of the complexity entailed in sign languages, but also the quality of solutions and lack of direct participation of deaf communities. In my research, I explore the particular interrelationship between the deaf community and technical stakeholders regarding signing avatar technologies to analyse the gaps between community positions and technical realisation – particularly from a HumanComputer Interaction (HCI) perspective. My results indicate that signing avatar require more nuanced conceptualisations to properly identify adequate contexts for implementation and use that are acceptable to and accepted by the deaf community.\n
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\n  \n 2022\n \n \n (5)\n \n \n
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\n \n\n \n \n \n \n \n \n “Es geht um Respekt, nicht um Technologie”: Erkenntnisse aus einem Interessensgruppen-übergreifenden Workshop zu genderfairer Sprache und Sprachtechnologie.\n \n \n \n \n\n\n \n Burtscher, S.; Spiel, K.; Klausner, L. D.; Lardelli, M.; and Gromann, D.\n\n\n \n\n\n\n In Mensch und Computer 2022, pages 106–118, Darmstadt Germany, September 2022. ACM\n \n\n\n\n
\n\n\n\n \n \n \"“EsPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{burtscher_es_2022,\n\taddress = {Darmstadt Germany},\n\ttitle = {“{Es} geht um {Respekt}, nicht um {Technologie}”: {Erkenntnisse} aus einem {Interessensgruppen}-übergreifenden {Workshop} zu genderfairer {Sprache} und {Sprachtechnologie}},\n\tisbn = {978-1-4503-9690-5},\n\tshorttitle = {“{Es} geht um {Respekt}, nicht um {Technologie}”},\n\turl = {https://dl.acm.org/doi/10.1145/3543758.3544213},\n\tdoi = {10.1145/3543758.3544213},\n\tlanguage = {de},\n\turldate = {2023-08-04},\n\tbooktitle = {Mensch und {Computer} 2022},\n\tpublisher = {ACM},\n\tauthor = {Burtscher, Sabrina and Spiel, Katta and Klausner, Lukas Daniel and Lardelli, Manuel and Gromann, Dagmar},\n\tmonth = sep,\n\tyear = {2022},\n\tpages = {106--118},\n}\n\n
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\n \n\n \n \n \n \n \n \n Depending on Independence An Autoethnographic Account of Daily Use of Assistive Technologies.\n \n \n \n \n\n\n \n Fussenegger, F.; and Spiel, K.\n\n\n \n\n\n\n In The 24th International ACM SIGACCESS Conference on Computers and Accessibility, pages 1–6, Athens Greece, October 2022. ACM\n \n\n\n\n
\n\n\n\n \n \n \"DependingPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{fussenegger_depending_2022,\n\taddress = {Athens Greece},\n\ttitle = {Depending on {Independence} {An} {Autoethnographic} {Account} of {Daily} {Use} of {Assistive} {Technologies}},\n\tisbn = {978-1-4503-9258-7},\n\turl = {https://dl.acm.org/doi/10.1145/3517428.3551354},\n\tdoi = {10.1145/3517428.3551354},\n\tlanguage = {en},\n\turldate = {2023-08-04},\n\tbooktitle = {The 24th {International} {ACM} {SIGACCESS} {Conference} on {Computers} and {Accessibility}},\n\tpublisher = {ACM},\n\tauthor = {Fussenegger, Felix and Spiel, Katta},\n\tmonth = oct,\n\tyear = {2022},\n\tpages = {1--6},\n}\n\n
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\n \n\n \n \n \n \n \n \n Expressive Bodies Engaging with Embodied Disability Cultures for Collaborative Design Critiques.\n \n \n \n \n\n\n \n Spiel, K.; and Angelini, R.\n\n\n \n\n\n\n In The 24th International ACM SIGACCESS Conference on Computers and Accessibility, pages 1–6, Athens Greece, October 2022. ACM\n \n\n\n\n
\n\n\n\n \n \n \"ExpressivePaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{spiel_expressive_2022,\n\taddress = {Athens Greece},\n\ttitle = {Expressive {Bodies} {Engaging} with {Embodied} {Disability} {Cultures} for {Collaborative} {Design} {Critiques}},\n\tisbn = {978-1-4503-9258-7},\n\turl = {https://dl.acm.org/doi/10.1145/3517428.3551350},\n\tdoi = {10.1145/3517428.3551350},\n\tabstract = {In our experience as researchers engaging with non-academic audiences, we observed that it remains a challenge to receive direct and critical feedback from participants. This is particularly amplified in the context of disabilities even if the researchers identify themselves as disabled given that the interaction is governed by social status and material power dimensions to say the least. To work productively with these power dynamics, we explored embodied approaches to articulating critique acknowledging the different ways of knowing stemming from different bodyminds. Here, we line out two exploratory cases illustrating how physical bodies can be directly attended to to express critiques in more direct ways than participants might be used to on a language based level (spoken or signed). We show how communication and critique can take on many forms encouraging us to broaden our methodological toolset to incorporate practices common in disability cultures. Our experiences show that we need to embrace crip approaches to knowledge production to receive more actionable and useful feedback in developing technologies with disabled communities.},\n\tlanguage = {en},\n\turldate = {2023-08-04},\n\tbooktitle = {The 24th {International} {ACM} {SIGACCESS} {Conference} on {Computers} and {Accessibility}},\n\tpublisher = {ACM},\n\tauthor = {Spiel, Katta and Angelini, Robin},\n\tmonth = oct,\n\tyear = {2022},\n\tpages = {1--6},\n}\n\n
\n
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\n In our experience as researchers engaging with non-academic audiences, we observed that it remains a challenge to receive direct and critical feedback from participants. This is particularly amplified in the context of disabilities even if the researchers identify themselves as disabled given that the interaction is governed by social status and material power dimensions to say the least. To work productively with these power dynamics, we explored embodied approaches to articulating critique acknowledging the different ways of knowing stemming from different bodyminds. Here, we line out two exploratory cases illustrating how physical bodies can be directly attended to to express critiques in more direct ways than participants might be used to on a language based level (spoken or signed). We show how communication and critique can take on many forms encouraging us to broaden our methodological toolset to incorporate practices common in disability cultures. Our experiences show that we need to embrace crip approaches to knowledge production to receive more actionable and useful feedback in developing technologies with disabled communities.\n
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\n \n\n \n \n \n \n \n \n FaceSavr™: Designing Technologies with Allistic Adults to Battle Emotion Echolalia.\n \n \n \n \n\n\n \n Kender, K.; and Spiel, K.\n\n\n \n\n\n\n In CHI Conference on Human Factors in Computing Systems Extended Abstracts, pages 1–8, New Orleans LA USA, April 2022. ACM\n \n\n\n\n
\n\n\n\n \n \n \"FaceSavr™:Paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{kender_facesavr_2022,\n\taddress = {New Orleans LA USA},\n\ttitle = {{FaceSavr}™: {Designing} {Technologies} with {Allistic} {Adults} to {Battle} {Emotion} {Echolalia}},\n\tisbn = {978-1-4503-9156-6},\n\tshorttitle = {{FaceSavr}™},\n\turl = {https://dl.acm.org/doi/10.1145/3491101.3516383},\n\tdoi = {10.1145/3491101.3516383},\n\tlanguage = {en},\n\turldate = {2023-08-04},\n\tbooktitle = {{CHI} {Conference} on {Human} {Factors} in {Computing} {Systems} {Extended} {Abstracts}},\n\tpublisher = {ACM},\n\tauthor = {Kender, Kay and Spiel, Katta},\n\tmonth = apr,\n\tyear = {2022},\n\tpages = {1--8},\n}\n\n
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\n \n\n \n \n \n \n \n \n ADHD and Technology Research – Investigated by Neurodivergent Readers.\n \n \n \n \n\n\n \n Spiel, K.; Hornecker, E.; Williams, R. M.; and Good, J.\n\n\n \n\n\n\n In CHI Conference on Human Factors in Computing Systems, pages 1–21, New Orleans LA USA, April 2022. ACM\n \n\n\n\n
\n\n\n\n \n \n \"ADHDPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{spiel_adhd_2022,\n\taddress = {New Orleans LA USA},\n\ttitle = {{ADHD} and {Technology} {Research} – {Investigated} by {Neurodivergent} {Readers}},\n\tisbn = {978-1-4503-9157-3},\n\turl = {https://dl.acm.org/doi/10.1145/3491102.3517592},\n\tdoi = {10.1145/3491102.3517592},\n\tabstract = {Technology research for neurodivergent conditions is largely shaped by research aims which privilege neuro-normative outcomes. As such, there is an epistemic imbalance in meaning making about these technologies. We conducted a critical literature review of technologies designed for people with ADHD, focusing on how ADHD is framed, the research aims and approaches, the role of people with ADHD within the research process, and the types of systems being developed within Computing and HCI. Our analysis and review is conducted explicitly from an insider perspective, bringing our perspectives as neurodivergent researchers to the topic of technologies in the context of ADHD. We found that 1) technologies are largely used to ‘mitigate’ the experiences of ADHD which are perceived as disruptive to neurotypical standards of behaviour; 2) little HCI research in the area invites this population to co-construct the technologies or to leverage neurodivergent experiences in the construction of research aims; and 3) participant resistance to defcit frames can be read within the researchers’ own accounts of participant actions. We discuss the implications of this status quo for disabled people and technology researchers alike, and close with a set of recommendations for future work in this area.},\n\tlanguage = {en},\n\turldate = {2023-08-04},\n\tbooktitle = {{CHI} {Conference} on {Human} {Factors} in {Computing} {Systems}},\n\tpublisher = {ACM},\n\tauthor = {Spiel, Katta and Hornecker, Eva and Williams, Rua Mae and Good, Judith},\n\tmonth = apr,\n\tyear = {2022},\n\tpages = {1--21},\n}\n\n
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\n Technology research for neurodivergent conditions is largely shaped by research aims which privilege neuro-normative outcomes. As such, there is an epistemic imbalance in meaning making about these technologies. We conducted a critical literature review of technologies designed for people with ADHD, focusing on how ADHD is framed, the research aims and approaches, the role of people with ADHD within the research process, and the types of systems being developed within Computing and HCI. Our analysis and review is conducted explicitly from an insider perspective, bringing our perspectives as neurodivergent researchers to the topic of technologies in the context of ADHD. We found that 1) technologies are largely used to ‘mitigate’ the experiences of ADHD which are perceived as disruptive to neurotypical standards of behaviour; 2) little HCI research in the area invites this population to co-construct the technologies or to leverage neurodivergent experiences in the construction of research aims; and 3) participant resistance to defcit frames can be read within the researchers’ own accounts of participant actions. We discuss the implications of this status quo for disabled people and technology researchers alike, and close with a set of recommendations for future work in this area.\n
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\n \n\n \n \n \n \n \n \n A Plurality of Practices: Artistic Narratives in HCI Research.\n \n \n \n \n\n\n \n Sturdee, M.; Lewis, M.; Strohmayer, A.; Spiel, K.; Koulidou, N.; Alaoui, S. F.; and Urban Davis, J.\n\n\n \n\n\n\n In Creativity and Cognition, pages 1–14, Virtual Event Italy, June 2021. ACM\n \n\n\n\n
\n\n\n\n \n \n \"APaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{sturdee_plurality_2021,\n\taddress = {Virtual Event Italy},\n\ttitle = {A {Plurality} of {Practices}: {Artistic} {Narratives} in {HCI} {Research}},\n\tisbn = {978-1-4503-8376-9},\n\tshorttitle = {A {Plurality} of {Practices}},\n\turl = {https://dl.acm.org/doi/10.1145/3450741.3466771},\n\tdoi = {10.1145/3450741.3466771},\n\tlanguage = {en},\n\turldate = {2023-08-04},\n\tbooktitle = {Creativity and {Cognition}},\n\tpublisher = {ACM},\n\tauthor = {Sturdee, Miriam and Lewis, Makayla and Strohmayer, Angelika and Spiel, Katta and Koulidou, Nantia and Alaoui, Sarah Fdili and Urban Davis, Josh},\n\tmonth = jun,\n\tyear = {2021},\n\tpages = {1--14},\n}\n\n
