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  <title><![CDATA[GVU Brown Bag: CHI Preview Talks]]></title>
  <body><![CDATA[<p><strong>Susan P. Wyche: Deliberate Interactions: 
Characterizing Technology Use in Nairobi, Kenya</strong></p>
<p>We present results from a qualitative study examining how 
professionals  living and working in Nairobi, Kenya regularly use ICT in
 their everyday  lives. There are two contributions of this work for the
 HCI community.  First, we provide empirical evidence demonstrating 
constraints our  participants encountered when using technology in an 
infrastructure-poor  setting. These constraints are limited bandwidth, 
high costs, differing  perceptions of responsiveness, and threats to 
physical and virtual  security. Second, we use our findings to 
critically evaluate the  “access, anytime and anywhere” construct 
shaping the design of future  technologies. We present an alternative 
vision called deliberate  interactions—a planned and purposeful 
interaction style that involves  offline preparation—and discuss ways 
ICT can support this online usage  behavior.</p>
<p><strong>Marshini Chetty: Who's Hogging the Bandwidth: The Consequences of 
Revealing the Invisible  in the Home</strong></p>
<p>As more technologies enter the home, householders are burdened with 
the  task of digital housekeeping—managing and sharing digital resources
 like  bandwidth. In response to this, we created and evaluated a 
domestic  tool for bandwidth management called Home Watcher. Our field 
trial  showed that when resource contention amongst different household 
members  is made visible, people‟s understanding of bandwidth changes 
and  household politics are revealed. In this paper, we describe the  
consequences of showing real time resource usage in a home, and how this
  varies depending on the social make up of the household.</p>
<p><strong>Thomas N. Smyth: MOSES: Exploring New Ground in Media and 
Post-Conflict Reconciliation</strong></p>
<p>While the history of traditional media in post-conflict peace 
building  efforts is rich and well studied, the potential for 
interactive new  media technologies in this area has gone unexplored. In
 cooperation with  the Truth and Reconciliation Commission of Liberia, 
we have constructed  a novel interactive kiosk system, called MOSES, for
 use in that  country’s post-conflict reconciliation effort. The system 
allows the  sharing of video messages between Liberians throughout the 
country,  despite the presence of little or no communications 
infrastructure. In  this paper, we describe the MOSES system, including 
several innovative  design elements. We also present a novel design 
methodology we employed  to manage the various distances between our 
design team and the intended  user group in Liberia. Finally, we report 
on a qualitative study of the  system with 27 participants from 
throughout Liberia. The study found  that participants saw MOSES as 
giving them a voice and connecting them  to other Liberians throughout 
the country; that the system was broadly  usable by low-literate, novice
 users without human assistance; that the  embodied conversational agent
 used in our design shows considerable  promise; that users generally 
ascribed foreign involvement to the  system; and that the system 
encouraged heavily group-oriented usage.</p>
<p><strong>Ben Medler: The Implications of Improvisational Acting and 
Role-Playing on Design  Methodologies</strong></p>
<p>For decades designers have used theatre metaphors to describe design 
 methodologies and have used performance techniques to enhance the 
design  process, two of which are improvisational acting and 
role-playing.  Unfortunately, most design literature does not 
differentiate between  these two practices even while using them in 
combination with various  design methods. This paper discusses how 
improvisation and role-playing  have been employed during the design 
process and why they are distinct  from one another. The authors draw 
upon their current research involving  improvisational acting and 
compare it with other role-playing research  which examines role-playing
 from both a serious and entertainment angle.  They conclude through 
this comparison that both performance techniques  have their place in 
the design process and that more informed  definitions of each technique
 can aid designers in deciding which  technique’s properties will 
benefit them the most.</p>
        
        


    
            
                      
              <strong>Bios:&nbsp;</strong>
                    <p>Susan Wyche is a Human-Centered Computing Ph.D. 
Candidate in the School  of Interactive Computing at the Georgia 
Institute of Technology.&nbsp;Her  research investigates how technology can 
support a more diverse range of  activities than it currently does and 
how computing use varies among  different cultural groups.&nbsp;In her 
dissertation, she uses religion as a  lens to investigate technology use
 in different cultures. To do this she  has conducted design-oriented 
fieldwork in the U.S., Kenya and Brazil.  Prior to returning to school, 
she worked as a professional industrial  designer in the housewares 
industry. She has also worked as a design  researcher for Intel’s 
User-Centered Design Group, Microsoft Research  and S.C. Johnson Inc. 
Susan has master’s degree from Cornell University  and an undergraduate 
degree in Industrial Design from Carnegie Mellon  University.&nbsp;For more 
information about Susan's research  
visit:http://www.cc.gatech.edu/~spwyche/.</p>
<p>Marshini Chetty is a Human-Centered Computing PhD candidate, hailing 
 from South Africa originally. She received her Computer Science masters
  and bachelors degrees from the University of Cape Town in 2005, and  
2002. Her research focuses on understanding how people deal with  
everyday digital housekeeping in their homes. To this end, she has  
studied households in Atlanta, Seattle, and Cambridge UK. Currently, she
  is conducting a field study of Kermit, a visual home network prototype
  to open up design ideas for future domestic tools and technologies. 
Her  other interests include sustainability and human computer 
interaction  for development.</p>
<p>Thomas Smyth is a Ph.D student in the Technologies and International 
 Development Lab at GVU.&nbsp;His research focuses on new media technologies 
 and public discourse in the developing world.&nbsp;His recent projects  
include developing novel media technologies for post-conflict  
reconciliation in Liberia, and investigating media sharing practices in 
 urban India.</p>
<p>Ben Medler is a third year Ph.D. student in the Digital Media program
  focusing on video game studies. He worked for two years with Dr. Brian
  Magerko of LCC studying improvisational actors, exploring their  
behavioral habits and cognitive processes on stage. The focus of this  
work is to build virtual agents that can algorithmically improvise and  
think creatively, which has implications for a number of applications  
including digital games. In addition to his work with improv actors,  
Ben's thesis revolves around game analytics, the practice of collecting 
 and analyzing data collected from gameplay, and implications that arise
  from disseminating gameplay information.</p>]]></body>
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