Christine SatchellPh.D
Personal Homepage:
eprints.qut.edu.au/view/person/Satchell,_Christine.html
Current place of employment:
Queensland University of Technology and Interaction Design Group at The University of Melbourne Senior Researcher at Queensland University of Technology (QUT) and Honorary Research Fellow with the Interaction Design Group at The University of Melbourne. Currently working on a three year ARC Linkage Grant at QUT called ‘Swarms for Urban Villages: New Media Design to Augment Social Networks of Residents in Inner-City Developments.’ Technical Program Co-chair for OZCHI 2008. http://ozchi.org/
Publications by Christine Satchell (bibliography)
» 2008 «
Satchell, Christine (2008): Cultural theory and real world design: Dystopian and Utopian Outcomes. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 1593-1602. Available online
When exploring a topic as intangible as the construction of mobile social networks it is necessary to look at how relationships are formed and at the way users identify themselves through their interactions. The theoretically informed discourses within cultural theory make an ideal lens for understanding these subtle nuances of use in terms of design. This paper describes a case study where the application of abstract cultural theory concepts to the practical act of analysing qualitative data from a user study resulted in the development of The Swarm mobile phone prototypes. By signposting the intersection of cultural theory within HCI, the value of a philosophically grounded mobile phone design space is highlighted. To uncover reactions to the design we explored the blogs that sprung up critiquing an online version of The Swarm and in doing so, discovered the at times subversive values (such as the need to lie) that users place on their mobile mediated interactions.
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Paulos, Eric, Foth, Marcus, Satchell, Christine, Kim, Younghui, Dourish, Paul and Choi, Jaz Hee-jeong (2008): Ubiquitous Sustainability: Citizen Science & Activism. In: In Proceedings Tenth International Conference on Ubiquitous Computing UbiComp 2008, Seoul, South Korea. . Available online
In this workshop we propose to explore new approaches to bring about real environmental change by looking at the success of empowering technologies that enable grassroots activism and bottom up community participation. Ubiquitous computing is transforming from being mostly about professional communication and social interaction to a sensor rich personal measurement platform that can empower individuals and groups to gain an awareness of their surroundings, engage in grassroots activism to promote environmental change, and enable a new social paradigm – citizen science. This workshop brings together fresh ideas and approaches to help elevate individuals to have a powerful voice in society, to act as citizen scientists, and collectively learn and lobby for change worldwide.
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Foth, Marcus, Paulos, Eric, Satchell, Christine and Dourish, Paul (2008): Pervasive computing and environmental sustainability : two conference workshops. In IEEE Pervasive Computing, 8 (1) pp. 78-81
Two workshops held at Pervasive 2008 and UbiComp 2008 brought together people who work on pervasive computing and HCI to tackle ecological concerns and use their expertise, skills, and insights to contribute to society’s sustainability and well-being.
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Satchell, Christine (2008): Cultural theory and design: identifying trends by looking at the action in the periphery. In Interactions, 15 (6) pp. 23-25
Cultural theory helps us understand users’ needs and desires; it sheds light on why people are likely to adopt one trend but not another and helps indicate what cultural influences are shaping society at any given time. It points out things like why our love for the iPod extends beyond its functionality as an MP3 player and includes our collective embrace of its distinctive white headphone cords. So although design practice has ways of understanding technological features—and of eliciting user needs—cultural theory helps to illustrate the symbolic value of technological artifacts, which is often at least as important to their adoption and use as their instrumental functions. This makes it a viable way for a designer of new technologies to produce a well-received product or service.
The use of cultural theory in the design process is not necessarily about telling designers to “do” something different. Instead, like other theories, it is about thinking differently. The use of cultural theory is being applied in the development of a mobile phone prototype called Swarm [1], illustrating how different conceptual thinking can lead to actual results. This is followed by speculation about how this type of thinking can be applied as part of the design process.
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Satchell, Christine, Foth, Marcus, Hearn, Greg and Schroeter, Ronald (2008): Suburban nostalgia: the community building potential of urban screens. In: Proceedings of OZCHI08 - the CHISIG Annual Conference on Human-Computer Interaction 2008. pp. 243-246. Available online
Urbanely nomadic residents are increasingly forgoing the potential of locale based serendipitous encounters in favour of digitally mediated interactions within their walled garden of existing social networks. This limits a sense of community in urban neighbourhoods to members of one's social network, but what of interactions with those outside of these networks, such as inhabitants of residential spaces? We report on our pilot study of open ended interviews which investigates the different user archetypes whose needs we consider when designing social technology for urban spaces. We propose a design to extend the sense of community in urban neighbourhoods beyond pure network sociality. Through a lens of 'suburban nostalgia' we envision how neighbourhood interactions might be retrofitted in new ways through civic engagement in the enhancement of environments.
