Publication statistics

Pub. period:2005-2012
Pub. count:17
Number of co-authors:25


Number of publications with 3 favourite co-authors:

Richard Harper:8
Abigail Sellen:7
Alex S. Taylor:3



Productive colleagues

Sian E. Lindley's 3 most productive colleagues in number of publications:

Abigail Sellen:81
Richard Harper:36
Alex S. Taylor:35

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Sian E. Lindley

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I am a researcher in the field of HCI, and have been a member of the Socio-Digital Systems (SDS) group at Microsoft Research in Cambridge since April 2007. I am particularly interested in how technology can be designed to support, and how it influences, social behaviour.

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Publications by Sian E. Lindley (bibliography)

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Mentis, Helena M., Lindley, Sian E., Taylor, Stuart, Dunphy, Paul, Regan, Tim and Harper, Richard (2012): Taking as an act of sharing. In: Proceedings of ACM CSCW12 Conference on Computer-Supported Cooperative Work 2012. pp. 1091-1100.

We present findings from the deployment of a mobile application, Take and Give, which allows users to place image files in a virtual folder or 'Pocket' on a mobile phone. This content can be viewed by a set of 'Buddies', who can, if they wish, attempt to take ownership of a file for themselves, following which they can keep it, delete it, or place it in the Pocket of someone else. There is only one version of each file, creating a twist on traditional sharing technologies. We report findings from a three week trial of the application in an office space, and describe how Take and Give provided a means of self-presentation and supported a sense of awareness, mutual attentiveness and connectedness. Our findings suggest that the taking of unique content can be an engaging form of sharing and can facilitate awareness and connectedness between people.

© All rights reserved Mentis et al. and/or ACM Press

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Lindley, Sian E. (2012): Before I Forget: From Personal Memory to Family History. In Eminds International Journal of Human Computer Interaction, 27 (1) pp. 13-36.

This article presents findings from a field study of 8 persons older than 50 who were undertaking a range of activities with the intention of "recording their memories for posterity." We describe practices associated with dealing with inherited family archives; the creation of new artifacts (such as scrapbooks and collections of letters) out of repurposed archived materials; and the recording of one's memoirs. Our analysis leads us to emphasise a distinction between "personal" memory and memory "for family," noting that although memory is used in the construction of a sense of one's own history, and in enabling personal reflection on the past, the work that is bound up with processing archives and producing new artifacts is heavily influenced by a desire to make them accessible and relevant to children and grandchildren, both now and in the future. The tending to, and crafting of, these materials can be understood as a means of creating a "joint" past and reinforcing a wider family narrative. We conclude that through these practices, memory is used a resource for self but also for future family life.

© All rights reserved Lindley and/or Universidad de Oviedo

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Lindley, Sian E., Meek, Sam, Sellen, Abigail and Harper, Richard (2012): "It's simply integral to what I do": enquiries into how the web is weaved into everyday life. In: Proceedings of the 2012 International Conference on the World Wide Web 2012. pp. 1067-1076.

This paper presents findings from a field study of 24 individuals who kept diaries of their web use, across device and location, for a period of four days. Our focus was on how the web was used for non-work purposes, with a view to understanding how this is intertwined with everyday life. While our initial aim was to update existing frameworks of 'web activities', such as those described by Sellen et al. [25] and Kellar et al. [14], our data lead us to suggest that the notion of 'web activity' is only partially useful for an analytic understanding of what it is that people do when they go online. Instead, our analysis leads us to present five modes of web use, which can be used to frame and enrich interpretations of 'activity'. These are respite, orienting, opportunistic use, purposeful use and lean-back internet. We then consider two properties of the web that enable it to be tailored to these different modes, persistence and temporality, and close by suggesting ways of drawing upon these qualities in order to inform design.

© All rights reserved Lindley et al. and/or ACM Press

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Alsheikh, Tamara, Rode, Jennifer A. and Lindley, Sian E. (2011): (Whose) value-sensitive design: a study of long- distance relationships in an Arabic cultural context. In: Proceedings of ACM CSCW11 Conference on Computer-Supported Cooperative Work 2011. pp. 75-84.