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\n \n\n \n \n \n \n \n \n A Critical Examination of Virtual Reality Technology in the Context of the Minority Body.\n \n \n \n \n\n\n \n Gerling, K.; and Spiel, K.\n\n\n \n\n\n\n In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, pages 1–14, Yokohama Japan, May 2021. ACM\n \n\n\n\n
\n\n\n\n \n \n \"APaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{gerling_critical_2021,\n\taddress = {Yokohama Japan},\n\ttitle = {A {Critical} {Examination} of {Virtual} {Reality} {Technology} in the {Context} of the {Minority} {Body}},\n\tisbn = {978-1-4503-8096-6},\n\turl = {https://dl.acm.org/doi/10.1145/3411764.3445196},\n\tdoi = {10.1145/3411764.3445196},\n\tabstract = {Virtual Reality (VR) holds the promise of immersing people in virtual worlds. However, initial work on the relationship between VR and disability suggests that VR is a body-centric technology that poses barriers for disabled users. We supplement this work with a theoretical analysis of immersive VR through the lens of Surrogate Body theory, a concept from media theory for the structured examination of interactive media in use. Leveraging Critical Disability Studies, particularly the theory of the Minority Body, we explore the assumptions about bodies inherent in VR, and we refect on implications of these assumptions when disabled people engage with the technology. Our fndings show that VR is an inherently ableist technology that assumes a ‘corporeal standard’ (i.e., an ‘ideal’, non-disabled human body), and fails to adequately accommodate disabled people. We conclude with implications for HCI research on VR, and discuss design approaches that foster inclusive technology development.},\n\tlanguage = {en},\n\turldate = {2023-08-04},\n\tbooktitle = {Proceedings of the 2021 {CHI} {Conference} on {Human} {Factors} in {Computing} {Systems}},\n\tpublisher = {ACM},\n\tauthor = {Gerling, Kathrin and Spiel, Katta},\n\tmonth = may,\n\tyear = {2021},\n\tpages = {1--14},\n}\n\n
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\n Virtual Reality (VR) holds the promise of immersing people in virtual worlds. However, initial work on the relationship between VR and disability suggests that VR is a body-centric technology that poses barriers for disabled users. We supplement this work with a theoretical analysis of immersive VR through the lens of Surrogate Body theory, a concept from media theory for the structured examination of interactive media in use. Leveraging Critical Disability Studies, particularly the theory of the Minority Body, we explore the assumptions about bodies inherent in VR, and we refect on implications of these assumptions when disabled people engage with the technology. Our fndings show that VR is an inherently ableist technology that assumes a ‘corporeal standard’ (i.e., an ‘ideal’, non-disabled human body), and fails to adequately accommodate disabled people. We conclude with implications for HCI research on VR, and discuss design approaches that foster inclusive technology development.\n
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\n \n\n \n \n \n \n \n \n The Purpose of Play: How HCI Games Research Fails Neurodivergent Populations.\n \n \n \n \n\n\n \n Spiel, K.; and Gerling, K.\n\n\n \n\n\n\n ACM Transactions on Computer-Human Interaction, 28(2): 1–40. April 2021.\n \n\n\n\n
\n\n\n\n \n \n \"ThePaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 4 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@article{spiel_purpose_2021,\n\ttitle = {The {Purpose} of {Play}: {How} {HCI} {Games} {Research} {Fails} {Neurodivergent} {Populations}},\n\tvolume = {28},\n\tissn = {1073-0516, 1557-7325},\n\tshorttitle = {The {Purpose} of {Play}},\n\turl = {https://dl.acm.org/doi/10.1145/3432245},\n\tdoi = {10.1145/3432245},\n\tabstract = {KATTA SPIEL, eMedia Research Lab, KU Leuven; HCI Group, TU Wien; Centre for Teacher Education, University of Vienna KATHRIN GERLING, eMedia Research Lab, KU Leuven, Belgium Play presents a popular pastime for all humans, though not all humans play alike. Subsequently, HumanComputer Interaction (HCI) Games research is increasingly concerned with the development of games that serve neurodivergent1 players. In a critical review of 66 publications informed by Disability Studies and Self-Determination Theory, we analyse which populations, research methods, kinds of play and overall purpose goals existing games address. We find that games are largely developed for children, predominantly in a top-down approach. They tend to focus on educational and medical settings and are driven by factors extrinsic to neurodivergent interests. Existing work predominantly follows a medical model of disability, which fails to support self-determination of neurodivergent players and marginalises their opportunities for immersion. Our contribution comprises a large scale investigation into a budding area of research gaining traction with the intent to capture a status quo and identify opportunities for future work attending to differences without articulating them as deficit. CCS Concepts: • Social and professional topics → People with disabilities; • Applied computing → Computer games; • Human-centered computing → HCI theory, concepts and models; Interaction design theory, concepts and paradigms; • Software and its engineering → Interactive games.},\n\tlanguage = {en},\n\tnumber = {2},\n\turldate = {2021-10-07},\n\tjournal = {ACM Transactions on Computer-Human Interaction},\n\tauthor = {Spiel, Katta and Gerling, Kathrin},\n\tmonth = apr,\n\tyear = {2021},\n\tpages = {1--40},\n}\n\n
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\n KATTA SPIEL, eMedia Research Lab, KU Leuven; HCI Group, TU Wien; Centre for Teacher Education, University of Vienna KATHRIN GERLING, eMedia Research Lab, KU Leuven, Belgium Play presents a popular pastime for all humans, though not all humans play alike. Subsequently, HumanComputer Interaction (HCI) Games research is increasingly concerned with the development of games that serve neurodivergent1 players. In a critical review of 66 publications informed by Disability Studies and Self-Determination Theory, we analyse which populations, research methods, kinds of play and overall purpose goals existing games address. We find that games are largely developed for children, predominantly in a top-down approach. They tend to focus on educational and medical settings and are driven by factors extrinsic to neurodivergent interests. Existing work predominantly follows a medical model of disability, which fails to support self-determination of neurodivergent players and marginalises their opportunities for immersion. Our contribution comprises a large scale investigation into a budding area of research gaining traction with the intent to capture a status quo and identify opportunities for future work attending to differences without articulating them as deficit. CCS Concepts: • Social and professional topics → People with disabilities; • Applied computing → Computer games; • Human-centered computing → HCI theory, concepts and models; Interaction design theory, concepts and paradigms; • Software and its engineering → Interactive games.\n
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\n \n\n \n \n \n \n \n \n Revisiting Gendered Web Forms: An Evaluation of Gender Inputs with (Non-)Binary People.\n \n \n \n \n\n\n \n Scheuerman, M. K.; Jiang, A.; Spiel, K.; and Brubaker, J. R.\n\n\n \n\n\n\n In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, pages 1–18, Yokohama Japan, May 2021. ACM\n \n\n\n\n
\n\n\n\n \n \n \"RevisitingPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{scheuerman_revisiting_2021,\n\taddress = {Yokohama Japan},\n\ttitle = {Revisiting {Gendered} {Web} {Forms}: {An} {Evaluation} of {Gender} {Inputs} with ({Non}-){Binary} {People}},\n\tisbn = {978-1-4503-8096-6},\n\tshorttitle = {Revisiting {Gendered} {Web} {Forms}},\n\turl = {https://dl.acm.org/doi/10.1145/3411764.3445742},\n\tdoi = {10.1145/3411764.3445742},\n\tabstract = {Gender input forms act as gates to accessing information, websites, and services online. Non-binary people regularly have to interact with them, though many do not ofer non-binary gender options. This results in non-binary individuals having to either choose an incorrect gender category or refrain from using a site or service—which is occasionally infeasible (e.g., when accessing health services). We tested fve diferent forms through a survey with binary and non-binary participants (n = 350) in three contexts—a digital health form, a social media website, and a dating app. Our results indicate that the majority of participants found binary “male or female” forms exclusive and uncomfortable to fll out across all contexts. We conclude with design considerations for improving gender input forms and consequently their underlying gender model in databases. Our work aims to sensitize designers of (online) gender web forms to the needs and desires of non-binary people.},\n\tlanguage = {en},\n\turldate = {2021-10-07},\n\tbooktitle = {Proceedings of the 2021 {CHI} {Conference} on {Human} {Factors} in {Computing} {Systems}},\n\tpublisher = {ACM},\n\tauthor = {Scheuerman, Morgan Klaus and Jiang, Aaron and Spiel, Katta and Brubaker, Jed R.},\n\tmonth = may,\n\tyear = {2021},\n\tpages = {1--18},\n}\n\n
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\n Gender input forms act as gates to accessing information, websites, and services online. Non-binary people regularly have to interact with them, though many do not ofer non-binary gender options. This results in non-binary individuals having to either choose an incorrect gender category or refrain from using a site or service—which is occasionally infeasible (e.g., when accessing health services). We tested fve diferent forms through a survey with binary and non-binary participants (n = 350) in three contexts—a digital health form, a social media website, and a dating app. Our results indicate that the majority of participants found binary “male or female” forms exclusive and uncomfortable to fll out across all contexts. We conclude with design considerations for improving gender input forms and consequently their underlying gender model in databases. Our work aims to sensitize designers of (online) gender web forms to the needs and desires of non-binary people.\n
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\n \n\n \n \n \n \n \n Irrelevant Gadgets or a Source of Worry: Exploring Wearable Activity Trackers with Older Adults.\n \n \n \n\n\n \n Author, A.\n\n\n \n\n\n\n ,23. 2021.\n \n\n\n\n
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@article{author_irrelevant_2021,\n\ttitle = {Irrelevant {Gadgets} or a {Source} of {Worry}: {Exploring} {Wearable} {Activity} {Trackers} with {Older} {Adults}},\n\tlanguage = {en},\n\tauthor = {Author, Anonymous},\n\tyear = {2021},\n\tpages = {23},\n}\n\n
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\n \n\n \n \n \n \n \n \n Understanding the Role of Technology to Support Breastfeeding.\n \n \n \n \n\n\n \n Tang, K.; Gerling, K.; Geurts, L.; and Spiel, K.\n\n\n \n\n\n\n In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, pages 1–13, Yokohama Japan, May 2021. ACM\n \n\n\n\n
\n\n\n\n \n \n \"UnderstandingPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{tang_understanding_2021,\n\taddress = {Yokohama Japan},\n\ttitle = {Understanding the {Role} of {Technology} to {Support} {Breastfeeding}},\n\tisbn = {978-1-4503-8096-6},\n\turl = {https://dl.acm.org/doi/10.1145/3411764.3445247},\n\tdoi = {10.1145/3411764.3445247},\n\tlanguage = {en},\n\turldate = {2021-10-07},\n\tbooktitle = {Proceedings of the 2021 {CHI} {Conference} on {Human} {Factors} in {Computing} {Systems}},\n\tpublisher = {ACM},\n\tauthor = {Tang, Kymeng and Gerling, Kathrin and Geurts, Luc and Spiel, Katta},\n\tmonth = may,\n\tyear = {2021},\n\tpages = {1--13},\n}\n\n
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\n \n\n \n \n \n \n \n \n A Plurality of Practices: Artistic Narratives in HCI Research.\n \n \n \n \n\n\n \n Sturdee, M.; Lewis, M.; Strohmayer, A.; Spiel, K.; Koulidou, N.; Alaoui, S. F.; and Urban Davis, J.\n\n\n \n\n\n\n In Creativity and Cognition, pages 1–1, Virtual Event Italy, June 2021. ACM\n \n\n\n\n