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» 2007 «
Graham, Connor, Satchell, Christine, Rouncfield, Mark and Benda, Peter (2007): Lessons From Failure: Re-conceiving Blogging as Personal Change Support. In: Proceedings DUX: Conference on Design for User Experience November 5–7, 2007, Chicago, USA. . Available online
This paper reports on research-driven design of quite ordinary social technologies. It describes an exploratory field study involving re-conceiving a social technology designed to operate across devices and networks – Nokia LifeBlog – to support life change. Here we briefly describe LifeBlog’s design and summarise results of a field study of its extended use by people trying to quit smoking. Through this summary we reflect on how issues of personal disclosure, connectedness, visibility, awareness, accountability and privacy are critical to LifeBlog’s design for this problem space. Although we clearly document some notable features of failure, both of the technology and the quit attempts, understanding the nuances and subtleties of failure highlights important design considerations. Finally, we present and describe some possible enhancements to LifeBlog and a specific set of (albeit untested) design ideas emerging from: a design workshop involving the participants in the field study; and a desktop design exercise.
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Satchell, Christine (2007): Lessons from failure: re-conceiving blogging as personal change support. In: Proceedings of DUX07 Designing for User eXperiences 2007. p. 22. Available online
This paper reports on research-driven design of social technologies. It describes an exploratory field study evaluating and re-conceiving blogging technologies -- a mobile phone, a mobile blog, a Weblog and synchronization software -- to support personal change, in this case quitting smoking. We briefly describe the design of the blogging technologies and summarise the outcomes of their extended use by four people trying to quit smoking in terms of technology usage, domestication and acceptance and, smoking cessation. We then document some notable features of failure, both of the technology and the quit attempts, describing how understanding the nuances and subtleties of failure highlights important design considerations. Finally, we present some methodological and design recommendations emerging from: a design workshop involving the participants in the field study; and a desktop design exercise.
Copyrights may apply
» 2006 «
Satchell, Christine (2006): Cultural theory: from armchair critic to star performer. In: Kjeldskov, Jesper and Paay, Jane (eds.) Proceedings of OZCHI06, the CHISIG Annual Conference on Human-Computer Interaction 2006. pp. 199-204. Available online
When designing mobile technologies for young people in social situations, there is a need for methodological approaches that allow the researcher to capture the intricacies of use within the context of day-to-day situations. As will be discussed in this paper, one of the most effective ways of achieving this is through the use of multi-disciplinary methodologies provided by HCI. However, while traditional approaches usually draw on ethnography or psychology for the sociology component, the study reported on in this paper, inspired by the work being conducted within the emerging field of Critical Technical Practice, introduces cultural theory into the multi-disciplinary mix of a user centered design project. The result is the development of the Swarm mobile phone prototype.
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Satchell, Christine, Shanks, Graeme, Howard, Steve and Murphy, John (2006): Beyond security: implications for the future of federated digital identity management systems. In: Kjeldskov, Jesper and Paay, Jane (eds.) Proceedings of OZCHI06, the CHISIG Annual Conference on Human-Computer Interaction 2006. pp. 313-316. Available online
Federated identity management is often viewed by corporations as a solution to support secure online commerce by synthesising complex and fragmented user information into a single entity. However previous research (Satchell et al 2006) has revealed a new set of end user needs for the design of identity management systems. This paper explores these needs from an identity management provider perspective, finds both alignment and divergence in needs and identifies a generational shift as a major cause of the differing needs. Whilst X and Y generations do not react strongly to concerns about digital identity theft or misappropriation of information, they seek to create and control their digital representations to be streamlined, portable across domains and revealing elements of their real life identity. There is still a considerable challenge for providers who must look beyond 'security' and 'authentication' to include 'user control', 'synthesis', 'portability' and 'personalisation' in the design of their systems.
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Satchell, Christine, Shanks, Graeme, Howard, Steve and Murphy, John (2006): Knowing Me – Knowing You. End User Perceptions of Digital Identity Management Systems. In: Proceedings of ECIS 2006, Göteborg, Sweden. .
Federated identity management systems synthesise complex and fragmented user information into a single entity. Literature from the identity management system providers note this integration extends many benefits to the end user and the privileges provided by digital identity authentication schemes have been well documented from this perspective. Less explored however, are the perceptions of federation from the user’s perspective. This paper attempts to address this gap by reporting on an empirical user study that examines the relationship between identity and technology. It emerges that while current federated systems satisfy user needs by allowing the construction of multiple digital data sets, the fragments of which are moored to a central identifier, they fail to provide the user with control over the capability to act in the ‘hatch’, ‘match’ and ‘dispatch’ phases of the digital identity lifecycle. Ultimately, this reduces the user’s trust in providers and results in reluctance to disclose personal details.
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Mar 19th, 2010
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