Publication statistics
Pub. period:-2012
Pub. count:31
Number of co-authors:43
Co-authors
Number of publications with 3 favourite co-authors:
Jeffrey Bardzell:20Tyler Pace:5Mark Blythe:3 Productive colleagues
Shaowen Bardzell's 3 most productive colleagues in number of publications:
Jodi Forlizzi:89Gilbert Cockton:72Bonnie A. Nardi:67 
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Shaowen Bardzell
Personal Homepage:
http://sbardzell.wordpress.com/Shaowen Bardzell is an Assistant Professor of Human-Computer Interaction Design in the School of Informatics and Computing and the Affiliated Faculty of the Kinsey Institute for Research in Sex, Gender, and Reproduction at Indiana University. She specializes in socio-cultural computing, with an emphasis on emotional, intimate, and embodied experiences, a series of research themes that contribute to the broader agenda of feminist HCI that she is developing.
Recent work has focused on exploring the intersections between HCI's rising interest in social change and feminist social science, sexual and intimate interactions, everyday aesthetics, and the application of critical and cultural theories for developing concept-driven design strategies.
Dr. Bardzell is the co-director of the Cultural Research In Technology (CRIT) Group at Indiana University School of Informatics and Computing.
Publications by Shaowen Bardzell (bibliography)
Bardzell, Jeffrey, Nichols, Jeffrey, Pace, Tyler and Bardzell, Shaowen (2012): Come meet me at Ulduar: progression raiding in World of Warcraft. In: Proceedings of ACM CSCW12 Conference on Computer-Supported Cooperative Work 2012. pp. 603-612.
In spite of decades of research on virtual worlds, our understanding of one popular form of virtual world behavior -- raiding -- remains limited. Raiding is important because it entails intense, high-risk, and complex collaborative behaviors in computer-mediated environments. This paper contributes to CSCW literature by offering a longitudinal analysis of raiding behavior using system data manually collected from the game world itself, comparing two raiding teams as they worked through the same content. Supplemented with interviews and chat transcripts, this research sheds light on what actually happens during raids across four different temporal scales: seconds, hours, days, and months. It also distinguishes between behaviors that are imposed by the system design and those chosen by players. Finally, it derives two viable raiding styles from the data.
© All rights reserved Bardzell et al. and/or ACM Press
Forte, Andrea, Antin, Judd, Bardzell, Shaowen, Honeywell, Leigh, Riedl, John and Stierch, Sarah (2012): Some of all human knowledge: gender and participation in peer production. In: Companion Proceedings of ACM CSCW12 Conference on Computer-Supported Cooperative Work 2012. pp. 33-36.
The promise of peer production includes resources produced by volunteers and released freely for the world to use. Wikipedia and Open Source Software are famous examples of peer-produced projects. Anyone is free to participate, but not everybody does. Wikipedia aims to collect the "sum of all human knowledge", but only about 13% of editors on the site are female [3]. In Open Source Software, the percentage of female contributors has been estimated near 1% [4]. If women are not well represented among authors of the most widely accessed reference source on the planet, are important voices muted? Could these projects be even more impactful with more female participation? This panel includes experts in gender theory and open collaboration, activists, and representatives from peer-produced projects to discuss recent findings and trends in this complex and often contentious research space.
© All rights reserved Forte et al. and/or ACM Press
Bardzell, Shaowen, Rosner, Daniela K. and Bardzell, Jeffrey (2012): Crafting quality in design: integrity, creativity, and public sensibility. In: Proceedings of DIS12 Designing Interactive Systems 2012. pp. 11-20.
This paper aims to enrich the design research community's notions of quality by turning to the techniques and values of master craftspeople. We describe and analyze interviews conducted with elite craft practitioners in the US and Taiwan to consider how they perceive and produce quality. The crafters articulate a consensus view of interaction with integrity. American participants tend to frame their understanding of quality in terms of self-expression through a creative interaction with materials, while participants from Taiwan emphasize the role of communities in establishing -- and benefitting from -- craft quality. As HCI continues to turn to design approaches on account of their strengths producing works of socio-cultural relevance and value, our study sheds light on the qualities of interacting with integrity, the pleasures of self-expression through creative interaction with materials, and the practical benefits of positioning creative work in relation to the material resources, aesthetic tastes, and socio-economic needs of a public.