\n\n\n\n \n \n \"APaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{sturdee_plurality_2021-1,\n\taddress = {Virtual Event Italy},\n\ttitle = {A {Plurality} of {Practices}: {Artistic} {Narratives} in {HCI} {Research}},\n\tisbn = {978-1-4503-8376-9},\n\tshorttitle = {A {Plurality} of {Practices}},\n\turl = {https://dl.acm.org/doi/10.1145/3450741.3466771},\n\tdoi = {10.1145/3450741.3466771},\n\tlanguage = {en},\n\turldate = {2021-10-07},\n\tbooktitle = {Creativity and {Cognition}},\n\tpublisher = {ACM},\n\tauthor = {Sturdee, Miriam and Lewis, Makayla and Strohmayer, Angelika and Spiel, Katta and Koulidou, Nantia and Alaoui, Sarah Fdili and Urban Davis, Josh},\n\tmonth = jun,\n\tyear = {2021},\n\tpages = {1--1},\n}\n\n
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\n \n\n \n \n \n \n \n \n “Let’s Talk about Gender” – Development of a Card Deck on (Gender) Sensitivity in HCI Research and Practice Based on a Contrasting Literature Review.\n \n \n \n \n\n\n \n Burtscher, S.; and Spiel, K.\n\n\n \n\n\n\n i-com, 20(1): 85–103. April 2021.\n \n\n\n\n
\n\n\n\n \n \n \"“Let’sPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@article{burtscher_lets_2021,\n\ttitle = {“{Let}’s {Talk} about {Gender}” – {Development} of a {Card} {Deck} on ({Gender}) {Sensitivity} in {HCI} {Research} and {Practice} {Based} on a {Contrasting} {Literature} {Review}},\n\tvolume = {20},\n\tissn = {2196-6826, 1618-162X},\n\turl = {https://www.degruyter.com/document/doi/10.1515/icom-2021-0001/html},\n\tdoi = {10.1515/icom-2021-0001},\n\tabstract = {Abstract\n            \n              Funding bodies in Western societies increasingly require researchers to address gender in their proposals – though often exclusively framed around binary notions. With oppressive power structures being prevalent and persuasive, these seep into current practices of Computer Science and Human-Computer Interaction (HCI) research. However, current curricula rarely provide actors in this space with grounded guidance on gender issues tied to their inquiries. Hence, developing an increased awareness of our societal responsibility towards equity can be challenging without an appropriate starting point. Drawing on a close reading of select literature discussing gender sensitivity in HCI research, we derived\n              practical\n              guidance in the form of recommendations for the design, proposal, conduct and presentation of research. Based on these recommendations, we then present the design of a card deck and initial tests thereof at ditact women’s IT summer university. Our analysis offers a starting point for HCI students and interested researchers to explore questions and issues around gender and to identify how gender relates to their research. This sensitisation may aid them in further reflecting on how they might better account for gendered implications of their work.},\n\tlanguage = {en},\n\tnumber = {1},\n\turldate = {2021-10-07},\n\tjournal = {i-com},\n\tauthor = {Burtscher, Sabrina and Spiel, Katta},\n\tmonth = apr,\n\tyear = {2021},\n\tpages = {85--103},\n}\n\n
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\n Abstract Funding bodies in Western societies increasingly require researchers to address gender in their proposals – though often exclusively framed around binary notions. With oppressive power structures being prevalent and persuasive, these seep into current practices of Computer Science and Human-Computer Interaction (HCI) research. However, current curricula rarely provide actors in this space with grounded guidance on gender issues tied to their inquiries. Hence, developing an increased awareness of our societal responsibility towards equity can be challenging without an appropriate starting point. Drawing on a close reading of select literature discussing gender sensitivity in HCI research, we derived practical guidance in the form of recommendations for the design, proposal, conduct and presentation of research. Based on these recommendations, we then present the design of a card deck and initial tests thereof at ditact women’s IT summer university. Our analysis offers a starting point for HCI students and interested researchers to explore questions and issues around gender and to identify how gender relates to their research. This sensitisation may aid them in further reflecting on how they might better account for gendered implications of their work.\n
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\n \n\n \n \n \n \n \n \n ”Why are they all obsessed with Gender?” — (Non)binary Navigations through Technological Infrastructures.\n \n \n \n \n\n\n \n Spiel, K.\n\n\n \n\n\n\n In Designing Interactive Systems Conference 2021, pages 478–494, Virtual Event USA, June 2021. ACM\n \n\n\n\n
\n\n\n\n \n \n \"”WhyPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{spiel_why_2021,\n\taddress = {Virtual Event USA},\n\ttitle = {”{Why} are they all obsessed with {Gender}?” — ({Non})binary {Navigations} through {Technological} {Infrastructures}},\n\tisbn = {978-1-4503-8476-6},\n\tshorttitle = {”{Why} are they all obsessed with {Gender}?},\n\turl = {https://dl.acm.org/doi/10.1145/3461778.3462033},\n\tdoi = {10.1145/3461778.3462033},\n\tabstract = {Gender is encoded in multiple technological infrastructures, most prominently in digital forms across educational, commercial, medical and governmental contexts. To illustrate the pervasiveness of (binary) gender ideologies and the impact this can have on nonbinary individuals – like me – encountering them, I conducted an autoethnography. For more than a year, starting with me receiving a legal non-binary status, I documented systems that did not allow me to register my gender correctly. The findings indicate how technological infrastructures predominantly encode gender as a fixed, immutable and static binary variable with limited options for non-binary people to adequately register self-determined choices for gender and/or (gendered) titles. I further analyse the range of reactions that I received when pro-actively asking for workarounds, fixes and updates, indicating how pointing towards those issues can trouble the status quo, identities and power hierarchies in unintended ways. I close on suggestions for the refactoring of existing and design of new technological infrastructures around gender and reflect on the value of lived experience in knowledge production –as well as the cost it comes with for those doing this research.},\n\tlanguage = {en},\n\turldate = {2021-10-07},\n\tbooktitle = {Designing {Interactive} {Systems} {Conference} 2021},\n\tpublisher = {ACM},\n\tauthor = {Spiel, Katta},\n\tmonth = jun,\n\tyear = {2021},\n\tpages = {478--494},\n}\n\n
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\n Gender is encoded in multiple technological infrastructures, most prominently in digital forms across educational, commercial, medical and governmental contexts. To illustrate the pervasiveness of (binary) gender ideologies and the impact this can have on nonbinary individuals – like me – encountering them, I conducted an autoethnography. For more than a year, starting with me receiving a legal non-binary status, I documented systems that did not allow me to register my gender correctly. The findings indicate how technological infrastructures predominantly encode gender as a fixed, immutable and static binary variable with limited options for non-binary people to adequately register self-determined choices for gender and/or (gendered) titles. I further analyse the range of reactions that I received when pro-actively asking for workarounds, fixes and updates, indicating how pointing towards those issues can trouble the status quo, identities and power hierarchies in unintended ways. I close on suggestions for the refactoring of existing and design of new technological infrastructures around gender and reflect on the value of lived experience in knowledge production –as well as the cost it comes with for those doing this research.\n
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\n \n\n \n \n \n \n \n The Bodies of TEI – Investigating Norms and Assumptions in the Design of Embodied Interaction.\n \n \n \n\n\n \n Spiel, K.\n\n\n \n\n\n\n ,19. 2021.\n \n\n\n\n
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@article{spiel_bodies_2021,\n\ttitle = {The {Bodies} of {TEI} – {Investigating} {Norms} and {Assumptions} in the {Design} of {Embodied} {Interaction}},\n\tabstract = {In the few decades since the first mainframe computers, computing technologies have grown smaller, and more pervasive, moving onto and even inside human bodies. Even as those bodies have received increased attention by scholars, designers, and technologists, the bodily expectations and understandings articulated by these technological artefacts have not been a focus of inquiry in the field. I conducted a feminist content analysis on select papers in the proceeding of the ACM International Conference on Tangible, Embedded and Embodied Interaction (TEI) since its inception in 2007. My analysis illustrates how artefacts are implicitly oriented on unmarked bodily norms, while technologies designed for nonnormative bodies treat those as deviant and in need of correction. Subsequently, I derive a range of provocations focused on material bodies in embodied interaction which offer a point of reflection and identify potentials for future work in the field.},\n\tlanguage = {en},\n\tauthor = {Spiel, Katta},\n\tyear = {2021},\n\tpages = {19},\n}\n\n
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\n\n\n
\n In the few decades since the first mainframe computers, computing technologies have grown smaller, and more pervasive, moving onto and even inside human bodies. Even as those bodies have received increased attention by scholars, designers, and technologists, the bodily expectations and understandings articulated by these technological artefacts have not been a focus of inquiry in the field. I conducted a feminist content analysis on select papers in the proceeding of the ACM International Conference on Tangible, Embedded and Embodied Interaction (TEI) since its inception in 2007. My analysis illustrates how artefacts are implicitly oriented on unmarked bodily norms, while technologies designed for nonnormative bodies treat those as deviant and in need of correction. Subsequently, I derive a range of provocations focused on material bodies in embodied interaction which offer a point of reflection and identify potentials for future work in the field.\n
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\n  \n 2020\n \n \n (9)\n \n \n
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\n \n\n \n \n \n \n \n \n Katta Spiel.\n \n \n \n \n\n\n \n Spiel, K.\n\n\n \n\n\n\n Interactions, 27(6): 23–23. November 2020.\n \n\n\n\n
\n\n\n\n \n \n \"KattaPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@article{spiel_katta_2020,\n\ttitle = {Katta {Spiel}},\n\tvolume = {27},\n\tissn = {1072-5520, 1558-3449},\n\turl = {https://dl.acm.org/doi/10.1145/3428143},\n\tdoi = {10.1145/3428143},\n\tlanguage = {en},\n\tnumber = {6},\n\turldate = {2021-02-02},\n\tjournal = {Interactions},\n\tauthor = {Spiel, Katta},\n\tmonth = nov,\n\tyear = {2020},\n\tpages = {23--23},\n}\n\n
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\n \n\n \n \n \n \n \n \n What Is It Like to Be a Game?—Object Oriented Inquiry for Games Research, Design, and Evaluation.\n \n \n \n \n\n\n \n Spiel, K.; and Nacke, L. E.\n\n\n \n\n\n\n Frontiers in Computer Science, 2: 18. June 2020.\n \n\n\n\n
\n\n\n\n \n \n \"WhatPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@article{spiel_what_2020,\n\ttitle = {What {Is} {It} {Like} to {Be} a {Game}?—{Object} {Oriented} {Inquiry} for {Games} {Research}, {Design}, and {Evaluation}},\n\tvolume = {2},\n\tissn = {2624-9898},\n\tshorttitle = {What {Is} {It} {Like} to {Be} a {Game}?},\n\turl = {https://www.frontiersin.org/article/10.3389/fcomp.2020.00018/full},\n\tdoi = {10.3389/fcomp.2020.00018},\n\tlanguage = {en},\n\turldate = {2021-02-02},\n\tjournal = {Frontiers in Computer Science},\n\tauthor = {Spiel, Katta and Nacke, Lennart E.},\n\tmonth = jun,\n\tyear = {2020},\n\tpages = {18},\n}\n\n
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\n \n\n \n \n \n \n \n \n In the details: the micro-ethics of negotiations and in-situ judgements in participatory design with marginalised children.\n \n \n \n \n\n\n \n Spiel, K.; Brulé, E.; Frauenberger, C.; Bailley, G.; and Fitzpatrick, G.\n\n\n \n\n\n\n CoDesign, 16(1): 45–65. January 2020.\n \n\n\n\n
