論文アブストラクト： The large majority of reputation systems use features such as star ratings and reviews to give users a reputation in online peer-to-peer markets. Both have been shown to be effective for signaling trustworthiness. However, the exact extent to which these features can change perceptions of users' trustworthiness remains an open question. Using data from an online experiment conducted on Airbnb users, we investigate which of the two types of reputation information --average star rating or the number of reviews --is more important for signaling a user's trustworthiness. We find that the relative effectiveness of ratings and reviews differ depending on whether reputation has a strong or a weak differentiation power. Our findings show that reputation effects are contingent on and susceptible to the context created by the alternative choices presented to users, highlighting how reputation information is displayed can drastically alter their efficacy for engendering trust.
論文アブストラクト： Interfaces are commonly designed from the perspective of individual users, even though most of the systems we use in everyday life are in fact shared. We argue that more attention is needed for system sharing, especially because interfaces are known to influence coordination of shared use. In this work, we aim to deepen the understanding of this relation. To do so, we design three interfaces for a shared lighting system that vary in the type of social information they allow people to share with others and in their overall interaction style. We systematically compare longitudinal and real-life use of the interfaces, evaluating (1) people's appraisal of three types of social information and (2) the influence of an interaction style on coordination of shared use. The results disclose relations between the interface and the amount of verbal communication, consideration, and accountability. With this work, we urge the need for interaction designers to consider shared use.
論文アブストラクト： Designing wearable technology that supports physical and social engagement in a collocated setting is challenging. In this research, we reached out to an expert community of crafters of social experiences: larpers (live action role players). Larpers and larp designers have a longstanding tradition of designing and making use of a variety of elements, such as costumes, physical objects, environments, and recently also digital artifacts. These are crafted in support of co-experience values that we argue can inform the design of social wearables. We engaged in a co-design process with a game designer and co-founder of a larp production company, and embedded the resulting social wearables in a larp. Here, we present the results of this design and implementation process, and articulate design affordances that resonate with our larp designer' values. This work may inspire and inform researchers and designers creating wearable technology that is aimed at supporting collocated engagement.
論文アブストラクト： Online question-and-answer (Q&A) communities like Stack Overflow have norms that are not obvious to novice users. Novices create and post programming questions without feedback, and the community enforces site norms through public downvoting and commenting. This can leave novices discouraged from further participation. We deployed a month long, just-in-time mentorship program to Stack Overflow in which we redirected novices in the process of asking a question to an on-site Help Room. There, novices received feedback on their question drafts from experienced Stack Overflow mentors. We present examples and discussion of various question improvements including: question context, code formatting, and wording that adheres to on-site cultural norms. We find that mentored questions are substantially improved over non-mentored questions, with average scores increasing by 50%. We provide design implications that challenge how socio-technical communities onboard novices across domains.
https://youtu.be/2M04M0LFvbg プログラミングQAサイトStack Overflowに、初心者が質問を投稿する前に質問文の見直しを促すヘルプデスクを設置したところ、質問の質が上がった。