This paper aims to explain why people are motivated to contribute to the Wikipedia project. A comprehensive analysis of the motivations of Wikipedians is conducted using the iterative methodology developed by Batya Friedman and Peter Kahn in Value Sensitive Design and Information Systems and co-developed by Nissenbaum and Friedman in Bias in Computer Systems . The Value Sensitive Design (VSD) approach consists of three stages: Empirical Investigation, Conceptual Investigation, and Technical Investigation. During the empirical phase, motivations of the contributors to Wikipedia are identified through analysis of data from two published surveys and a pilot survey conducted at New York University. The underlying values behind these motivations are then defined in the conceptual phase of the study. Finally, a technical investigation is conducted in order to determine how features of the Wiki technology support and facilitate these values.
This paper presents a large-scale study of Do-It-Yourself (DIY) communities, cultures and projects. We focus on the adoption and appropriation of human-computer interaction and collaboration technologies and their role in motivating and sustaining communities of builders, crafters and makers. Our survey of over 2600 individuals across a range of DIY communities (Instructables, Dorkbot, Craftster, Ravelry, Etsy, and Adafruit) reveals a unique set of values, emphasizing open sharing, learning, and creativity over profit and social capital. We derive design implications to embed these values into other everyday practices, and hope that our work serves to engage CHI practitioners with DIY expert amateurs.
No abstract
Spectacle computing is a novel strategy for vibrantly projecting information into the public sphere using expressive and tangible media. We demonstrate an example of this computing meme with large, glowing balloons that change color based on input from attached air quality sensors (exhaust, diesel, or volatile organic compounds). In two public installations (city street and public park) and a deployment with six everyday citizens, we invited stakeholders to playfully explore and actively participate in visualizing surrounding air quality. We also created a do-ityourself (DIY) kit that includes a printed circuit board, electronic parts and instructions for building the air quality balloons. In a workshop, six non-expert users successfully assembled functional balloons, validating our technology as a DIY tool for public air quality visualization. Our deployments and workshop highlight play and spectacle as essential elements for public participation and activism. We outline design guidelines for future spectacle computing projects that engage stakeholders with environmental data and empower them to transform urban landscapes.
Sensing has played a significant role in the evolution of ubiquitous computing systems, enabling many of today's compelling interactive and ubiquitous experiences. In this paper, we argue for expanding the current landscape of sensing to include living organisms such as plants and animals, along with traditional tools and digital devices. We present a field study of ten individuals who routinely work with living organisms such as plants, fish, reptiles and bees, and rely on these organisms as well as analog instruments and digital sensors to infer environmental conditions and inform future actions. Our findings offer a new perspective on everyday biomarkers, and we use the lens of organic and non-digital sensing to reflect on current sensing paradigms in ubiquitous computing. We conclude with three opportunity areas to help frame future work in ubiquitous sensing: (1) incorporating traditional technologies and living systems into ubiquitous sensing applications, (2) developing information technologies that teach new ways of 'seeing', and (3) supporting richer forms of metadata to unite stakeholders through their actions, interests and concerns.
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