\n\n\n\n \n \n \"InPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 8 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@article{spiel_details_2020,\n\ttitle = {In the details: the micro-ethics of negotiations and in-situ judgements in participatory design with marginalised children},\n\tvolume = {16},\n\tissn = {1571-0882, 1745-3755},\n\tshorttitle = {In the details},\n\turl = {https://www.tandfonline.com/doi/full/10.1080/15710882.2020.1722174},\n\tdoi = {10.1080/15710882.2020.1722174},\n\tabstract = {Engaging marginalised children, such as disabled children, in Participatory Design (PD) entails particular challenges. The processes can effect social changes by decidedly attending to their lived experience as expertise. However, involving marginalised children in research also requires maintaining a delicate balance between ensuring their right to participation as well as their protection from harm. The resulting tensions are politically charged, affected by myriads of power differences and create moral dilemmas. We present seven case studies, drawing from two participatory design research projects. They illustrate the in-situ judgements taken to address specific dilemmas and provide nuanced insights into the trade-offs required by child-led participatory design processes. Subsequently, we identify three challenges: positioning our work to the children’s carers’ values, protecting ourselves, and enabling the (relative) risk-taking associated with participation for children. We call for this microethical approach to be used when reporting research ethics in practice, and as a guidance for the training of researchers and practitioners.},\n\tlanguage = {en},\n\tnumber = {1},\n\turldate = {2021-02-02},\n\tjournal = {CoDesign},\n\tauthor = {Spiel, Katta and Brulé, Emeline and Frauenberger, Christopher and Bailley, Gilles and Fitzpatrick, Geraldine},\n\tmonth = jan,\n\tyear = {2020},\n\tpages = {45--65},\n}\n\n
\n
\n\n\n
\n Engaging marginalised children, such as disabled children, in Participatory Design (PD) entails particular challenges. The processes can effect social changes by decidedly attending to their lived experience as expertise. However, involving marginalised children in research also requires maintaining a delicate balance between ensuring their right to participation as well as their protection from harm. The resulting tensions are politically charged, affected by myriads of power differences and create moral dilemmas. We present seven case studies, drawing from two participatory design research projects. They illustrate the in-situ judgements taken to address specific dilemmas and provide nuanced insights into the trade-offs required by child-led participatory design processes. Subsequently, we identify three challenges: positioning our work to the children’s carers’ values, protecting ourselves, and enabling the (relative) risk-taking associated with participation for children. We call for this microethical approach to be used when reporting research ethics in practice, and as a guidance for the training of researchers and practitioners.\n
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\n \n\n \n \n \n \n \n \n Moving Forward Together: Effective Activism for Change.\n \n \n \n \n\n\n \n Bardzell, S.; Kaye, J.; and Spiel, K.\n\n\n \n\n\n\n In Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, pages 1–5, Honolulu HI USA, April 2020. ACM\n \n\n\n\n
\n\n\n\n \n \n \"MovingPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{bardzell_moving_2020,\n\taddress = {Honolulu HI USA},\n\ttitle = {Moving {Forward} {Together}: {Effective} {Activism} for {Change}},\n\tisbn = {978-1-4503-6819-3},\n\tshorttitle = {Moving {Forward} {Together}},\n\turl = {https://dl.acm.org/doi/10.1145/3334480.3378929},\n\tdoi = {10.1145/3334480.3378929},\n\tabstract = {As computing has increasingly contributed to different aspects of life, considerations of ethics, values, accessibility, diversity, and inclusivity have become more urgent. The human-computer interaction community has helped to give such issues visibility and emphasis, even while recognizing how much work is yet to be done. This addresses ways we can build on that foundation to continue to improve our community and the world, while acknowledging the difficulty of the problems, the understandable disagreements about how best to pursue them, and the fact that these issues hit home for thousands of participants and volunteer organizers alike.},\n\tlanguage = {en},\n\turldate = {2021-02-02},\n\tbooktitle = {Extended {Abstracts} of the 2020 {CHI} {Conference} on {Human} {Factors} in {Computing} {Systems}},\n\tpublisher = {ACM},\n\tauthor = {Bardzell, Shaowen and Kaye, Jofish and Spiel, Katta},\n\tmonth = apr,\n\tyear = {2020},\n\tpages = {1--5},\n}\n\n
\n
\n\n\n
\n As computing has increasingly contributed to different aspects of life, considerations of ethics, values, accessibility, diversity, and inclusivity have become more urgent. The human-computer interaction community has helped to give such issues visibility and emphasis, even while recognizing how much work is yet to be done. This addresses ways we can build on that foundation to continue to improve our community and the world, while acknowledging the difficulty of the problems, the understandable disagreements about how best to pursue them, and the fact that these issues hit home for thousands of participants and volunteer organizers alike.\n
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\n \n\n \n \n \n \n \n \n Queer in HCI: Supporting LGBTQIA+ Researchers and Research Across Domains.\n \n \n \n \n\n\n \n DeVito, M. A.; Walker, A. M.; Lustig, C.; Ko, A. J.; Spiel, K.; Ahmed, A. A.; Allison, K.; Scheuerman, M.; Dym, B.; Brubaker, J. R.; Simpson, E.; Bagalkot, N.; Raval, N.; Muller, M.; Rode, J.; and Gray, M. L.\n\n\n \n\n\n\n In Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, pages 1–4, Honolulu HI USA, April 2020. ACM\n \n\n\n\n
\n\n\n\n \n \n \"QueerPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{devito_queer_2020,\n\taddress = {Honolulu HI USA},\n\ttitle = {Queer in {HCI}: {Supporting} {LGBTQIA}+ {Researchers} and {Research} {Across} {Domains}},\n\tisbn = {978-1-4503-6819-3},\n\tshorttitle = {Queer in {HCI}},\n\turl = {https://dl.acm.org/doi/10.1145/3334480.3381058},\n\tdoi = {10.1145/3334480.3381058},\n\tlanguage = {en},\n\turldate = {2021-02-02},\n\tbooktitle = {Extended {Abstracts} of the 2020 {CHI} {Conference} on {Human} {Factors} in {Computing} {Systems}},\n\tpublisher = {ACM},\n\tauthor = {DeVito, Michael A. and Walker, Ashley Marie and Lustig, Caitlin and Ko, Amy J. and Spiel, Katta and Ahmed, Alex A. and Allison, Kimberley and Scheuerman, Morgan and Dym, Briana and Brubaker, Jed R. and Simpson, Ellen and Bagalkot, Naveen and Raval, Noopur and Muller, Michael and Rode, Jennifer and Gray, Mary L.},\n\tmonth = apr,\n\tyear = {2020},\n\tpages = {1--4},\n}\n\n
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\n \n\n \n \n \n \n \n \n Virtual Reality Games for People Using Wheelchairs.\n \n \n \n \n\n\n \n Gerling, K.; Dickinson, P.; Hicks, K.; Mason, L.; Simeone, A. L.; and Spiel, K.\n\n\n \n\n\n\n In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems, pages 1–11, Honolulu HI USA, April 2020. ACM\n \n\n\n\n
\n\n\n\n \n \n \"VirtualPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{gerling_virtual_2020,\n\taddress = {Honolulu HI USA},\n\ttitle = {Virtual {Reality} {Games} for {People} {Using} {Wheelchairs}},\n\tisbn = {978-1-4503-6708-0},\n\turl = {https://dl.acm.org/doi/10.1145/3313831.3376265},\n\tdoi = {10.1145/3313831.3376265},\n\tabstract = {Virtual Reality (VR) holds the promise of providing engaging embodied experiences, but little is known about how people with disabilities engage with it. We explore challenges and opportunities of VR gaming for wheelchair users. First, we present findings from a survey that received 25 responses and gives insights into wheelchair users’ motives to (non-) engage with VR and their experiences. Drawing from this survey, we derive design implications which we tested through implementation and qualitative evaluation of three full-body VR game prototypes with 18 participants. Our results show that VR gaming engages wheelchair users, though nuanced consideration is required for the design of embodied immersive experiences for minority bodies, and we illustrate how designers can create meaningful, positive experiences.},\n\tlanguage = {en},\n\turldate = {2021-02-02},\n\tbooktitle = {Proceedings of the 2020 {CHI} {Conference} on {Human} {Factors} in {Computing} {Systems}},\n\tpublisher = {ACM},\n\tauthor = {Gerling, Kathrin and Dickinson, Patrick and Hicks, Kieran and Mason, Liam and Simeone, Adalberto L. and Spiel, Katta},\n\tmonth = apr,\n\tyear = {2020},\n\tpages = {1--11},\n}\n\n
\n
\n\n\n
\n Virtual Reality (VR) holds the promise of providing engaging embodied experiences, but little is known about how people with disabilities engage with it. We explore challenges and opportunities of VR gaming for wheelchair users. First, we present findings from a survey that received 25 responses and gives insights into wheelchair users’ motives to (non-) engage with VR and their experiences. Drawing from this survey, we derive design implications which we tested through implementation and qualitative evaluation of three full-body VR game prototypes with 18 participants. Our results show that VR gaming engages wheelchair users, though nuanced consideration is required for the design of embodied immersive experiences for minority bodies, and we illustrate how designers can create meaningful, positive experiences.\n
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\n \n\n \n \n \n \n \n ``I am just terrified of my future'' – Epistemic Violence in Disability Related Technology Research.\n \n \n \n\n\n \n Ymous, A.; and Good, J.\n\n\n \n\n\n\n ,14. 2020.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@article{ymous_i_2020,\n\ttitle = {``{I} am just terrified of my future'' – {Epistemic} {Violence} in {Disability} {Related} {Technology} {Research}},\n\tabstract = {Technology for disabled people is often developed by nondisabled populations, producing an environment where the perspectives of disabled researchers – particularly when they clash with normative ways of approaching accessible technology – are denigrated, dismissed or treated as invalid. This epistemic violence has manifest material consequences for our lives as disabled researchers engaging with work on our own states of being. Through a series of vignettes, we illustrate our experiences and the associated pain that comes with such engagement as well as the consequences of pervasive dehumanization of ourselves through existing works. Our aim is to identify the epistemic injustice disabled people experience within HCI, to question the epistemological base of knowledge production leading to said injustice and to take ownership of a narrative that all too often is created without our participation.},\n\tlanguage = {en},\n\tauthor = {Ymous, Anon and Good, Judith},\n\tyear = {2020},\n\tpages = {14},\n}\n\n
\n
\n\n\n
\n Technology for disabled people is often developed by nondisabled populations, producing an environment where the perspectives of disabled researchers – particularly when they clash with normative ways of approaching accessible technology – are denigrated, dismissed or treated as invalid. This epistemic violence has manifest material consequences for our lives as disabled researchers engaging with work on our own states of being. Through a series of vignettes, we illustrate our experiences and the associated pain that comes with such engagement as well as the consequences of pervasive dehumanization of ourselves through existing works. Our aim is to identify the epistemic injustice disabled people experience within HCI, to question the epistemological base of knowledge production leading to said injustice and to take ownership of a narrative that all too often is created without our participation.\n
