skip to main content
10.1145/3461778.3462028acmconferencesArticle/Chapter ViewAbstractPublication PagesdisConference Proceedingsconference-collections
research-article

Deliberating Data-Driven Societies Through Live Action Role Play

Authors Info & Claims
Published:28 June 2021Publication History

ABSTRACT

People’s data practices and their supporting personal informatics are imbued with a wide range of concepts of value that are central to their data imaginaries. They inform how individuals adopt particular products and services. This elusiveness of value creates a challenge for designers to gauge users’ value preferences, which are personal, contextual and abstract. We propose deliberation as a process to operationalise design for elicitation, reflection and value formation, using Live Action Role Play (LARP). The paper demonstrates how our deliberative LARP precipitates the otherwise ethereal data values to unfold in a social setting. We argue that engaging people in reflecting on and playing out their own value formation offers designers more powerful insights to address complex challenges of data-driven societies. We report on our findings that agency and negotiability are key to transcend the politics of preferences in data practices and thus enhance acceptability.

References

  1. 1979. Introduction. In Understanding Human Values: Individual and Societal, Milton Rokeach (Ed.). The Free Press, New York, 1–11.Google ScholarGoogle Scholar
  2. Veronica Barassi. 2019. Datafied Citizens in the Age of Coerced Digital Participation. Sociological Research Online 24, 3 (Sept. 2019), 414–429. https://doi.org/10.1177/1360780419857734 Publisher: SAGE Publications Ltd.Google ScholarGoogle Scholar
  3. Ethan Baron. 2018. Peter Thiel-founded floating-island plan sunk by the government of paradise?https://www.mercurynews.com/2018/03/15/peter-thiel-founded-floating-island-plan-sunk-by-the-government-of-paradise/Google ScholarGoogle Scholar
  4. David Beer. 2018. The Data Gaze: Capitalism, Power and Perception. SAGE. Google-Books-ID: tVxmDwAAQBAJ.Google ScholarGoogle Scholar
  5. Steve Benford, Chris Greenhalgh, Andy Crabtree, Martin Flintham, Brendan Walker, Joe Marshall, Boriana Koleva, Stefan Rennick Egglestone, Gabriella Giannachi, Matt Adams, 2013. Performance-led research in the wild. ACM Transactions on Computer-Human Interaction (TOCHI) 20, 3(2013), 1–22.Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Frank Bentley, Konrad Tollmar, Peter Stephenson, Laura Levy, Brian Jones, Scott Robertson, Ed Price, Richard Catrambone, and Jeff Wilson. 2013. Health Mashups: Presenting Statistical Patterns between Wellbeing Data and Context in Natural Language to Promote Behavior Change. ACM Transactions on Computer-Human Interaction 20, 5 (Nov. 2013), 30:1–30:27. https://doi.org/10.1145/2503823Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Laurens Boer and Jared Donovan. 2012. Provotypes for participatory innovation. In Proceedings of the Designing Interactive Systems Conference(DIS ’12). Association for Computing Machinery, Newcastle Upon Tyne, United Kingdom, 388–397. https://doi.org/10.1145/2317956.2318014Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. Eva Brandt and Camilla Grunnet. 2000. Evoking the future: Drama and props in user centered design. In Proceedings of Participatory Design Conference (PDC 2000). 11–20.Google ScholarGoogle Scholar
  9. Richard Buchanan. 1992. Wicked Problems in Design Thinking. Design Issues 8, 2 (1992), 5–21. https://doi.org/10.2307/1511637 Publisher: The MIT Press.Google ScholarGoogle Scholar
  10. Richard Buchanan. 2001. Design Research and the New Learning. Design Issues 17, 4 (Oct. 2001), 3–23. https://doi.org/10.1162/07479360152681056Google ScholarGoogle ScholarCross RefCross Ref
