Elizabeth Churchill
Elizabeth Churchill is a Principal Research Scientist and manager of the Internet Experiences group at Yahoo! Research. She previously worked at PARC, the Palo Alto Research Center, and before that at FXPAL, Fuji Xerox’s research lab based in Silicon Valley where she led the Social Computing Group. Elizabeth has a BSc in Experimental Psychology, an MSc in Knowledge Based Systems, both from the University of Sussex, and a PhD in Cognitive Science from the University of Cambridge. Her research focuses on how social technologies and social media are created, consumed, adopted and adapted in different (although sometimes overlapping) local and national cultures. She has co-designed several products that have been released in the US and in Japan, has co-edited 5 books, and has published within the areas of theoretical and applied psychology, cognitive science, human computer interaction and computer supported cooperative work, focusing on topics such as mediated collaboration, mobile connectivity, transmedia technologies, digital archive and memory, access control, online identity and impression management, and the development of emplaced media spaces. Elizabeth is a Distinguished Scientist of the ACM and is the current Vice President of the Association of Computing Machinery's (ACM) Special Interest Group on Computer Human Interaction (SigCHI).
Publications by Elizabeth Churchill (bibliography)
Bardzell, Shaowen, Churchill, Elizabeth, Bardzell, Jeffrey, Forlizzi, Jodi, Grinter, Rebecca and Tatar, Deborah (2011): Feminism and interaction design. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 1-4.
This workshop is aimed at exploring the issues at the intersection of feminist thinking and human computer interaction. Both feminism and HCI have made important contributions to social science in the past several decades, but though their potential for overlap seem high, they have not engaged each other directly until recently. In this workshop we will explore diverse -- and contentious -- ways that feminist perspectives can support user research, design ideation and problem framing, sketching and prototyping, and design criticism and evaluation. The workshop will include fast-moving mini-panels and hands-on group exercises emphasizing feminist interaction criticism and design ideation.
© All rights reserved Bardzell et al. and/or their publisher
Jain, Jhilmil, Courage, Catherine, Innes, Jon, Churchill, Elizabeth, Lund, Arnie and Rosenberg, Daniel (2011): Managing global UX teams. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 527-530.
In this interactive session a panel of experts from industry, consultancy and research labs will discuss emerging issues and unique challenges related to managing global user experience teams, and how these differ from other disciplines such as marketing, sales, engineering etc.
© All rights reserved Jain et al. and/or their publisher
Churchill, Elizabeth, Dray, Susan, Elliott, Ame, Larvie, Patrick and Siegel, David (2010): Addressing challenges in doing international field research. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 3127-3130.
This panel will discuss some of the key challenges in doing international field research including issues with planning, conducting, interpreting, and reporting on such research. Panelists will also share potential solutions and approaches they have used to try to deal with these challenges, and will discuss with the audience additional challenges that audience members have encountered, offering ideas on how to address these as appropriate.
© All rights reserved Churchill et al. and/or their publisher
Shneiderman, Ben, Churchill, Elizabeth, Fischer, Gerhard and Goldberg, Ken (2009): Promoting social creativity: a component of a national initiative for social participation. In: Proceedings of the 2009 Conference on Creativity and Cognition 2009. pp. 7-8.
This panel will discuss group processes that promote social creativity in science, engineering, arts, and humanities. We will offer positive and negative examples of social creativity projects, while suggesting research directions for dramatically increased social participation. The goal is to develop strategies that would expand resources and opportunities for research and education in social creativity. This requires our community to develop a unified position, then reach out to national science funding agencies, while building the case for the importance of this topic beyond our own community. How can social creativity, collaborative discovery, distributed innovation, and collective intelligence be framed as an international priority to cope with the problems of the 21st century and how can we identify a clear set of research challenges? The theme of technology-mediated social participation is outlined in the white paper for a National Initiative for Social Participation (http://iparticipate.wikispaces.com). The white paper suggests that successful research challenges should have three key elements: (1) compelling national need (healthcare, national security, community safety, education, innovation, cultural heritage, energy sustainability, environmental protection, etc.), (2) scientific foundation based on established theories and well-defined research questions (privacy, reciprocity, trust, motivation, recognition, etc.), and (3) computer science research challenges (security, privacy protection, scalability, visualization, end-user development, distributed data handling for massive user-generated content, network analysis of community evolution, cross network comparison, etc.). We seek recommendations for ways to increase the resources and attention for this field. We hope to inspire: * universities to change course content, add courses, and offer new degree programs * industry to help researchers on social creativity * government to support these ideas and try them out in government applications * scientists and artists to open themselves to more social/collaborative approaches
© All rights reserved Shneiderman et al. and/or their publisher
Churchill, Elizabeth (2008): What's in a name?: idioms, metaphors, and design. In Interactions, 15 (1) pp. 6-10.