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\n \n\n \n \n \n \n \n ``But Where Would I even Start?'' – Developing (Gender) Sensitivity in HCI Research and Practice.\n \n \n \n\n\n \n \n\n\n \n\n\n\n ,12. 2020.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@article{noauthor_but_2020,\n\ttitle = {``{But} {Where} {Would} {I} even {Start}?'' – {Developing} ({Gender}) {Sensitivity} in {HCI} {Research} and {Practice}},\n\tabstract = {Funding bodies more and more require researchers to address gender in their proposals —often framed around binary notions. With power structures emboldening inequality being highly prevalent and persuasive in Western societies, these seep into current practices of Computer Science and HumanComputer Interaction (HCI) research. Hence, developing an increased awareness of our societal responsibility towards equity can be challenging without an appropriate starting point. We present a close reading of literature discussing gender sensitivity in HCI research to provide practical guidance in the form of recommendations for the design, proposal, conduct and presentation of research. Our analysis provides a starting point for HCI students and interested researchers to explore questions and issues around gender and to identify how gender relates to their specific research questions. This sensitisation may then aid them in further reflecting on how they might better serve marginalised populations in their research.},\n\tlanguage = {en},\n\tyear = {2020},\n\tpages = {12},\n}\n\n
\n
\n\n\n
\n Funding bodies more and more require researchers to address gender in their proposals —often framed around binary notions. With power structures emboldening inequality being highly prevalent and persuasive in Western societies, these seep into current practices of Computer Science and HumanComputer Interaction (HCI) research. Hence, developing an increased awareness of our societal responsibility towards equity can be challenging without an appropriate starting point. We present a close reading of literature discussing gender sensitivity in HCI research to provide practical guidance in the form of recommendations for the design, proposal, conduct and presentation of research. Our analysis provides a starting point for HCI students and interested researchers to explore questions and issues around gender and to identify how gender relates to their specific research questions. This sensitisation may then aid them in further reflecting on how they might better serve marginalised populations in their research.\n
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\n \n\n \n \n \n \n \n \n Reimagining (Women’s) Health: HCI, Gender and Essentialised Embodiment.\n \n \n \n \n\n\n \n Keyes, O.; Peil, B.; Williams, R. M.; and Spiel, K.\n\n\n \n\n\n\n ACM Transactions on Computer-Human Interaction, 27(4): 1–42. September 2020.\n \n\n\n\n
\n\n\n\n \n \n \"ReimaginingPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@article{keyes_reimagining_2020,\n\ttitle = {Reimagining ({Women}’s) {Health}: {HCI}, {Gender} and {Essentialised} {Embodiment}},\n\tvolume = {27},\n\tissn = {1073-0516, 1557-7325},\n\tshorttitle = {Reimagining ({Women}’s) {Health}},\n\turl = {https://dl.acm.org/doi/10.1145/3404218},\n\tdoi = {10.1145/3404218},\n\tlanguage = {en},\n\tnumber = {4},\n\turldate = {2021-02-02},\n\tjournal = {ACM Transactions on Computer-Human Interaction},\n\tauthor = {Keyes, Os and Peil, Burren and Williams, Rua M. and Spiel, Katta},\n\tmonth = sep,\n\tyear = {2020},\n\tpages = {1--42},\n}\n\n
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\n  \n 2019\n \n \n (13)\n \n \n
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\n \n\n \n \n \n \n \n \n Adapting Gameplay to Eye Movements - An Exploration with TETRIS.\n \n \n \n \n\n\n \n Spiel, K.; Bertel, S.; and Kayali, F.\n\n\n \n\n\n\n In Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, pages 687–695, Barcelona Spain, October 2019. ACM\n \n\n\n\n
\n\n\n\n \n \n \"AdaptingPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{spiel_adapting_2019,\n\taddress = {Barcelona Spain},\n\ttitle = {Adapting {Gameplay} to {Eye} {Movements} - {An} {Exploration} with {TETRIS}},\n\tisbn = {978-1-4503-6871-1},\n\turl = {https://dl.acm.org/doi/10.1145/3341215.3356267},\n\tdoi = {10.1145/3341215.3356267},\n\tabstract = {Gameplay experience is shaped by players’ expectations towards the game and how game features are presented to them. We created two modified versions of the classic TETRIS game: one that adapts game difficulty based on players’ performance and one that additionally adapts to players’ eye movements. An initial analysis of exploratory study results indicates that eye-movement-based adaptive difficulty in TETRIS might not affect player performance and that framing the use of adaptive difficulty might only have a limited influence on both players’ game experience and perceived competence.},\n\tlanguage = {en},\n\turldate = {2021-02-02},\n\tbooktitle = {Extended {Abstracts} of the {Annual} {Symposium} on {Computer}-{Human} {Interaction} in {Play} {Companion} {Extended} {Abstracts}},\n\tpublisher = {ACM},\n\tauthor = {Spiel, Katta and Bertel, Sven and Kayali, Fares},\n\tmonth = oct,\n\tyear = {2019},\n\tpages = {687--695},\n}\n\n
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\n Gameplay experience is shaped by players’ expectations towards the game and how game features are presented to them. We created two modified versions of the classic TETRIS game: one that adapts game difficulty based on players’ performance and one that additionally adapts to players’ eye movements. An initial analysis of exploratory study results indicates that eye-movement-based adaptive difficulty in TETRIS might not affect player performance and that framing the use of adaptive difficulty might only have a limited influence on both players’ game experience and perceived competence.\n
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\n \n\n \n \n \n \n \n \n The Surrogate Body in Play.\n \n \n \n \n\n\n \n Spiel, K.; and Gerling, K.\n\n\n \n\n\n\n In Proceedings of the Annual Symposium on Computer-Human Interaction in Play, pages 397–411, Barcelona Spain, October 2019. ACM\n \n\n\n\n
\n\n\n\n \n \n \"ThePaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{spiel_surrogate_2019,\n\taddress = {Barcelona Spain},\n\ttitle = {The {Surrogate} {Body} in {Play}},\n\tisbn = {978-1-4503-6688-5},\n\turl = {https://dl.acm.org/doi/10.1145/3311350.3347189},\n\tdoi = {10.1145/3311350.3347189},\n\tabstract = {Games research within the Human-Computer Interaction (HCI) community currently draws most of its understanding of immersion, engagement and player experience from Psychology. However, these phenomena are also studied by the humanities, i.e., Media Theory, a field that conceptualises these parameters as affective and situated in specific contexts. Here, we draw from surrogate body (Leihkörper) theory proposed by Voss for cinematic experiences, and apply it to a variety of different contexts in which digital games are played. Doing so, we not only refine the theory but also introduce a socio-technical, cultural and affective understanding of play contexts that can contribute to how we examine players’ experiences. Further, we provide a case detailing how Games Research can engage with humanistic theories, and explore their relevance for the design and evaluation of digital games.},\n\tlanguage = {en},\n\turldate = {2021-02-02},\n\tbooktitle = {Proceedings of the {Annual} {Symposium} on {Computer}-{Human} {Interaction} in {Play}},\n\tpublisher = {ACM},\n\tauthor = {Spiel, Katta and Gerling, Kathrin},\n\tmonth = oct,\n\tyear = {2019},\n\tpages = {397--411},\n}\n\n
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\n Games research within the Human-Computer Interaction (HCI) community currently draws most of its understanding of immersion, engagement and player experience from Psychology. However, these phenomena are also studied by the humanities, i.e., Media Theory, a field that conceptualises these parameters as affective and situated in specific contexts. Here, we draw from surrogate body (Leihkörper) theory proposed by Voss for cinematic experiences, and apply it to a variety of different contexts in which digital games are played. Doing so, we not only refine the theory but also introduce a socio-technical, cultural and affective understanding of play contexts that can contribute to how we examine players’ experiences. Further, we provide a case detailing how Games Research can engage with humanistic theories, and explore their relevance for the design and evaluation of digital games.\n
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\n \n\n \n \n \n \n \n \n \"It Started as a Joke\": On the Design of Idle Games.\n \n \n \n \n\n\n \n Spiel, K.; Alharthi, S. A.; Cen, A. J.; Hammer, J.; Nacke, L. E.; Toups, Z O.; and Tanenbaum, T. J.\n\n\n \n\n\n\n In Proceedings of the Annual Symposium on Computer-Human Interaction in Play, pages 495–508, Barcelona Spain, October 2019. ACM\n \n\n\n\n
\n\n\n\n \n \n \""ItPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{spiel_it_2019,\n\taddress = {Barcelona Spain},\n\ttitle = {"{It} {Started} as a {Joke}": {On} the {Design} of {Idle} {Games}},\n\tisbn = {978-1-4503-6688-5},\n\tshorttitle = {"{It} {Started} as a {Joke}"},\n\turl = {https://dl.acm.org/doi/10.1145/3311350.3347180},\n\tdoi = {10.1145/3311350.3347180},\n\tabstract = {With idle games, active withdrawal from the game comprises an essential part of gameplay as players wait for the game state to change over time. This mode of interaction is paradigmatic for the change of roles technologies have in our lives. However, the design elements of idle games are less well understood, particularly from the perspectives of developers. We interviewed six designers of six different popular idle games and inquired into their individual approaches. Via thematic analysis, we refine and expand on existing definitions of idle games as a genre, shed light on ethically charged practices of care in their design, and identify shared core characteristics between the games and processes. We then generate intermediate-level knowledge on the design of idle games. Our work contributes designers’ perspectives on idle games and their design to a growing body of literature on the genre.},\n\tlanguage = {en},\n\turldate = {2021-02-02},\n\tbooktitle = {Proceedings of the {Annual} {Symposium} on {Computer}-{Human} {Interaction} in {Play}},\n\tpublisher = {ACM},\n\tauthor = {Spiel, Katta and Alharthi, Sultan A. and Cen, Andrew Jian-lan and Hammer, Jessica and Nacke, Lennart E. and Toups, Z O. and Tanenbaum, Theresa Jean},\n\tmonth = oct,\n\tyear = {2019},\n\tpages = {495--508},\n}\n\n
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\n With idle games, active withdrawal from the game comprises an essential part of gameplay as players wait for the game state to change over time. This mode of interaction is paradigmatic for the change of roles technologies have in our lives. However, the design elements of idle games are less well understood, particularly from the perspectives of developers. We interviewed six designers of six different popular idle games and inquired into their individual approaches. Via thematic analysis, we refine and expand on existing definitions of idle games as a genre, shed light on ethically charged practices of care in their design, and identify shared core characteristics between the games and processes. We then generate intermediate-level knowledge on the design of idle games. Our work contributes designers’ perspectives on idle games and their design to a growing body of literature on the genre.\n
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\n \n\n \n \n \n \n \n \n Disability Interactions in Digital Games: From Accessibility to Inclusion.\n \n \n \n \n\n\n \n Holloway, C.; Gerling, K.; Power, C.; Spiel, K.; Barbareschi, G.; Cox, A.; and Cairns, P.\n\n\n \n\n\n\n In Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, pages 835–839, Barcelona Spain, October 2019. ACM\n \n\n\n\n