This paper describes a qualitative study of how 11 Arab individuals use technology in the context of their long-distance romantic relationships. Our participants' communication practices bear similarities to previous findings on the mediation of intimacy in the West, but also highlight key differences. We show how these differences relate to expectations of men and women in Arabic culture, and describe how our participants used technologies to enact conventional roles according to these expectations. We note implications for cross-cultural research and value-sensitive design, demonstrating how our participants' practices relate to Islamic values of support and protection of women. We apply various analytical lenses, including Islamic feminist theories, in interpreting the data.

© All rights reserved Alsheikh et al. and/or their publisher

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Lindley, Sian E., Harper, Richard and Sellen, Abigail (2010): Designing a technological playground: a field study of the emergence of play in household messaging. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 2351-2360.

We present findings from a field study of Wayve, a situated messaging device for the home that incorporates handwriting and photography. Wayve was used by 24 households (some of whom were existing social networks of family and friends) over a three-month period. We consider the various types of playfulness that emerged during the study, both through the sending of Wayve messages and through the local display of photos and notes. The findings are explored in the context of the literature on play, with the aim of identifying aspects of Wayve's design, as well as the context in which it was used, that engendered playfulness. We also highlight the role of play in social relationships, before concluding with design implications.

© All rights reserved Lindley et al. and/or their publisher

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Cao, Xiang, Lindley, Sian E., Helmes, John and Sellen, Abigail (2010): Telling the whole story: anticipation, inspiration and reputation in a field deployment of TellTable. In: Proceedings of ACM CSCW10 Conference on Computer-Supported Cooperative Work 2010. pp. 251-260.

We present a field study of TellTable, a new storytelling system designed to support creativity and collaboration amongst children. The application was deployed on a multi-touch interactive table in the library of a primary school, where children could use it to create characters and scenery based on elements of the physical world (captured through photography) as well as through drawing. These could then be used to record a story which could be played back. TellTable allowed children to collaborate in devising stories that mixed the physical and the digital in creative ways and that could include themselves as characters. Additionally, the field deployment illustrated how children took inspiration from one another's stories, how they planned elements of their own tales before using the technology, and how the fact that stories could be accessed in the library led some to become well-known and popular within the school community. The real story here, we argue, needs to take into account all that happens within the wider context of use of this system.

© All rights reserved Cao et al. and/or their publisher

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Lindley, Sian E., Harper, Richard and Sellen, Abigail (2009): Desiring to be in touch in a changing communications landscape: attitudes of older adults. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1693-1702.

This paper offers an exploration of the attitudes of older adults to keeping in touch with people who are important to them. We present findings from three focus groups with people from 55 to 81 years of age. Themes emerging from the findings suggest that older adults view the act of keeping in touch as being worthy of time and dedication, but also as being something that needs to be carefully managed within the context of daily life. Communication is seen as a means through which skill should be demonstrated and personality expressed, and is understood in a very different context to the lightweight interaction that is increasingly afforded by new technologies. The themes that emerged are used to elicit a number of design implications and to promote some illustrative design concepts for new communication devices.

© All rights reserved Lindley et al. and/or ACM Press

 Cited in the following chapter:

User Experience and Experience Design: [/encyclopedia/user_experience_and_experience_design.html]

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Lindley, Sian E., Harper, Richard, Randall, Dave, Glancy, Maxine and Smyth, Nicola (2009): Fixed in time and "time in motion": mobility of vision through a SenseCam lens. In: Proceedings of 11th Conference on Human-computer interaction with mobile devices and services 2009. p. 2.

SenseCam is an automatic wearable camera, often seen as a tool for the creation of digital memories. In this paper, we report findings from a field trial in which SenseCams were worn by household members over the course of a week. In interviews with these users, it became apparent that the way in which SenseCam images were played back, the manner of which might be described as a stilted movie, affected the values that were realised within them. The time-lapse nature of the image stream led participants to romanticise the mundane and find sentimentality in unexpected places, and was particularly effective at portraying personality and play. In so doing, SenseCam images enlivened the visual recording of everyday scenes. These values influenced what the participants sought to capture and view, and have implications for technologies that might support lifelogging or the development of user-generated content.

