Organizational Unit:
School of Interactive Computing

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Now showing 1 - 3 of 3
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    Feminist HCI for real: designing technology in support of a social movement
    (Georgia Institute of Technology, 2012-08-20) Dimond, Jill Patrice
    How are technologies are designed and used tactically by activists? As the HCI community starts to contend with social inequalities, there has been debate about how HCI researchers should address approach this type of research. However, there is little research examining practitioners such as social justice activists who confront social problems, and are using technology, such as mobile phones, blogging, and social media to do so. In this dissertation, I build on this knowledge within the context of a social movement organization working to stop street harassment (harassment towards women and minorities in public) called Hollaback (ihollaback.org). I position myself as an action researcher doing research and building technologies such as mobile apps and a blogging platform to collect stories of harassment and to support activists. The organization has collected over 3000 stories and represents 50 different locales in 17 countries. Through a series of studies, I examined how technology impacts the organization, activists, and those who contribute stories of harassment. I found evidence that the storytelling platform helps participants fundamentally shift their cognitive and emotional orientation towards their experience and informs what activists do on the ground. My results suggest that doing activism using technology can help remove some barriers to participation but can also lower expectations for the amount of work required. I also looked at how different social media tactics can increase the number of followers and how traditional media plays a role in these tactics. My work contributes theoretically to the HCI community by building on social movement theory, feminist HCI, and action research methodology. My investigation also sheds light empirically on how technology plays a role in a social movement organization, and how it impacts those who participate.
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    Glitch game testers: the design and study of a learning environment for computational production with young African American males
    (Georgia Institute of Technology, 2012-03-30) DiSalvo, Betsy
    The implementation of a learning environment for young African American males, called the Glitch Game Testers, was launched in 2009. The development of this program was based on formative work that looked at the contrasting use of digital games between young African American males and individuals who chose to become computer science majors. Through analysis of cultural values and digital game play practices, the program was designed to intertwine authentic game development practices and computer science learning. The resulting program employed 25 African American male high school students to test pre-release digital games full-time in the summer and part-time in the school year, with an hour of each day dedicated to learning introductory computer science. Outcomes for persisting in computer science education are remarkable; of the 16 participants who had graduated from high school as of 2012, 12 have gone on to school in computing-related majors. These outcomes, and the participants' enthusiasm for engaging in computing, are in sharp contrast to the crisis in African American male education and learning motivation. The research presented in this dissertation discusses the formative research that shaped the design of Glitch, the evaluation of the implementation of Glitch, and a theoretical investigation of the way in which participants navigated conflicting motivations in learning environments.
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    Learning in public: information literacy and participatory media
    (Georgia Institute of Technology, 2009-07-06) Forte, Andrea
    This research examines new systems of information production that are made possible by participatory media. Such systems bring about two critical information literacy needs for the general public: to understand new systems in order to assess their products and to become adept participants in the construction of public information spaces. In this dissertation, I address both of these needs and propose a view of information literacy that situates the information literate as both consumer and producer. First, I examine a popular example of a new publishing system, Wikipedia, and present research that explains how the site is organized and maintained. I then turn my attention to the classroom and describe three iterations of design-based research in which I built new wiki tools to support publication activities and information literacy learning in formal educational contexts. I use the rhetorical notion of genre as an analytic lens for studying the use and impact of these new media in schools. Classroom findings suggest that the affordances of a wiki as an open, transparent publishing medium can support groups of writers in building a shared understanding of genre as they struggle with an unfamiliar rhetorical situation. I also demonstrate how writing on a public wiki for a broad audience was a particularly useful writing experience that brought about opportunities for reflection and learning. These opportunities include transforming the value of citation, creating a need to engage deeply with content, and providing both a need and a foundation for assessing information resources.