\n\n\n\n \n \n \"DisabilityPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{holloway_disability_2019,\n\taddress = {Barcelona Spain},\n\ttitle = {Disability {Interactions} in {Digital} {Games}: {From} {Accessibility} to {Inclusion}},\n\tisbn = {978-1-4503-6871-1},\n\tshorttitle = {Disability {Interactions} in {Digital} {Games}},\n\turl = {https://dl.acm.org/doi/10.1145/3341215.3349587},\n\tdoi = {10.1145/3341215.3349587},\n\tlanguage = {en},\n\turldate = {2021-02-02},\n\tbooktitle = {Extended {Abstracts} of the {Annual} {Symposium} on {Computer}-{Human} {Interaction} in {Play} {Companion} {Extended} {Abstracts}},\n\tpublisher = {ACM},\n\tauthor = {Holloway, Catherine and Gerling, Kathrin and Power, Christopher and Spiel, Katta and Barbareschi, Giulia and Cox, Anna and Cairns, Paul},\n\tmonth = oct,\n\tyear = {2019},\n\tpages = {835--839},\n}\n\n
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\n \n\n \n \n \n \n \n \n Evaluating Technologies with and for Disabled Children.\n \n \n \n \n\n\n \n Brulé, E.; Metatla, O.; Spiel, K.; Kharrufa, A.; and Robinson, C.\n\n\n \n\n\n\n In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, pages 1–6, Glasgow Scotland Uk, May 2019. ACM\n \n\n\n\n
\n\n\n\n \n \n \"EvaluatingPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{brule_evaluating_2019,\n\taddress = {Glasgow Scotland Uk},\n\ttitle = {Evaluating {Technologies} with and for {Disabled} {Children}},\n\tisbn = {978-1-4503-5971-9},\n\turl = {https://dl.acm.org/doi/10.1145/3290607.3311757},\n\tdoi = {10.1145/3290607.3311757},\n\tlanguage = {en},\n\turldate = {2021-02-02},\n\tbooktitle = {Extended {Abstracts} of the 2019 {CHI} {Conference} on {Human} {Factors} in {Computing} {Systems}},\n\tpublisher = {ACM},\n\tauthor = {Brulé, Emeline and Metatla, Oussama and Spiel, Katta and Kharrufa, Ahmed and Robinson, Charlotte},\n\tmonth = may,\n\tyear = {2019},\n\tpages = {1--6},\n}\n\n
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\n \n\n \n \n \n \n \n \n Queer(ing) HCI: Moving Forward in Theory and Practice.\n \n \n \n \n\n\n \n Spiel, K.; Keyes, O.; Walker, A. M.; DeVito, M. A.; Birnholtz, J.; Brulé, E.; Light, A.; Barlas, P.; Hardy, J.; Ahmed, A.; Rode, J. A.; Brubaker, J. R.; and Kannabiran, G.\n\n\n \n\n\n\n In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, pages 1–4, Glasgow Scotland Uk, May 2019. ACM\n \n\n\n\n
\n\n\n\n \n \n \"Queer(ing)Paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{spiel_queering_2019,\n\taddress = {Glasgow Scotland Uk},\n\ttitle = {Queer(ing) {HCI}: {Moving} {Forward} in {Theory} and {Practice}},\n\tisbn = {978-1-4503-5971-9},\n\tshorttitle = {Queer(ing) {HCI}},\n\turl = {https://dl.acm.org/doi/10.1145/3290607.3311750},\n\tdoi = {10.1145/3290607.3311750},\n\tabstract = {The increasing corpus on queer research within HCI, which started by focusing on sites such as location-based dating apps, has begun to expand to other topics such as identity formation, mental health and physical well-being. This Special Interest Group (SIG) aims to create a space for discussion, connection and camaraderie for researchers working with queer populations, queer people in research, and those using queer theory to inform their work. We aim to facilitate a broad-ranging, inclusive discussion of where queer HCI research goes next.},\n\tlanguage = {en},\n\turldate = {2021-02-02},\n\tbooktitle = {Extended {Abstracts} of the 2019 {CHI} {Conference} on {Human} {Factors} in {Computing} {Systems}},\n\tpublisher = {ACM},\n\tauthor = {Spiel, Katta and Keyes, Os and Walker, Ashley Marie and DeVito, Michael A. and Birnholtz, Jeremy and Brulé, Emeline and Light, Ann and Barlas, Pınar and Hardy, Jean and Ahmed, Alex and Rode, Jennifer A. and Brubaker, Jed R. and Kannabiran, Gopinaath},\n\tmonth = may,\n\tyear = {2019},\n\tpages = {1--4},\n}\n\n
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\n The increasing corpus on queer research within HCI, which started by focusing on sites such as location-based dating apps, has begun to expand to other topics such as identity formation, mental health and physical well-being. This Special Interest Group (SIG) aims to create a space for discussion, connection and camaraderie for researchers working with queer populations, queer people in research, and those using queer theory to inform their work. We aim to facilitate a broad-ranging, inclusive discussion of where queer HCI research goes next.\n
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\n \n\n \n \n \n \n \n \n Nurturing Constructive Disagreement - Agonistic Design with Neurodiverse Children.\n \n \n \n \n\n\n \n Frauenberger, C.; Spiel, K.; Scheepmaker, L.; and Posch, I.\n\n\n \n\n\n\n In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, pages 1–11, Glasgow Scotland Uk, May 2019. ACM\n \n\n\n\n
\n\n\n\n \n \n \"NurturingPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 4 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{frauenberger_nurturing_2019,\n\taddress = {Glasgow Scotland Uk},\n\ttitle = {Nurturing {Constructive} {Disagreement} - {Agonistic} {Design} with {Neurodiverse} {Children}},\n\tisbn = {978-1-4503-5970-2},\n\turl = {https://dl.acm.org/doi/10.1145/3290605.3300501},\n\tdoi = {10.1145/3290605.3300501},\n\tabstract = {Participatory design (PD) with heterogeneous groups poses particular challenges, requiring spaces in which different agendas or visions can be negotiated. In this paper we report on our PD work with two groups of neurodiverse children to design technologies that support co-located, social play. The heterogeneity in the groups in terms of abilities, conceptions of play, motivations to be involved and individual preferences has challenged us to think of the design process and its outcomes as spaces for continuous negotiation. Drawing on the notion of agonistic PD, we sought not to necessarily reconcile all views, but foster constructive disagreement as a resource for and possible outcome of design. Using our project work as a case study, we report on controversies, big and small, and how they manifested themselves in the processes and outcomes. Reflecting on our experiences, we discuss possible implications on the notion of democratising technology innovation.},\n\tlanguage = {en},\n\turldate = {2021-02-02},\n\tbooktitle = {Proceedings of the 2019 {CHI} {Conference} on {Human} {Factors} in {Computing} {Systems}},\n\tpublisher = {ACM},\n\tauthor = {Frauenberger, Christopher and Spiel, Katta and Scheepmaker, Laura and Posch, Irene},\n\tmonth = may,\n\tyear = {2019},\n\tpages = {1--11},\n}\n\n
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\n Participatory design (PD) with heterogeneous groups poses particular challenges, requiring spaces in which different agendas or visions can be negotiated. In this paper we report on our PD work with two groups of neurodiverse children to design technologies that support co-located, social play. The heterogeneity in the groups in terms of abilities, conceptions of play, motivations to be involved and individual preferences has challenged us to think of the design process and its outcomes as spaces for continuous negotiation. Drawing on the notion of agonistic PD, we sought not to necessarily reconcile all views, but foster constructive disagreement as a resource for and possible outcome of design. Using our project work as a case study, we report on controversies, big and small, and how they manifested themselves in the processes and outcomes. Reflecting on our experiences, we discuss possible implications on the notion of democratising technology innovation.\n
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\n \n\n \n \n \n \n \n \n Effects of Participatory Evaluation - A Critical Actor-Network Analysis.\n \n \n \n \n\n\n \n Spiel, K.; Frauenberger, C.; Fitzpatrick, G.; and Hornecker, E.\n\n\n \n\n\n\n In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, pages 1–8, Glasgow Scotland Uk, May 2019. ACM\n \n\n\n\n
\n\n\n\n \n \n \"EffectsPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 2 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{spiel_effects_2019,\n\taddress = {Glasgow Scotland Uk},\n\ttitle = {Effects of {Participatory} {Evaluation} - {A} {Critical} {Actor}-{Network} {Analysis}},\n\tisbn = {978-1-4503-5971-9},\n\turl = {https://dl.acm.org/doi/10.1145/3290607.3299049},\n\tdoi = {10.1145/3290607.3299049},\n\tabstract = {In previous work, we have developed the theoretical concept of Critical Experience and the Participatory Evaluation with Autistic ChildrEn (PEACE) method. We grounded both in a series of separate case studies which allowed us to understand how to gather more and richer insights from the children than previously. This is crucial for child-led research projects. In this paper, we present additional cases in more detail which demonstrate the applicability of our concept of Critical Experience on cases in which PEACE was used. This provides new insights into how Critical Experience handles child-led evaluation strategies and how it can be applied and potentially transferred to different contexts, guiding other researchers and practitioners in evaluating participatory processes.},\n\tlanguage = {en},\n\turldate = {2021-02-02},\n\tbooktitle = {Extended {Abstracts} of the 2019 {CHI} {Conference} on {Human} {Factors} in {Computing} {Systems}},\n\tpublisher = {ACM},\n\tauthor = {Spiel, Katta and Frauenberger, Christopher and Fitzpatrick, Geraldine and Hornecker, Eva},\n\tmonth = may,\n\tyear = {2019},\n\tpages = {1--8},\n}\n\n
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\n In previous work, we have developed the theoretical concept of Critical Experience and the Participatory Evaluation with Autistic ChildrEn (PEACE) method. We grounded both in a series of separate case studies which allowed us to understand how to gather more and richer insights from the children than previously. This is crucial for child-led research projects. In this paper, we present additional cases in more detail which demonstrate the applicability of our concept of Critical Experience on cases in which PEACE was used. This provides new insights into how Critical Experience handles child-led evaluation strategies and how it can be applied and potentially transferred to different contexts, guiding other researchers and practitioners in evaluating participatory processes.\n
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\n \n\n \n \n \n \n \n \n Patching Gender: Non-binary Utopias in HCI.\n \n \n \n \n\n\n \n Spiel, K.; Keyes, O.; and Barlas, P.\n\n\n \n\n\n\n In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, pages 1–11, Glasgow Scotland Uk, May 2019. ACM\n \n\n\n\n
\n\n\n\n \n \n \"PatchingPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{spiel_patching_2019,\n\taddress = {Glasgow Scotland Uk},\n\ttitle = {Patching {Gender}: {Non}-binary {Utopias} in {HCI}},\n\tisbn = {978-1-4503-5971-9},\n\tshorttitle = {Patching {Gender}},\n\turl = {https://dl.acm.org/doi/10.1145/3290607.3310425},\n\tdoi = {10.1145/3290607.3310425},\n\tabstract = {Non-binary people are rarely considered by technologies or technologists, and often subsumed under binary trans experiences on the rare occasions when we are discussed. In this paper we share our own experiences and explore potential alternatives - utopias, impossible places, as our lived experience of technologies’ obsessive gender binarism seems near-insurmountable. Our suggestions on how to patch these gender bugs appear trivial while at the same time revealing seemingly insurmountable barriers. We illustrate the casual violence technologies present to non-binary people, as well as the on-going marginalisations we experience as HCI researchers. We write this paper primarily as an expression of self-empowerment that can function as a first step towards raising awareness towards the complexities at stake.},\n\tlanguage = {en},\n\turldate = {2021-02-02},\n\tbooktitle = {Extended {Abstracts} of the 2019 {CHI} {Conference} on {Human} {Factors} in {Computing} {Systems}},\n\tpublisher = {ACM},\n\tauthor = {Spiel, Katta and Keyes, Os and Barlas, Pınar},\n\tmonth = may,\n\tyear = {2019},\n\tpages = {1--11},\n}\n\n
\n
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\n Non-binary people are rarely considered by technologies or technologists, and often subsumed under binary trans experiences on the rare occasions when we are discussed. In this paper we share our own experiences and explore potential alternatives - utopias, impossible places, as our lived experience of technologies’ obsessive gender binarism seems near-insurmountable. Our suggestions on how to patch these gender bugs appear trivial while at the same time revealing seemingly insurmountable barriers. We illustrate the casual violence technologies present to non-binary people, as well as the on-going marginalisations we experience as HCI researchers. We write this paper primarily as an expression of self-empowerment that can function as a first step towards raising awareness towards the complexities at stake.\n