  11. Richard Buchanan. 2015. Worlds in the Making: Design, Management, and the Reform of Organizational Culture. She Ji: The Journal of Design, Economics, and Innovation 1, 1 (Sept. 2015), 5–21. https://doi.org/10.1016/j.sheji.2015.09.003Google ScholarGoogle ScholarCross RefCross Ref
  12. Marion Buchenau and Jane Fulton Suri. 2000. Experience prototyping. In Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques. 424–433.Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. Bruce Burton, Margret Lepp, Morag Morrison, and John O’Toole. 2015. Acting to manage conflict and bullying through evidence-based strategies. Springer.Google ScholarGoogle Scholar
  14. Stuart Candy and Jake Dunagan. 2016. The experiential turn. Human Futures 1, 1 (2016), 26–29.Google ScholarGoogle Scholar
  15. Stuart Candy and Jeff Watson. 2015. The thing from the future. The APF methods anthologyLondon: Association of Professional Futurists (2015).Google ScholarGoogle Scholar
  16. Cornelius Castoriadis. 1997. The Imaginary Institution of Society. MIT Press.Google ScholarGoogle Scholar
  17. Kennedy Chinyowa. 2012. A question of difference: Understanding conflict management through applied drama. Drama Research: International Journal of Drama in Education 3, 1(2012), 1–15.Google ScholarGoogle Scholar
  18. Eun Kyoung Choe, Nicole B. Lee, Bongshin Lee, Wanda Pratt, and Julie A. Kientz. 2014. Understanding quantified-selfers’ practices in collecting and exploring personal data. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems(CHI ’14). Association for Computing Machinery, Toronto, Ontario, Canada, 1143–1152. https://doi.org/10.1145/2556288.2557372Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. Stephen Coleman and John Gøtze. 2001. Bowling together: Online public engagement in policy deliberation. Hansard Society London.Google ScholarGoogle Scholar
  20. Stephen Coleman, Kruakae Pothong, and Sarah Weston. 2018. Dramatizing Deliberation: A method for encouraging young people to think about their rights. Journal of Public Deliberation 14, 1 (June 2018). https://www.publicdeliberation.net/jpd/vol14/iss1/art2Google ScholarGoogle Scholar
  21. Ella Dagan, Elena Márquez Segura, Ferran Altarriba Bertran, Miguel Flores, and Katherine Isbister. 2019. Designing’True Colors’ A Social Wearable that Affords Vulnerability. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. 1–14.Google ScholarGoogle ScholarDigital LibraryDigital Library
  22. Sebastian Deterding and José Zagal. 2018. Role-Playing Game Studies: Transmedia Foundations. Routledge.Google ScholarGoogle Scholar
  23. DGOV Foundation. [n.d.]. Distributed Governance Network (#dgov). https://dgov.foundationGoogle ScholarGoogle Scholar
  24. John S. Dryzek. 2009. Democratization as Deliberative Capacity Building. Comparative Political Studies 42, 11 (Nov. 2009), 1379–1402. https://doi.org/10.1177/0010414009332129 Publisher: SAGE Publications Inc.Google ScholarGoogle Scholar
  25. Chris Elsden, David Chatting, Abigail C Durrant, Andrew Garbett, Bettina Nissen, John Vines, and David S Kirk. 2017. On speculative enactments. In Proceedings of the 2017 CHI conference on human factors in computing systems. 5386–5399.Google ScholarGoogle ScholarDigital LibraryDigital Library
  26. Chris Elsden, Abigail C. Durrant, David Chatting, and David S. Kirk. 2017. Designing Documentary Informatics. In Proceedings of the 2017 Conference on Designing Interactive Systems(DIS ’17). Association for Computing Machinery, Edinburgh, United Kingdom, 649–661. https://doi.org/10.1145/3064663.3064714Google ScholarGoogle ScholarDigital LibraryDigital Library
