John McCarthy
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Publications by John McCarthy (bibliography)
» 2008 «
Wright, Peter and McCarthy, John (2008): Empathy and experience in HCI. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 637-646. Available online
For a decade HCI researchers and practitioners have been developing methods, practices and designs 'for the full range of human experience'. On the one hand, a variety of approaches to design, such as aesthetic, affective, and ludic that emphasize particular qualities and contexts of experience and particular approaches to intervening in interactive experience have become focal. On the other, a variety of approaches to understanding users and user experience, based on narrative, biography, and role-play have been developed and deployed. These developments can be viewed in terms of one of the seminal commitments of HCI, 'to know the user'. Empathy has been used as a defining characteristic of designer-user relationships when design is concerned with user experience. In this article, we use 'empathy' to help position some emerging design and user-experience methodologies in terms of dynamically shifting relationships between designers, users, and artefacts.
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Wright, Peter, Wallace, Jayne and McCarthy, John (2008): Aesthetics and experience-centered design. In ACM Transactions on Computer-Human Interaction, 15 (4) p. 18
The aesthetics of human-computer interaction and interaction design are conceptualized in terms of a pragmatic account of human experience. We elaborate this account through a framework for aesthetic experience built around three themes: (1) a holistic approach wherein the person with feelings, emotions, and thoughts is the focus of design; (2) a constructivist stance in which self is seen as continuously engaged and constituted in making sense of experience; and (3) a dialogical ontology in which self, others, and technology are constructed as multiple centers of value. We use this framework to critically reflect on research into the aesthetics of interaction and to suggest sensibilities for designing aesthetic interaction. Finally, a digital jewelery case study is described to demonstrate a design approach that is open to the perspectives presented in the framework and to consider how the framework and sensibilities are reflected in engagement with participants and approach to design.
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» 2006 «
Bonhard, Philip, Harries, Clare, McCarthy, John and Sasse, Martina Angela (2006): Accounting for taste: using profile similarity to improve recommender systems. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 1057-1066. Available online
Recommender systems have been developed to address the abundance of choice we face in taste domains (films, music, restaurants) when shopping or going out. However, consumers currently struggle to evaluate the appropriateness of recommendations offered. With collaborative filtering, recommendations are based on people's ratings of items. In this paper, we propose that the usefulness of recommender systems can be improved by including more information about recommenders. We conducted a laboratory online experiment with 100 participants simulating a movie recommender system to determine how familiarity of the recommender, profile similarity between decision-maker and recommender, and rating overlap with a particular recommender influence the choices of decision-makers in such a context. While familiarity in this experiment did not affect the participants' choices, profile similarity and rating overlap had a significant influence. These results help us understand the decision-making processes in an online context and form the basis for user-centered social recommender system design.
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Scholl, Jeremiah, McCarthy, John and Harr, Rikard (2006): A comparison of chat and audio in media rich environments. In: Proceedings of ACM CSCW06 Conference on Computer-Supported Cooperative Work 2006. pp. 323-332. Available online
This paper presents two case studies of informal group communication using multimedia conferencing that supports various media including video, audio and chat. The studies provide a comparison of audio and chat as communication medium and present data on usage patterns, user preferences and attitudes. The quantitative and qualitative data collected suggest that chat does have advantages in some situations when used for informal communication along with video. The results provide evidence against the hypothesis that chat is a low bandwidth alternative only used when audio communication is unavailable. This suggests that video mediated chat deserves further attention from designers and the research community, since it is often ignored as a "useful" scenario.