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\n \n\n \n \n \n \n \n \n Negotiating Gender and Disability Identities in Participatory Design.\n \n \n \n \n\n\n \n Brulé, E.; and Spiel, K.\n\n\n \n\n\n\n In Proceedings of the 9th International Conference on Communities & Technologies - Transforming Communities, pages 218–227, Vienna Austria, June 2019. ACM\n \n\n\n\n
\n\n\n\n \n \n \"NegotiatingPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{brule_negotiating_2019,\n\taddress = {Vienna Austria},\n\ttitle = {Negotiating {Gender} and {Disability} {Identities} in {Participatory} {Design}},\n\tisbn = {978-1-4503-7162-9},\n\turl = {https://dl.acm.org/doi/10.1145/3328320.3328369},\n\tdoi = {10.1145/3328320.3328369},\n\tabstract = {Standpoint theory draws our attention toward how researchers’ identities shape the production of knowledge. Their standpoint depends on previous experiences and their sense of identity, as well as on their social position relative to research participants and their communities. This is particularly the case in Participatory Design (PD), which entices researchers to develop personal relationships with participants through design. However, the way identities affect Participatory Design with children has so far been neglected in research, even though previous works focus on children’s and researchers’ roles in the design process or encourages auto-ethnography. In this paper, we build on case studies of how identities as they relate to gender and disability shape relationships between researchers and marginalised children through Participatory Design. We show how these identities are continuously negotiated throughout the design process, and how they shape outcomes. We close by proposing an approach to systematic reflexivity on identity in participatory design.},\n\tlanguage = {en},\n\turldate = {2021-02-02},\n\tbooktitle = {Proceedings of the 9th {International} {Conference} on {Communities} \\& {Technologies} - {Transforming} {Communities}},\n\tpublisher = {ACM},\n\tauthor = {Brulé, Emeline and Spiel, Katta},\n\tmonth = jun,\n\tyear = {2019},\n\tpages = {218--227},\n}\n\n
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\n Standpoint theory draws our attention toward how researchers’ identities shape the production of knowledge. Their standpoint depends on previous experiences and their sense of identity, as well as on their social position relative to research participants and their communities. This is particularly the case in Participatory Design (PD), which entices researchers to develop personal relationships with participants through design. However, the way identities affect Participatory Design with children has so far been neglected in research, even though previous works focus on children’s and researchers’ roles in the design process or encourages auto-ethnography. In this paper, we build on case studies of how identities as they relate to gender and disability shape relationships between researchers and marginalised children through Participatory Design. We show how these identities are continuously negotiated throughout the design process, and how they shape outcomes. We close by proposing an approach to systematic reflexivity on identity in participatory design.\n
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\n \n\n \n \n \n \n \n \n Agency of Autistic Children in Technology Research—A Critical Literature Review.\n \n \n \n \n\n\n \n Spiel, K.; Frauenberger, C.; Keyes, O.; and Fitzpatrick, G.\n\n\n \n\n\n\n ACM Transactions on Computer-Human Interaction, 26(6): 1–40. December 2019.\n \n\n\n\n
\n\n\n\n \n \n \"AgencyPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n  \n \n 5 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@article{spiel_agency_2019,\n\ttitle = {Agency of {Autistic} {Children} in {Technology} {Research}—{A} {Critical} {Literature} {Review}},\n\tvolume = {26},\n\tissn = {1073-0516, 1557-7325},\n\turl = {https://dl.acm.org/doi/10.1145/3344919},\n\tdoi = {10.1145/3344919},\n\tlanguage = {en},\n\tnumber = {6},\n\turldate = {2021-02-02},\n\tjournal = {ACM Transactions on Computer-Human Interaction},\n\tauthor = {Spiel, Katta and Frauenberger, Christopher and Keyes, Os and Fitzpatrick, Geraldine},\n\tmonth = dec,\n\tyear = {2019},\n\tpages = {1--40},\n}\n\n
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\n \n\n \n \n \n \n \n \n “You Are Doing so Great!” – The Effect of a Robot’s Interaction Style on Self-Efficacy in HRI.\n \n \n \n \n\n\n \n Zafari, S.; Schwaninger, I.; Hirschmanner, M.; Schmidbauer, C.; Weiss, A.; and Koeszegi, S. T.\n\n\n \n\n\n\n In 2019 28th IEEE International Conference on Robot and Human Interactive Communication (RO-MAN), pages 1–7, New Delhi, India, October 2019. IEEE\n \n\n\n\n
\n\n\n\n \n \n \"“YouPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{zafari_you_2019,\n\taddress = {New Delhi, India},\n\ttitle = {“{You} {Are} {Doing} so {Great}!” – {The} {Effect} of a {Robot}’s {Interaction} {Style} on {Self}-{Efficacy} in {HRI}},\n\tisbn = {978-1-72812-622-7},\n\turl = {https://ieeexplore.ieee.org/document/8956437/},\n\tdoi = {10.1109/RO-MAN46459.2019.8956437},\n\tabstract = {People form mental models about robots’ behavior and intention as they interact with them. The aim of this paper is to evaluate the effect of different interaction styles on self-efficacy in human-robot interaction (HRI), people’s perception of the robot, and task engagement. We conducted a user study in which a social robot assists people verbally while building a house of cards. Data from our experimental study revealed that people engaged longer in the task while interacting with a robot that provides person related feedback than with a robot that gives no person or task related feedback. Moreover, people interacting with a robot with a personoriented interaction style reported a higher self-efficacy in HRI, perceived higher agreeableness of the robot and found the interaction less frustrating, as compared to a robot with a task-oriented interaction style. This suggests that a robot’s interaction style can be considered as a key factor for increasing people’s perceived self-efficacy in HRI, which is essential for establishing trust and enabling Human-robot collaboration.},\n\tlanguage = {en},\n\turldate = {2021-01-18},\n\tbooktitle = {2019 28th {IEEE} {International} {Conference} on {Robot} and {Human} {Interactive} {Communication} ({RO}-{MAN})},\n\tpublisher = {IEEE},\n\tauthor = {Zafari, Setareh and Schwaninger, Isabel and Hirschmanner, Matthias and Schmidbauer, Christina and Weiss, Astrid and Koeszegi, Sabine T.},\n\tmonth = oct,\n\tyear = {2019},\n\tpages = {1--7},\n}\n\n
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\n People form mental models about robots’ behavior and intention as they interact with them. The aim of this paper is to evaluate the effect of different interaction styles on self-efficacy in human-robot interaction (HRI), people’s perception of the robot, and task engagement. We conducted a user study in which a social robot assists people verbally while building a house of cards. Data from our experimental study revealed that people engaged longer in the task while interacting with a robot that provides person related feedback than with a robot that gives no person or task related feedback. Moreover, people interacting with a robot with a personoriented interaction style reported a higher self-efficacy in HRI, perceived higher agreeableness of the robot and found the interaction less frustrating, as compared to a robot with a task-oriented interaction style. This suggests that a robot’s interaction style can be considered as a key factor for increasing people’s perceived self-efficacy in HRI, which is essential for establishing trust and enabling Human-robot collaboration.\n
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\n \n\n \n \n \n \n \n \n The agency of patients and carers in medical care and self-care technologies for interacting with doctors.\n \n \n \n \n\n\n \n Nunes, F.; Andersen, T.; and Fitzpatrick, G.\n\n\n \n\n\n\n Health Informatics Journal, 25(2): 330–349. June 2019.\n \n\n\n\n
\n\n\n\n \n \n \"ThePaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@article{nunes_agency_2019,\n\ttitle = {The agency of patients and carers in medical care and self-care technologies for interacting with doctors},\n\tvolume = {25},\n\tissn = {1460-4582, 1741-2811},\n\turl = {http://journals.sagepub.com/doi/10.1177/1460458217712054},\n\tdoi = {10.1177/1460458217712054},\n\tabstract = {People living with Parkinson’s disease engage in self-care for most of the time but, two or three times a year, they meet with doctors to re-evaluate the condition and adjust treatment. Patients and (informal) carers participate actively in these encounters, but their engagement might change as new patientcentred technologies are integrated into healthcare infrastructures. Drawing on a qualitative study that used observations and interviews to investigate consultations, and digital ethnography to understand interactions in an online community, we describe how patients and carers living with Parkinson’s participate in the diagnosis and treatment decisions, engage in discussions to learn about certain topics, and address inappropriate medication. We contrast their engagement with a review of self-care technologies that support interactions with doctors, to investigate how these artefacts may influence the agency of patients and carers. Finally, we discuss design ideas for improving the participation of patients and carers in technology-mediated scenarios.},\n\tlanguage = {en},\n\tnumber = {2},\n\turldate = {2021-01-18},\n\tjournal = {Health Informatics Journal},\n\tauthor = {Nunes, Francisco and Andersen, Tariq and Fitzpatrick, Geraldine},\n\tmonth = jun,\n\tyear = {2019},\n\tpages = {330--349},\n}\n
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\n People living with Parkinson’s disease engage in self-care for most of the time but, two or three times a year, they meet with doctors to re-evaluate the condition and adjust treatment. Patients and (informal) carers participate actively in these encounters, but their engagement might change as new patientcentred technologies are integrated into healthcare infrastructures. Drawing on a qualitative study that used observations and interviews to investigate consultations, and digital ethnography to understand interactions in an online community, we describe how patients and carers living with Parkinson’s participate in the diagnosis and treatment decisions, engage in discussions to learn about certain topics, and address inappropriate medication. We contrast their engagement with a review of self-care technologies that support interactions with doctors, to investigate how these artefacts may influence the agency of patients and carers. Finally, we discuss design ideas for improving the participation of patients and carers in technology-mediated scenarios.\n
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\n \n\n \n \n \n \n \n \n The Things We Play with Roles of Technology in Social Play.\n \n \n \n \n\n\n \n Scheepmaker, L.; Frauenberger, C.; and Spiel, K.\n\n\n \n\n\n\n In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play, pages 451–462, Melbourne VIC Australia, October 2018. ACM\n \n\n\n\n