  27. Chris Elsden, David Kirk, Mark Selby, and Chris Speed. 2015. Beyond Personal Informatics: Designing for Experiences with Data. In Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems(CHI EA ’15). Association for Computing Machinery, Seoul, Republic of Korea, 2341–2344. https://doi.org/10.1145/2702613.2702632Google ScholarGoogle ScholarDigital LibraryDigital Library
  28. Chris Elsden, Mark Selby, Abigail Durrant, and David Kirk. 2016. Fitter, happier, more productive: what to ask of a data-driven life. Interactions 23, 5 (Aug. 2016), 45. https://doi.org/10.1145/2975388Google ScholarGoogle ScholarDigital LibraryDigital Library
  29. Kim Fortun and Mike Fortun. 2005. Scientific Imaginaries and Ethical Plateaus in Contemporary U.S. Toxicology. American Anthropologist 107, 1 (2005), 43–54. https://doi.org/10.1525/aa.2005.107.1.043 _eprint: https://anthrosource.onlinelibrary.wiley.com/doi/pdf/10.1525/aa.2005.107.1.043.Google ScholarGoogle ScholarCross RefCross Ref
  30. Batya Friedman and David G. Hendry. 2019. Value Sensitive Design. MIT Press. https://mitpress.mit.edu/books/value-sensitive-designGoogle ScholarGoogle Scholar
  31. Batya Friedman and Peter H. Kahn. 1992. Human agency and responsible computing: Implications for computer system design. Journal of Systems and Software 17, 1 (Jan. 1992), 7–14. https://doi.org/10.1016/0164-1212(92)90075-UGoogle ScholarGoogle ScholarDigital LibraryDigital Library
  32. D. Graeber. 2001. Toward an Anthropological Theory of Value: The False Coin of Our Own Dreams. Springer.Google ScholarGoogle Scholar
  33. Jamie Harper. 2019. Meaningful play: applying game and play design practices to promote agency in participatory performance. International Journal of Performance Arts and Digital Media 15, 3 (Sept. 2019), 360–374. https://doi.org/10.1080/14794713.2019.1633148 Publisher: Routledge _eprint: https://doi.org/10.1080/14794713.2019.1633148.Google ScholarGoogle ScholarCross RefCross Ref
  34. HDI. 2018. What is Human-Data Interaction?https://hdi-network.org/intro_to_hdi/Google ScholarGoogle Scholar
  35. Dorothy Heathcote. 1970. How does drama serve thinking, talking, and writing?Elementary English 47, 8 (1970), 1077–1081.Google ScholarGoogle Scholar
  36. Dorothy Heathcote and Phyl Herbert. 1985. A drama of learning: Mantle of the expert. Theory into practice 24, 3 (1985), 173–180.Google ScholarGoogle Scholar
  37. Giulio Iacucci, Kari Kuutti, and Mervi Ranta. 2000. On the move with a magic thing: role playing in concept design of mobile services and devices. In Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques. 193–202.Google ScholarGoogle ScholarDigital LibraryDigital Library
  38. Sheila Jasanoff and Sang-Hyun Kim. 2009. Containing the Atom: Sociotechnical Imaginaries and Nuclear Power in the United States and South Korea. Minerva 47, 2 (June 2009), 119. https://doi.org/10.1007/s11024-009-9124-4Google ScholarGoogle ScholarCross RefCross Ref
  39. Staffan Jonsson, Markus Montola, Annika Waern, and Martin Ericsson. 2006. Prosopopeia: experiences from a pervasive Larp. In Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology(ACE ’06). Association for Computing Machinery, Hollywood, California, USA, 23–es. https://doi.org/10.1145/1178823.1178850Google ScholarGoogle ScholarDigital LibraryDigital Library
  40. Jesper Juul. 2005. Half-Real: Video Games between Real Rules and Fictional Worlds. MIT Press.Google ScholarGoogle ScholarDigital LibraryDigital Library
  41. Eminegül Karababa and Dannie Kjeldgaard. 2013. Value in marketing: Toward sociocultural perspectives. Marketing Theory (Aug. 2013). https://doi.org/10.1177/1470593113500385 Publisher: SAGE PublicationsSage UK: London, England.Google ScholarGoogle Scholar
  42. Rob Kitchin. 2014. The Data Revolution: Big Data, Open Data, Data Infrastructures and Their Consequences. SAGE. Google-Books-ID: GfOICwAAQBAJ.Google ScholarGoogle Scholar