© All rights reserved Bardzell et al. and/or ACM Press
Bardzell, Shaowen, Bardzell, Jeffrey, Forlizzi, Jodi, Zimmerman, John and Antanitis, John (2012): Critical design and critical theory: the challenge of designing for provocation. In: Proceedings of DIS12 Designing Interactive Systems 2012. pp. 288-297.
Constructive design research is a form of research where design activity is a central research activity. One type of constructive design research is critical design, which seeks to disrupt or transgress social and cultural norms. Critical design's advocates have turned to critical theory as an intellectual resource to support their approach. Interestingly, critical design processes remain under-articulated in the growing design research literature. In this paper, we first explain why critical design is so hard to describe as a design practice or process. We then describe two critical design case studies we undertook and the effects we observed them having when place in the field. After sharing our breakdowns and breakthroughs along the way, we offer reflections on designing for provocativeness, the value of deep relationships between researchers and research participants, and the need to plan for and go with a fluid and emergent research plan -- with the goal of helping clarify critical design as an approach.
© All rights reserved Bardzell et al. and/or ACM Press
Bardzell, Jeffrey and Bardzell, Shaowen (2011): Pleasure is your birthright: digitally enabled designer sex toys as a case of third-wave HCI. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 257-266.
In the past decade, HCI has become increasingly preoccupied with the deeply subjective qualities of interaction: experience, embodiment, pleasure, intimacy, and so on, an agenda sometimes grouped under the heading of "third-wave HCI"."Analytically understanding and designing for such qualities has been an ongoing challenge to the field, in part because its established theories and methodologies are comparatively weak at understanding and being responsive to human subjectivity. In this paper, we present a case study of a group of designers who have, in the past few years, revolutionized their domain -- sex toys -- by combining embodied pleasure, intimate experience, health and wellness, emerging technologies, high-quality design processes, and social activism. We consider the implications this case could have for researchers innovating on especially third-wave HCI design theories, methodologies, and processes.
© All rights reserved Bardzell and Bardzell and/or their publisher
Bardzell, Shaowen and Bardzell, Jeffrey (2011): Towards a feminist HCI methodology: social science, feminism, and HCI. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 675-684.
With substantial efforts in ubiquitous computing, ICT4D, and sustainable interaction design, among others, HCI is increasingly engaging with matters of social change that go beyond the immediate qualities of interaction. In doing so, HCI takes on scientific and moral concerns. This paper explores the potential for feminist social science to contribute to and potentially benefit from HCI's rising interest in social change. It describes how feminist contributions to debates in the philosophy of science have helped clarify relationships among objectivity, values, data collection and interpretation, and social consequences. Feminists have proposed and implemented strategies to pursue scientific and moral agendas together and with equal rigor. In this paper, we assess the epistemologies, methodologies, and methods of feminist social science relative to prior and ongoing research efforts in HCI. We conclude by proposing an outline of a feminist HCI methodology.
© All rights reserved Bardzell and Bardzell and/or their publisher
Kannabiran, Gopinaath, Bardzell, Jeffrey and Bardzell, Shaowen (2011): How HCI talks about sexuality: discursive strategies, blind spots, and opportunities for future research. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 695-704.
The topic of sexuality has been increasingly researched inside the field of HCI. At the same time, and for many reasons, research gaps remain. In this paper, we present a critical analysis of 70 works on this topic spanning the past two decades to understand how we as an academic field talk about sexuality. We use Foucauldian discourse analysis to identify and analyze the various rules of knowledge production on this topic inside our field. By doing so, we expose not only existing gaps in current research literature, but we also gain an understanding of why some of them exist. We suggest some opportunities to make the field more amenable to this kind of research and point out future research directions on sexuality inside the field of HCI.
© All rights reserved Kannabiran et al. and/or their publisher
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
Bardzell, Jeffrey, Bardzell, Shaowen and Nardi, Bonnie A. (2011): World of Warcraft as a global artifact. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 169-172.
The goal of the panel is to engage a group of distinguished scholars from the social sciences and humanities to consider how World of Warcraft, as a virtual world and as a sociotechnical system, creates and sustains a global community, as well as the nature of that community. Panelists will discuss the interlocking human and technical agencies at play in World of Warcraft, the complex social ecology that has evolved around the game, and research strategies that scale to a world of 12 million players.