\n\n\n\n \n \n \"ThePaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 3 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{scheepmaker_things_2018,\n\taddress = {Melbourne VIC Australia},\n\ttitle = {The {Things} {We} {Play} with {Roles} of {Technology} in {Social} {Play}},\n\tisbn = {978-1-4503-5624-4},\n\turl = {https://dl.acm.org/doi/10.1145/3242671.3242695},\n\tdoi = {10.1145/3242671.3242695},\n\tabstract = {Social play, and the role of technology in it, is a topic of central concern to the CHI PLAY and HCI community. In this paper we provide an overview of philosophical, psychological and sociological concepts and theories of social play and use these as a lens to conduct a literature review of research on interactive technologies in play contexts. Our chosen scope includes technologies which afford free play in groups of children within the same physical space. We identify how assumptions and stances about play influence which kind of technologies are designed, which social elements are supported and how success is defined and assessed. Finally, we propose a novel perspective on designing playthings which conceptualises them as boundary objects. We argue that such a perspective is particularly valuable when designing for heterogeneous groups of children and, thus, also has the potential to make a contribution towards designing effective roles of technologies for social inclusion.},\n\tlanguage = {en},\n\turldate = {2021-02-02},\n\tbooktitle = {Proceedings of the 2018 {Annual} {Symposium} on {Computer}-{Human} {Interaction} in {Play}},\n\tpublisher = {ACM},\n\tauthor = {Scheepmaker, Laura and Frauenberger, Christopher and Spiel, Katta},\n\tmonth = oct,\n\tyear = {2018},\n\tpages = {451--462},\n}\n\n
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\n\n\n
\n Social play, and the role of technology in it, is a topic of central concern to the CHI PLAY and HCI community. In this paper we provide an overview of philosophical, psychological and sociological concepts and theories of social play and use these as a lens to conduct a literature review of research on interactive technologies in play contexts. Our chosen scope includes technologies which afford free play in groups of children within the same physical space. We identify how assumptions and stances about play influence which kind of technologies are designed, which social elements are supported and how success is defined and assessed. Finally, we propose a novel perspective on designing playthings which conceptualises them as boundary objects. We argue that such a perspective is particularly valuable when designing for heterogeneous groups of children and, thus, also has the potential to make a contribution towards designing effective roles of technologies for social inclusion.\n
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\n \n\n \n \n \n \n \n \n Collaborative Mixed Reality Games.\n \n \n \n \n\n\n \n Alharthi, S. A.; Spiel, K.; Hamilton, W. A.; Bonsignore, E.; and Toups, Z. O.\n\n\n \n\n\n\n In Companion of the 2018 ACM Conference on Computer Supported Cooperative Work and Social Computing, pages 447–454, Jersey City NJ USA, October 2018. ACM\n \n\n\n\n
\n\n\n\n \n \n \"CollaborativePaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{alharthi_collaborative_2018,\n\taddress = {Jersey City NJ USA},\n\ttitle = {Collaborative {Mixed} {Reality} {Games}},\n\tisbn = {978-1-4503-6018-0},\n\turl = {https://dl.acm.org/doi/10.1145/3272973.3273013},\n\tdoi = {10.1145/3272973.3273013},\n\tabstract = {Collaborative mixed reality games enable shared social experiences, in which players interact with the physical and virtual game environment, and with other players in real-time. Recent advances in technology open a range of opportunities for designing new and innovative collaborative mixed reality games, but also raise questions around design, technical requirements, immersion, safety, and player experience. This workshop seeks to bring together researchers, designers, practitioners, and players to identify the most pressing challenges that need to be addressed in the next decade, discuss opportunities to overcome these challenges, and highlight lessons learned from past designs of such games. Participants will present their ideas, assemble and discuss a collection of related papers, outline a unifying research agenda, and engage in an outdoor game ideation and prototyping session. We anticipate that the CSCW community can contribute to designing the next generation of collaborative mixed reality games and technologies and to support the growth of research and development in this exciting and emerging area.},\n\tlanguage = {en},\n\turldate = {2021-02-02},\n\tbooktitle = {Companion of the 2018 {ACM} {Conference} on {Computer} {Supported} {Cooperative} {Work} and {Social} {Computing}},\n\tpublisher = {ACM},\n\tauthor = {Alharthi, Sultan A. and Spiel, Katta and Hamilton, William A. and Bonsignore, Elizabeth and Toups, Zachary O.},\n\tmonth = oct,\n\tyear = {2018},\n\tpages = {447--454},\n}\n\n
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\n Collaborative mixed reality games enable shared social experiences, in which players interact with the physical and virtual game environment, and with other players in real-time. Recent advances in technology open a range of opportunities for designing new and innovative collaborative mixed reality games, but also raise questions around design, technical requirements, immersion, safety, and player experience. This workshop seeks to bring together researchers, designers, practitioners, and players to identify the most pressing challenges that need to be addressed in the next decade, discuss opportunities to overcome these challenges, and highlight lessons learned from past designs of such games. Participants will present their ideas, assemble and discuss a collection of related papers, outline a unifying research agenda, and engage in an outdoor game ideation and prototyping session. We anticipate that the CSCW community can contribute to designing the next generation of collaborative mixed reality games and technologies and to support the growth of research and development in this exciting and emerging area.\n
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\n \n\n \n \n \n \n \n \n Design considerations towards long-term engagement in games for health.\n \n \n \n \n\n\n \n Kayali, F.; Luckner, N.; Purgathofer, P.; Spiel, K.; and Fitzpatrick, G.\n\n\n \n\n\n\n In Proceedings of the 13th International Conference on the Foundations of Digital Games, pages 1–8, Malmö Sweden, August 2018. ACM\n \n\n\n\n
\n\n\n\n \n \n \"DesignPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{kayali_design_2018,\n\taddress = {Malmö Sweden},\n\ttitle = {Design considerations towards long-term engagement in games for health},\n\tisbn = {978-1-4503-6571-0},\n\turl = {https://dl.acm.org/doi/10.1145/3235765.3235789},\n\tdoi = {10.1145/3235765.3235789},\n\tabstract = {While studies point to the positive potential of games for health to increase patient engagement and to a need to consider longer-term perspectives, there is a lack of more tangible knowledge on how to design for long-term engagement in games for health. This paper makes a contribution in this space by drawing a reflective arc across three games for health projects from areas such as rehabilitation, prevention and chronic disease. We discuss the projects using a research through design lens and reflect on user research data and design artifacts from the perspective of the involved game designers. The results are design considerations towards long-term engagement in games for health. These considerations present a body of intermediate-level knowledge [19] oriented towards maximising the potential of the design space in early stages of games for health projects. The considerations are structured into those relevant to gameplay, research design and application context.},\n\tlanguage = {en},\n\turldate = {2021-02-02},\n\tbooktitle = {Proceedings of the 13th {International} {Conference} on the {Foundations} of {Digital} {Games}},\n\tpublisher = {ACM},\n\tauthor = {Kayali, Fares and Luckner, Naemi and Purgathofer, Peter and Spiel, Katta and Fitzpatrick, Geraldine},\n\tmonth = aug,\n\tyear = {2018},\n\tpages = {1--8},\n}\n\n
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\n While studies point to the positive potential of games for health to increase patient engagement and to a need to consider longer-term perspectives, there is a lack of more tangible knowledge on how to design for long-term engagement in games for health. This paper makes a contribution in this space by drawing a reflective arc across three games for health projects from areas such as rehabilitation, prevention and chronic disease. We discuss the projects using a research through design lens and reflect on user research data and design artifacts from the perspective of the involved game designers. The results are design considerations towards long-term engagement in games for health. These considerations present a body of intermediate-level knowledge [19] oriented towards maximising the potential of the design space in early stages of games for health projects. The considerations are structured into those relevant to gameplay, research design and application context.\n
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\n  \n 2015\n \n \n (1)\n \n \n
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\n \n\n \n \n \n \n \n \n Self-Care Technologies and Collaboration.\n \n \n \n \n\n\n \n Nunes, F.; and Fitzpatrick, G.\n\n\n \n\n\n\n International Journal of Human-Computer Interaction, 31(12): 869–881. December 2015.\n \n\n\n\n
\n\n\n\n \n \n \"Self-CarePaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@article{nunes_self-care_2015,\n\ttitle = {Self-{Care} {Technologies} and {Collaboration}},\n\tvolume = {31},\n\tissn = {1044-7318, 1532-7590},\n\turl = {http://www.tandfonline.com/doi/full/10.1080/10447318.2015.1067498},\n\tdoi = {10.1080/10447318.2015.1067498},\n\tlanguage = {en},\n\tnumber = {12},\n\turldate = {2021-01-18},\n\tjournal = {International Journal of Human-Computer Interaction},\n\tauthor = {Nunes, Francisco and Fitzpatrick, Geraldine},\n\tmonth = dec,\n\tyear = {2015},\n\tpages = {869--881},\n}\n\n
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\n  \n undefined\n \n \n (1)\n \n \n
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\n \n\n \n \n \n \n \n Between Pleasure and Power: Game Design Patterns In Clickbait Ludoporn.\n \n \n \n\n\n \n Passmore, C.; Harrer, S.; and Spiel, K.\n\n\n \n\n\n\n ,23. .\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@article{passmore_between_nodate,\n\ttitle = {Between {Pleasure} and {Power}: {Game} {Design} {Patterns} {In} {Clickbait} {Ludoporn}},\n\tabstract = {Despite its pervasiveness and prosperity in online spaces, the genre of playable online pornography, or ludoporn, has received little scholarly attention both in Human-Computer Interaction (HCI), Games Studies, and Porn Studies. In this paper, we discuss clickbait ludoporn as a hybrid design genre bridging games and pornography as they are offered for free on online platforms. We develop a tentative taxonomy of common design features, analysing game mechanics in terms of the libidinal investments and sexual pleasures promoted to players. Our analysis is based on a sample of 18 games retrieved from three different platforms. We suggest that the design of clickbait ludoporn mechanics incorporate mainstream approaches to sexuality, intimacy, and corporeality with fundamental consequences on how pleasure is culturally produced, articulated and normalised. We close on a call for game researchers and designers to claim the space of clickbait ludoporn with transformative intent.},\n\tlanguage = {en},\n\tauthor = {Passmore, Cale and Harrer, Sabine and Spiel, Katta},\n\tpages = {23},\n}\n\n
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\n Despite its pervasiveness and prosperity in online spaces, the genre of playable online pornography, or ludoporn, has received little scholarly attention both in Human-Computer Interaction (HCI), Games Studies, and Porn Studies. In this paper, we discuss clickbait ludoporn as a hybrid design genre bridging games and pornography as they are offered for free on online platforms. We develop a tentative taxonomy of common design features, analysing game mechanics in terms of the libidinal investments and sexual pleasures promoted to players. Our analysis is based on a sample of 18 games retrieved from three different platforms. We suggest that the design of clickbait ludoporn mechanics incorporate mainstream approaches to sexuality, intimacy, and corporeality with fundamental consequences on how pleasure is culturally produced, articulated and normalised. We close on a call for game researchers and designers to claim the space of clickbait ludoporn with transformative intent.\n
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