  43. Rob Kitchin and Tracey Lauriault. 2014. Towards Critical Data Studies: Charting and Unpacking Data Assemblages and Their Work. SSRN Scholarly Paper. Social Science Research Network, Rochester, NY. https://papers.ssrn.com/abstract=2474112Google ScholarGoogle Scholar
  44. Laura M. Koesten, Emilia Kacprzak, Jenifer F. A. Tennison, and Elena Simperl. 2017. The Trials and Tribulations of Working with Structured Data: -a Study on Information Seeking Behaviour. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems(CHI ’17). Association for Computing Machinery, Denver, Colorado, USA, 1277–1289. https://doi.org/10.1145/3025453.3025838Google ScholarGoogle ScholarDigital LibraryDigital Library
  45. LARPtronics. 2014. Gauntlet at Stage Three. https://www.youtube.com/watch?v=XZMgy1YSkmUGoogle ScholarGoogle Scholar
  46. LARPtronics. 2016. LARPtronics Monocle. https://www.youtube.com/watch?v=3lOE2z_hW8wGoogle ScholarGoogle Scholar
  47. Susan Leigh Star. 2010. This is Not a Boundary Object: Reflections on the Origin of a Concept. Science, Technology, & Human Values 35, 5 (Sept. 2010), 601–617. https://doi.org/10.1177/0162243910377624 Publisher: SAGE Publications Inc.Google ScholarGoogle ScholarCross RefCross Ref
  48. Ian Li, Anind Dey, and Jodi Forlizzi. 2010. A stage-based model of personal informatics systems. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems(CHI ’10). Association for Computing Machinery, Atlanta, Georgia, USA, 557–566. https://doi.org/10.1145/1753326.1753409Google ScholarGoogle ScholarDigital LibraryDigital Library
  49. Simon Lindgren. 2017. Digital Media and Society. Sage Publications Ltd.Google ScholarGoogle Scholar
  50. Deborah Lupton. 2016. The Quantified Self. John Wiley & Sons. Google-Books-ID: GWdNDwAAQBAJ.Google ScholarGoogle Scholar
  51. Deborah Lupton. 2020. Data mattering and self-tracking: what can personal data do?Continuum 34, 1 (Jan. 2020), 1–13. https://doi.org/10.1080/10304312.2019.1691149 Publisher: Routledge _eprint: https://doi.org/10.1080/10304312.2019.1691149.Google ScholarGoogle Scholar
  52. David Lyon. 2015. Surveillance After Snowden. John Wiley & Sons.Google ScholarGoogle Scholar
  53. James Mansbridge, James Bohman, Simone Chambers, Thomas Christiano, Archon Fung, John Parkinson, Dennis F. Thompson, and Mark E. Warren. 2012. A systemic approach to deliberative democracy. In Deliberative Systems: Deliberative Democracy at the Large Scale, John Parkinson and Jane Mansbridge (Eds.). Cambridge University Press. Google-Books-ID: uIUhAwAAQBAJ.Google ScholarGoogle Scholar
  54. Elena Márquez Segura, James Fey, Ella Dagan, Samvid Niravbhai Jhaveri, Jared Pettitt, Miguel Flores, and Katherine Isbister. 2018. Designing future social wearables with live action role play (larp) designers. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. 1–14.Google ScholarGoogle ScholarDigital LibraryDigital Library
  55. Elena Márquez Segura, Katta Spiel, Karin Johansson, Jon Back, Z O Toups, Jessica Hammer, Annika Waern, Theresa Jean Tanenbaum, and Katherine Isbister. 2019. Larping (Live Action Role Playing) as an Embodied Design Research Method. In Companion Publication of the 2019 on Designing Interactive Systems Conference 2019 Companion. 389–392.Google ScholarGoogle ScholarDigital LibraryDigital Library
  56. Phoebe Moore and Andrew Robinson. 2016. The quantified self: What counts in the neoliberal workplace. New Media & Society 18, 11 (Dec. 2016), 2774–2792. https://doi.org/10.1177/1461444815604328 Publisher: SAGE Publications.Google ScholarGoogle Scholar
  57. Phoebe V. Moore. 2017. The Quantified Self in Precarity: Work, Technology and What Counts. Routledge. Google-Books-ID: de80DwAAQBAJ.Google ScholarGoogle Scholar