© All rights reserved Bardzell et al. and/or their publisher
Richert, Daniel, Halabi, Ammar, Eaglin, Anna, Edwards, Matthew and Bardzell, Shaowen (2011): Arrange-A-Space: tabletop interfaces and gender collaboration. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 1495-1500.
Collaborative technologies, such as shared tabletop interfaces, are becoming increasingly pervasive. Meanwhile, social dynamics have long been a major area of inquiry in HCI and CSCW. With a few notable exceptions, little has been done that addresses the roles gender identities play in shaping collaborative work. In this paper, we make the case for a deeper consideration of gender in our field through a study that investigates issues surrounding gendered collaboration around a tabletop interface. We report our findings and conclude with recommendations for future work in this area.
© All rights reserved Richert et al. and/or their publisher
Merritt, Samantha and Bardzell, Shaowen (2011): Postcolonial language and culture theory for HCI4D. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 1675-1680.
As technology design spreads to less technologically developed countries, issues of cultural identity, language, and values manifest in the form of methodological and ethical challenges for HCI4D designers. We offer a new theoretical perspective, in the context of HCI4D design, to advance the HCI postcolonial critique and highlight fundamentally Western design practices. Application of Thiong'o's language and culture theory provides a tool for designers and researchers to face assumptions, cultural communication, and the potential repercussions in cross-cultural design. Upon future development, this postcolonial orientation could be used to create responsible, successful designs and create awareness of inadvertent Western language culture embedded in HCI4D design.
© All rights reserved Merritt and Bardzell and/or their publisher
Eaglin, Anna and Bardzell, Shaowen (2011): Sex toys and designing for sexual wellness. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 1837-1842.
Sexual health encompasses physical, mental and social well-being in relation to sexuality. In this paper, we argue that designing for sexual health is an important aspect of the Wellness Informatics agenda, and that research on sex toys, which is underdeveloped in HCI, has the potential to contribute to this agenda substantively. We summarize our user research and present a set of design principles to further the agenda of designing for sexual wellness.
© All rights reserved Eaglin and Bardzell and/or their publisher
Wong-Villacres, Marisol and Bardzell, Shaowen (2011): Technology-mediated parent-child intimacy: designing for Ecuadorian families separated by migration. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 2215-2220.
This study explores the role technology plays in supporting long-distance relationships of migrant parents and left-behind children in developing countries such as Ecuador, in order to inform the design of technology that better suits their affective needs and their context's constraints. We derived three design principles based on our fieldwork in Ecuador: shared experience, the empowerment of children to self-express and children's need to safely build a private communication channel with their parents. We report our research findings and propose a set of design concepts for future work.
© All rights reserved Wong-Villacres and Bardzell and/or their publisher
Pace, Tyler, Bardzell, Shaowen and Bardzell, Jeffrey (2010): The rogue in the lovely black dress: intimacy in World of Warcraft. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 233-242.
In this paper we present a critical analysis of player accounts of intimacy and intimate experiences in the massively multiplayer online role-playing game World of Warcraft (WoW). Our analysis explores four characteristics that players articulated about their virtual intimate experiences: the permeability of intimacy across virtual and real worlds, the mundane as the origin of intimacy, the significance of reciprocity and exchange, and the formative role of temporality in shaping understandings and recollections of intimate experiences. We also consider the manifest ways that WoW's software features support and encourage these characteristics.
© All rights reserved Pace et al. and/or their publisher
Bardzell, Shaowen (2010): Feminist HCI: taking stock and outlining an agenda for design. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 1301-1310.
Feminism is a natural ally to interaction design, due to its central commitments to issues such as agency, fulfillment, identity, equity, empowerment, and social justice. In this paper, I summarize the state of the art of feminism in HCI and propose ways to build on existing successes to more robustly integrate feminism into interaction design research and practice. I explore the productive role of feminism in analogous fields, such as industrial design, architecture, and game design. I introduce examples of feminist interaction design already in the field. Finally, I propose a set of feminist interaction design qualities intended to support design and evaluation processes directly as they unfold.