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» 2004 «
McCarthy, John and Wright, Peter (2004): Technology as experience. In Interactions, 11 (5) pp. 42-43
McCarthy, John (2004): The Web - Early Visions, Present Reality, the Grander Future. In: 2004 IEEE/WIC/ACM International Conference on Web Intelligence WI 2004 20-24 September, 2004, Beijing, China. p. 3. Available online
» 2001 «
McCarthy, John (2001): Phenomenal data-mining. In: K-CAP 2001 - Proceedings of the First International Conference on Knowledge Capture October 21-23, 2001, Victoria, BC, Canada. pp. 4-4. Available online
» 2000 «
McCarthy, John (2000): The Paradox of Understanding Work for Design. In International Journal of Human-Computer Studies, 53 (1) pp. 197-219
Studying the organization of work has become an important element in the design of systems and artefacts for work settings. However, although studies of work have had an influence on design, there is still some concern about the nature of the relationship between the study of work and design. Concern has been variously expressed in terms of gaps between social science and systems engineering, formality and informality, prescription and negotiation and there have been a number of attempts to bridge those gaps. In contrast, the aim of this paper is to re-view the gap and to characterize it in such a way that bridging may not be an issue. This requires a reconceptualization of the relationship between designing artefacts and understanding work. Using Bateson's levels of analysis, an account of the paradox of framing the study of work by the norms and expectations of a rationalist approach to design, exemplified by software engineering, is developed. The study of work is characterized as inevitably involving self-referential observation and inscription, characteristics which create paradox when framed by the demands of rationalist design. However, Bateson's treatment of paradox allows us to see this relationship, not as a gap to be bridged, but as an opportunity to create new forms of punctuation for design, studying work, and relations between them. Many current attempts to reconceptualize design and its relationship with understanding work emphasize the dialogical aspects of practice and theory. Bakhtin's philosophy is used here to advance consideration of the dialogical aspects of "understanding work for design" with particular reference to the use of representations such as scenarios. A critique of exemplar representations is used to exemplify dimensions, such as addressivity and unfinalisability, that would characterize a dialogical punctuation of understanding work and design.
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McCarthy, John (2000): Deep issues: phenomenal data mining. In Communications of the ACM, 43 (8) pp. 75-79
» 1998 «
McCarthy, John (1998): The viability of modelling socially organised activity. In: Markopoulos, Panos and Johnson, Peter (eds.) DSV-IS 1998 - Design, Specification and Verification of Interactive Systems98, Proceedings of the Fifth International Eurographics Workshop June 3-5, 1998, Abingdon, United Kingdom. pp. 9-23.
» 1996 «
Linehan, Carol and McCarthy, John (1996): Deriving Information Requirement in the Design of a Mathematics Workstation for Visually Impaired Students. In: Sasse, Martina Angela, Cunningham, R. J. and Winder, R. L. (eds.) Proceedings of the Eleventh Conference of the British Computer Society Human Computer Interaction Specialist Group - People and Computers XI August, 1996, London, UK. pp. 113-127.
Mathematics presents particular access problems for students who are visually impaired. Although multi-media, computer technologies provide opportunities for creative solutions, a lack of empirical analyses of people who are visually impaired doing mathematics remains an obstacle for designers. We demonstrate the use of task analysis, and particularly the 'Wizard of Oz' technique, for eliciting user requirements in this context. The analysis highlights requirements relevant to the units of information used, the strategies employed for gaining and manipulating information, initiative in the interaction, and memory constraints when doing mathematics.
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» 1963 «
Backus, John W., Bauer, Friedrich L., Green, Julien, Katz, C., McCarthy, John, Perlis, Alan J., Rutishauser, Heinz, Samelson, Klaus, Vauquois, Bernard, Wegstein, Joseph Henry, Wijngaarden, Adriaan van, Woodger, Michael and Naur, Peter (1963): Revised report on the algorithm language ALGOL 60. In Communications of the ACM, 6 (1) pp. 1-17
McCarthy, John, Corbató, Fernando J. and Daggett, Marjorie M. (1963): The linking segment subprogram language and linking loader. In Communications of the ACM, 6 (7) p. 391
» 1960 «
Backus, John W., Bauer, Friedrich L., Green, Julien, Katz, C., McCarthy, John, Perlis, Alan J., Rutishauser, Heinz, Samelson, Klaus, Vauquois, Bernard, Wegstein, Joseph Henry, Wijngaarden, Adriaan van and Woodger, Michael (1960): Report on the algorithmic language ALGOL 60. In Communications of the ACM, 3 (5) pp. 299-314
McCarthy, John (1960): Recursive Functions of Symbolic Expressions and Their Computation by Machine, Part I. In Communications of the ACM, 3 (4) pp. 184-195
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Mar 21st, 2010
Changes to this page (author)
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