  58. Morag Morrison, Elin Nilsson, and Margret Lepp. 2013. Bringing the personal to the professional: Pre-service teaching students explore conflict through an applied drama approach. Applied Theatre Research 1, 1 (2013), 63–76.Google ScholarGoogle ScholarCross RefCross Ref
  59. William Odom, John Zimmerman, Scott Davidoff, Jodi Forlizzi, Anind K Dey, and Min Kyung Lee. 2012. A fieldwork of the future with user enactments. In Proceedings of the Designing Interactive Systems Conference. 338–347.Google ScholarGoogle ScholarDigital LibraryDigital Library
  60. John O’Toole, Bruce Burton, and Anna Plunkett. 2004. Cooling conflict: A new approach to managing bullying and conflict in schools. Pearson Education Australia.Google ScholarGoogle Scholar
  61. Kruakae Pothong. 2020. Youth Jury Policy Deliberation: Towards a Fair and Responsible Internet - Pothong - 2020 - Children & Society - Wiley Online Library. https://onlinelibrary.wiley.com/doi/full/10.1111/chso.12359Google ScholarGoogle Scholar
  62. Larissa Pschetz, Billy Dixon, Kruakae Pothong, Arlene Bailey, Allister Glean, Luis Lourenço Soares, and Jessica A. Enright. 2020. Designing Distributed Ledger Technologies for Social Change: The Case of CariCrop. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems(CHI ’20). Association for Computing Machinery, Honolulu, HI, USA, 1–12. https://doi.org/10.1145/3313831.3376364Google ScholarGoogle ScholarDigital LibraryDigital Library
  63. Larissa Pschetz, Kruakae Pothong, and Chris Speed. 2019. Autonomous Distributed Energy Systems | Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. Glasgow, Scotland, UK, 1–14. https://doi.org/10.1145/3290605.3300617Google ScholarGoogle ScholarDigital LibraryDigital Library
  64. Stuart Reeves, Christian Greiffenhagen, Martin Flintham, Steve Benford, Matt Adams, Ju Row Farr, and Nicholas Tandavantij. 2015. I’d Hide You: Performing live broadcasting in public. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems. 2573–2582.Google ScholarGoogle ScholarDigital LibraryDigital Library
  65. John Rooksby, Mattias Rost, Alistair Morrison, and Matthew Chalmers. 2014. Personal tracking as lived informatics. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems(CHI ’14). Association for Computing Machinery, Toronto, Ontario, Canada, 1163–1172. https://doi.org/10.1145/2556288.2557039Google ScholarGoogle ScholarDigital LibraryDigital Library
  66. Elena Márquez Segura, Katherine Isbister, Jon Back, and Annika Waern. 2017. Design, appropriation, and use of technology in larps. In Proceedings of the 12th International Conference on the Foundations of Digital Games. 1–4.Google ScholarGoogle ScholarDigital LibraryDigital Library
  67. Jagdish N. Sheth, Bruce I. Newman, and Barbara L. Gross. 1991. Why we buy what we buy: A theory of consumption values. Journal of Business Research 22, 2 (March 1991), 159–170. https://doi.org/10.1016/0148-2963(91)90050-8Google ScholarGoogle ScholarCross RefCross Ref
  68. David Simkins. 2015. The Arts of LARP: Design, Literacy, Learning and Community in Live-Action Role Play.Google ScholarGoogle Scholar
  69. Chris Speed and Deborah Maxwell. 2015. Designing through value constellations. Interactions 22, 5 (Aug. 2015), 38–43. https://doi.org/10.1145/2807293Google ScholarGoogle ScholarDigital LibraryDigital Library
  70. Chris Speed, Bettina Nissen, Larissa Pschetz, Dave Murray-Rust, Hadi Mehrpouya, and Shaune Oosthuizen. 2019. Designing New Socio-Economic Imaginaries. The Design Journal 22, sup1 (April 2019), 2257–2261. https://doi.org/10.1080/14606925.2019.1595023Google ScholarGoogle ScholarCross RefCross Ref
  71. Susan Leigh Star and James R. Griesemer. 1989. Institutional Ecology, ‘Translations’ and Boundary Objects: Amateurs and Professionals in Berkeley’s Museum of Vertebrate Zoology, 1907-39. Social Studies of Science 19, 3 (Aug. 1989), 387–420. https://doi.org/10.1177/030631289019003001 Publisher: SAGE Publications Ltd.Google ScholarGoogle ScholarCross RefCross Ref