© All rights reserved Bardzell and/or his/her publisher
Cockton, Gilbert, Bardzell, Shaowen, Blythe, Mark and Bardzell, Jeffrey (2010): Can we all stand under our umbrella: the arts and design research in HCI. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 3163-3166.
The Arts (i.e., all liberal, cultural, literary, visual and performing arts disciplines) are becoming more prominent at CHI. This SIG will take stock of what they can contribute, and how and why, and what the CHI community needs to do to more fully embrace The Arts to advance the leading edge of design research.
© All rights reserved Cockton et al. and/or their publisher
Akah, Binaebi and Bardzell, Shaowen (2010): Empowering products: personal identity through the act of appropriation. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 4021-4026.
This paper explores the relationship between personal identity and the act of appropriating digital objects in the home -- specifically do-it-yourself -- to inform the design of empowering products. It reports ongoing research and provides a preliminary analysis of the Steampunk movement as a case study for personal appropriation. Appropriation-identity design guidelines are provided as a result of the data analysis.
© All rights reserved Akah and Bardzell and/or their publisher
Blythe, Mark, McCarthy, John, Light, Ann, Bardzell, Shaowen, Wright, Peter, Bardzell, Jeffrey and Blackwell, Alan (2010): Critical dialogue: interaction, experience and cultural theory. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 4521-4524.
Although topics such as fun, enjoyment, aesthetics, and experience are relatively new in HCI, long traditions of scholarship in the humanities and social sciences have examined them. Some have already been expressed in the appropriation of conceptualizations of experience in HCI research and practice. There is also a small but fast growing body of work in HCI seeking to approach these topics from the perspective of cultural and critical theory. In the history of ideas, experience and critical theory have not always made good bedfellows, sometimes complementing each other, sometimes resisting each other. This workshop will explore the ways in which HCI can benefit from a constructive dialogue between critical theory and experience in questions of design and evaluation.
© All rights reserved Blythe et al. and/or their publisher
Pace, Tyler, Bardzell, Shaowen and Fox, Geoffrey (2010): Practice-centered e-science: a practice turn perspective on cyberinfrastructure design. In: GROUP10 International Conference on Supporting Group Work 2010. pp. 293-302.
Cyberinfrastructure is a rapidly growing area of global research and funding with a history of emphasizing the role technology will play in changing scientific work practices. This paper proposes a practice-theoretic perspective that is informative to cyberinfrastructure research and design. To illustrate the relevancy of a practice-theoretic perspective to cyberinfrastructure, this paper presents a critical review of 160 cyberinfrastructure research papers and reports published in the last decade through a perspective of embodied practice. After relating common cyberinfrastructure research themes through a focus on embodied practice, we propose a series of early implications for design aimed at incorporating the lessons of embodied practice into the design and development of future cyberinfrastructure applications.
© All rights reserved Pace et al. and/or their publisher
Bardzell, Shaowen and Blevis, Eli (2010): The lens of feminist HCI in the context of sustainable interaction design. In Interactions, 17 (2) pp. 57-59.
Bardzell, Jeffrey and Bardzell, Shaowen (2008): Interaction criticism: a proposal and framework for a new discipline of HCI. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 2463-2472.
Though interaction designers critique interfaces as a regular part of their research and practice, the field of HCI lacks a proper discipline of interaction criticism. By interaction criticism we mean rigorous, evidence-based interpretive analysis that explicates relationships among elements of an interface and the meanings, affects, moods, and intuitions they produce in the people that interact with them; the immediate goal of this analysis is the generation of innovative design insights. We summarize existing work offering promising directions in interaction criticism to build a case for a proper discipline. We then propose a framework for the discipline, relating each of its parts to recent HCI research.
© All rights reserved Bardzell and Bardzell and/or ACM Press
Bhandari, Shruti and Bardzell, Shaowen (2008): Bridging gaps: affective communication in long distance relationships. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 2763-2768.
This study examines communication methods and needs of people in long distance romantic relationships to understand how intimate computing can help create or augment already existing artifacts to promote feeling of connectivity within non-collocated couples. We report our research in progress and provide a collection of initial design concepts based on the user research.
© All rights reserved Bhandari and Bardzell and/or ACM Press
Bardzell, Jeffrey, Bardzell, Shaowen, Pace, Tyler and Karnell, Jeremi (2008): Making user engagement visible: a multimodal strategy for interactive media experience research. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 3663-3668.
