論文アブストラクト： Since Dourish's critique of 'implications for design' , researchers have asked how design and ethnography should or could relate in HCI. Here we reflect on two experiences with cross-informing ongoing ethnographic investigation with the early stages of research through design. One uses speculative design to reflect on and inform ethnographic fieldwork on busyness in middle-class familes; the other uses speculative design to complement late-stage analysis of a historical ethnography of rural technological infrastructure. Rather than trying to do away with the gap between ethnography and design by seamlessly integrating the two processes, we reworked the relationship between ethnography and design by closing the gap in the temporal workflows while simultaneously maintaining a distinction in the performance of the two roles. We found that this new gap resulted in a series of misunderstandings; but by putting the two roles in active dialogue, we were able leverage misunderstandings into mutual benefit.
論文アブストラクト： Speculative Enactments are a novel approach to speculative design research with participants. They invite the empirical analysis of participants acting amidst speculative but consequential circumstances. HCI as a broadly pragmatic, experience-centered, and participant-focused field is well placed to innovate methods that invite first-hand interaction and experience with speculative design projects. We discuss three case studies of this approach in practice, based on our own work: Runner Spotters, Metadating and a Quantified Wedding. In distinguishing Speculative Enactments we offer not just practical guidelines, but a set of conceptual resources for researchers and practitioners to critique the different contributions that speculative approaches make to HCI discourse.
HCIにおける投機的手法の使用を反映している． Runner Spotters，Metadating，Quantified Weddingの3つの例を通して投機的実践に対する経験中心のアプローチを提案している．
論文アブストラクト： What kind of stories and plots do researchers of Human Computer Interaction draw on when they make fictions? This paper applies the "basic plots" identified in the study of literature to scenarios, speculative design and design fiction. Traditional HCI scenarios employ the plot of "Overcoming the Monster" where the monster is some problem to be solved. Much of the commentary on critical, speculative or adversarial design also draws on this plot as it attempts to overcome monsters like public apathy or a lack of debate. Design Fiction more frequently takes the form of a "Voyage and Return" or a "Quest". The paper argues that a better understanding of plot and storytelling could contribute to more reflective research fiction.
論文アブストラクト： Understanding users becomes increasingly complicated when we grapple with various overlapping attributes of an individual's identity. In this paper we introduce intersectionality as a framework for engaging with the complexity of users' "and authors" "identities", and situating these identities in relation to their contextual surroundings. We conducted a meta-review of identity representation in the CHI proceedings, collecting a corpus of 140 manuscripts on gender, ethnicity, race, class, and sexuality published between 1982-2016. Drawing on this corpus, we analyze how identity is constructed and represented in CHI research to examine intersectionality in a human-computer interaction (HCI) context. We find that previous identity-focused research tends to analyze one facet of identity at a time. Further, research on ethnicity and race lags behind research on gender and socio-economic class. We conclude this paper with recommendations for incorporating intersectionality in HCI research broadly, encouraging clear reporting of context and demographic information, inclusion of author disclosures, and deeper engagement with identity complexities.