  72. Jürg Steiner. 2012. The foundations of deliberative democracy: Empirical research and normative implications. Cambridge University Press.Google ScholarGoogle Scholar
  73. Jaakko Stenros and Markus Montola (Eds.). 2010. Nordic LARP (1st print ed.). Fea Livia, Stockholm.Google ScholarGoogle Scholar
  74. Unlock Blockchain. 2020. Web3 Foundation launches its Flagship Polkadot protocol. https://www.unlock-bc.com/news/2020-05-28/web3-foundation-launches-its-flagship-polkadot-protocolGoogle ScholarGoogle Scholar
  75. Loïs Vanhée, Elena Márquez Segura, and Katherine Isbister. 2018. Firefly: A social wearable to support physical connection of larpers. In Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems. 1–4.Google ScholarGoogle ScholarDigital LibraryDigital Library
  76. Annika Waern, Paulina Rajkowska, Karin B Johansson, Jon Bac, Jocelyn Spence, and Anders Sundnes Løvlie. 2020. Sensitizing Scenarios: Sensitizing Designer Teams to Theory. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. 1–13.Google ScholarGoogle ScholarDigital LibraryDigital Library
  77. Jayne Wallace, John McCarthy, Peter C. Wright, and Patrick Olivier. 2013. Making design probes work. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems(CHI ’13). Association for Computing Machinery, Paris, France, 3441–3450. https://doi.org/10.1145/2470654.2466473Google ScholarGoogle ScholarDigital LibraryDigital Library
  78. Etienne Wenger. 2010. Communities of Practice and Social Learning Systems: the Career of a Concept. In Social Learning Systems and Communities of Practice, Chris Blackmore (Ed.). Springer, London, 179–198. https://doi.org/10.1007/978-1-84996-133-2_11Google ScholarGoogle Scholar
  79. Bo Westerlund and Katarina Wetter-Edman. 2017. Dealing with wicked problems, in messy contexts, through prototyping. The Design Journal 20, sup1 (July 2017), S886–S899. https://doi.org/10.1080/14606925.2017.1353034 Publisher: Routledge _eprint: https://doi.org/10.1080/14606925.2017.1353034.Google ScholarGoogle Scholar
  80. Nick K T Yip. 2012. Making qualitative decisions from quantitative cues: Understanding the customers’ willingness to pay. Journal of Revenue and Pricing Management 11, 5 (Sept. 2012), 562–566. https://doi.org/10.1057/rpm.2012.18Google ScholarGoogle ScholarCross RefCross Ref
  81. Professor Shoshana Zuboff. 2019. The Age of Surveillance Capitalism: The Fight for a Human Future at the New Frontier of Power(main edition ed.). Profile Books, London.Google ScholarGoogle Scholar

Recommendations

Comments

Login options

Check if you have access through your login credentials or your institution to get full access on this article.

Sign in
  • Published in

    cover image ACM Conferences
    DIS '21: Proceedings of the 2021 ACM Designing Interactive Systems Conference
    June 2021
    2082 pages
    ISBN:9781450384766
    DOI:10.1145/3461778

    Copyright © 2021 ACM

    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    • Published: 28 June 2021

    Permissions

    Request permissions about this article.

    Request Permissions

    Check for updates

    Qualifiers

    • research-article
    • Research
    • Refereed limited

    Acceptance Rates

    Overall Acceptance Rate1,158of4,684submissions,25%

    Upcoming Conference

    DIS '24
    Designing Interactive Systems Conference
    July 1 - 5, 2024
    Copenhagen , Denmark
  • Article Metrics

    • Downloads (Last 12 months)54
    • Downloads (Last 6 weeks)5

    Other Metrics

PDF Format

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

HTML Format

View this article in HTML Format .

View HTML Format