This paper describes an industry-academic collaborative research initiative, focused on determining useful measures of user engagement and experience with social media (e.g., video games, virtual worlds, social networking sites, etc.) and digital devices. Using newly designed hardware and software, the research initiative addresses the relationships among neurological, physiological, behavioral, and cognitive assessments of engagement in ongoing and short duration user experiences. It is a centerpiece of an iterative strategy toward understanding and modeling relationships among different engagement measures. The research will lead to design proposals for model-based assessments of engagement calibrated to individuals' responses.
© All rights reserved Bardzell et al. and/or ACM Press
Bardzell, Shaowen, Bardzell, Jeffrey, Pace, Tyler and Reed, Kayce (2008): Blissfully productive: grouping and cooperation in world of warcraft instance runs. In: Proceedings of ACM CSCW08 Conference on Computer-Supported Cooperative Work 2008. pp. 357-360.
Gaming has attracted growing interest in both CSCW and HCI in recent years. We contribute to this line of research by analyzing collaboration in 5-person instance runs in World of Warcraft, an aspect of the game that is considered routine and mundane work by players yet remains largely unexamined in current literature. Using a combination of ethnographic observation, interview, chat and video log analysis, we unpack the conditions under which players can produce the most effective outcomes while having fun, and offer a three-level model of successful instance runs.
© All rights reserved Bardzell et al. and/or ACM Press
Bardzell, Jeffrey and Bardzell, Shaowen (2008): Intimate interactions: online representation and software of the self. In Interactions, 15 (5) pp. 11-15.
Blythe, Mark, Bardzell, Jeffrey, Bardzell, Shaowen and Blackwell, Alan (2008): Critical Issues in Interaction Design. In: Proceedings of the HCI08 Conference on People and Computers XXII 2008. pp. 183-184.
Computing technology is now so entwined with everyday life that enquiries into human computer interaction (HCI) are also studies of society and culture Cultural and Critical theory is then increasingly relevant to studies of Human Computer Interaction (HCI). It is both timely and important to develop understandings of the strengths and limitations of the various perspectives available within the fractious traditions of cultural and critical theory. This workshop will consider the challenges of making such theory relevant and accessible to HCI and interaction design.
© All rights reserved Blythe et al. and/or their publisher
Bardzell, Jeffrey, Bardzell, Shaowen, Birchler, Craig and Ryan, William (2007): Double dribble: illusionism, mixed reality, and the sports fan experience. In: Inakage, Masa, Lee, Newton, Tscheligi, Manfred, Bernhaupt, Regina and Natkin, Stéphane (eds.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2007 June 13-15, 2007, Salzburg, Austria. pp. 216-219.
Bardzell, Shaowen, Wu, Vicky, Bardzell, Jeffrey and Quagliara, Nick (2007): Transmedial interactions and digital games. In: Inakage, Masa, Lee, Newton, Tscheligi, Manfred, Bernhaupt, Regina and Natkin, Stéphane (eds.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2007 June 13-15, 2007, Salzburg, Austria. pp. 307-308.
Bardzell, Shaowen and Shankar, Kalpana (2007): Video Game Technologies and Virtual Design: A Study of Virtual Design Teams in a Metaverse. In: Shumaker, Randall (ed.) ICVR 2007 - Virtual Reality - Second International Conference - Part 1 July 22-27, 2007, Beijing, China. pp. 607-616.
Bardzell, Jeffrey, Bardzell, Shaowen, Briggs, Christian, Makice, Kevin, Ryan, William and Weldon, Matt (2006): Machinima prototyping: an approach to evaluation. In: Proceedings of the Fourth Nordic Conference on Human-Computer Interaction 2006. pp. 433-436.
Video prototyping is an established technique in HCI, often used early in the design process to show the context in which a particular interface might be used. Unfortunately, even with falling costs, video production is expensive and demands many tangible resources. Machinima appears poised to offer a new approach to video prototyping. To understand how well machinima serves this need today, and to discover insights about how future machinima platform designs might support this approach, we categorize and evaluate a number of machinima platforms for video prototyping.
© All rights reserved Bardzell et al. and/or ACM Press
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