Churchill, Elizabeth and Ubois, Jeff (2008): Designing for digital archives. In Interactions, 15 (2) pp. 10-13.
Lam, Shyong (Tony) K. and Churchill, Elizabeth (2007): The social web: global village or private cliques?. In: Proceedings of DUX07 Designing for User eXperiences 2007. p. 16.
Rhetorics of Web 2.0 emphasize the sharing of user generated content. But how much content is actually openly shared? Is the Web really an open arena for content, or more suited to sharing in small groups? Will sharing change as more people become aware of potential legal and social pitfalls? Will media services increasingly be used for personal archive? As designers, we need to understand how individuals are making decisions about what to share, and with whom to share. We need to be cognizant of possible differences in social and cultural norms among different populations. We present a sketch of sharing defaults on a number of well-known social sites, and of user practices in a photo-sharing, social networking site, Flickr. Our project is in its first phase, intended to scope a broader study of sharing practices and drive application design ideation.
© All rights reserved Lam and Churchill and/or ACM Press
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Knowledge wants to be free !
We have decided to give away world-class educational materials
because we believe that universal access to high quality education is key to the building
of peace, sustainable social and economic development, and intercultural dialogue.
To calculate just have much we have saved you, our wonderful readers, we compare our free encyclopedia to two
books we love:
$110: Human-Computer Interaction by Dix et al (a great textbook but without video interviews)
$116: Shneiderman's Designing the User Interface
(a great textbook but without video interviews).
As you are reading our encyclopedia on your iPad/tablet (and saving a few trees), we estimate that the price would be $90 if sold as an eBook.
With that number, we can calculate how much money we have saved our readers, based on calculating the number of readers.
How we calculate readership
Because of our online and tablet/iPad approach to publishing, we are able to precisely measure reading behaviour across hundreds of parameters in realtime: Anything from reading
speed, drop-off points in the text, reader demographics, and much more.
Based on our server logs and the Google Analytics API,
we calculate the number of readers as described in the calculation method below.
A reader is not the same as a simple pageview and a reader is not the same as a
website visitor (as described in our calculation method below).
We calculate readership for two types of readers:
- Readers that have read our whole encyclopedia, much the same way you read a printed book
- Readers that have reader an individual chapter
Calcalution method: How we define a reader
- First we use the Google Analytics API to get a report of the number of unique human visitors to a chapter/page. Google runs its business on ads and thus completely relies on the ability to distinguish between a human visitor and an automated request. If not, you could earn millions on automating clicks on Google Ads.
- We then compare that number to our Apache webserver logs, which report the much higher number of actual visits to a chapter/page (both human and automated). We calculate the difference in percent, which we call an "exaggeration factor", which we use in step 6 below.
- With a large part of the visitors excluded, we further exclude any visitor who:
- has not remained on the page for at least 3 minutes (this factor is calculated by recording visit durations of 1000 randomly selected visitors) or has not printed the page (i.e. has not visited the printerfriendly version of the chapter/page)
- has not scrolled the page (this factor is calculated by recording scroll movements on 1000 randomly selected visitors)
- We then further exclude "double readers", i.e. readers who read a portion of a chapter and then returns in,
say, a week or a month to read the rest.
Although this person's reading activity spans multiple server sessions, the person is only counted as a single reader.
We categorize a "double reader" as a visitor who:
- visits a page, or multiple pages, across multiple server sessions
- qualifies to be defined as a reader, cf step 1-3 above, in all server sessions
- uses the same originating IP address
- We then subtract 5% from the final number to counter-balance a last remaining factor, namely the situation where one reader reads a chapter on his/her tablet
using a WiFi connection (and counted as one reader) but then picks up his other tablet using a 3G dongle
(with another IP address) and re-reads some of the chapter. That will equal two readers, not one. We have no way
of calculating how many times this situation arises, but to be on the safe side we subtract 5%
from the final number.
- We then take half of the "exaggeration factor" from step 2 and substract from the final number. We do this for no rational reason. We do it only as a further measure to be certain that our number of readers is not inflated.
- To qualify as a reader who has read our whole encyclopedia - much the same way you read a printed book - that person must have qualified as a reader (cf. 1-6 above) of at least 80% of the encyclopedia chapters.
As a result, we have eliminated everything from automated requests to the more casual visitors. That leaves us with what we can safely call readers.
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