© All rights reserved Lindley et al. and/or their publisher

 Cited in the following chapter:

Mobile Computing: [/encyclopedia/mobile_computing.html]

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Helmes, John, Cao, Xiang, Lindley, Sian E. and Sellen, Abigail (2009): Developing the story: designing an interactive storytelling application. In: Proceedings of the 2009 ACM International Conference on Interactive Tabletops and Surfaces 2009. pp. 49-52.

This paper describes the design of a tabletop storytelling application for children, called TellTable. The goal of the system was to stimulate creativity and collaboration by allowing children to develop their own story characters and scenery through photography and drawing, and record stories through direct manipulation and narration. Here we present the initial interface design and its iteration following the results of a preliminary trial. We also describe key findings from TellTable's deployment in a primary school that relate to its design, before concluding with a discussion of design implications from the process.

© All rights reserved Helmes et al. and/or their publisher

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Lindley, Sian E., Randall, Dave, Sharrock, Wes, Glancy, Maxine, Smyth, Nicola and Harper, Richard (2009): Narrative, memory and practice: tensions and choices in the use of a digital artefact. In: Proceedings of the HCI09 Conference on People and Computers XXIII 2009. pp. 1-9.

This paper reports on research into the use of SenseCam, a wearable automatic camera. Household members were given multiple SenseCams to enable an exploration of how the device would be used in the context of everyday life. We argue that understanding the 'small stories' created by household members based around SenseCam images requires us to pay attention to a complex amalgam of issues. These pertain to narrative, memory and practice in and through both the 'sites of expression' of such work -- the topics that are selected for recall -- and performativity -- the occasions upon which narratives are constructed and the elaborations of identity that are entailed. Finally, we consider how the varied uses of SenseCam that emerged have implications for technologies relating to lifelogging and user-generated content.

© All rights reserved Lindley et al. and/or their publisher

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Lindley, Sian E., Banks, Richard, Harper, Richard, Jain, Anab, Regan, Tim, Sellen, Abigail and Taylor, Alex S. (2009): Resilience in the face of innovation: Household trials with BubbleBoard. In International Journal of Human-Computer Studies, 67 (2) pp. 154-164.

We present the results of a field trial in which a visual answer machine, the BubbleBoard, was deployed in five households. The aims of the trial were to create an improved answer machine, but also, and more interestingly, to encourage family members to appropriate it through the inclusion of open and playful design elements. Through making aspects of audio messages visible, BubbleBoard offered a number of improvements over existing answer machines. However, the new affordances associated with this were not appropriated by family members in the ways we had expected. We discuss possible reasons for this, and conclude that attempting to encourage appropriation through 'openness' in design may not be sufficient in the face of well-established social practices.

© All rights reserved Lindley et al. and/or Academic Press

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Lindley, Sian E., Durrant, Abigail, Kirk, David and Taylor, Alex S. (2009): Collocated social practices surrounding photos. In International Journal of Human-Computer Studies, 67 (12) pp. 995-1004.

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Lindley, Sian E., Couteur, James Le and Berthouze, Nadia L. (2008): Stirring up experience through movement in game play: effects on engagement and social behaviour. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 511-514.

The recent development of controllers designed around natural body movements has altered the nature of gaming and contributed towards it being marketed as a more social activity. The study reported here compares the use of Donkey Konga bongos with a standard controller to examine how affording motion through an input device affects social interaction. Levels of engagement with the game were also measured to explore whether increases in social behaviour in the 'real world' would result in reduced involvement with the 'game world'. Social interaction was significantly higher when the bongos were used, but this did not detract from engagement. Instead, engagement was also found to increase when body movement was afforded.

© All rights reserved Lindley et al. and/or ACM Press

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Lindley, Sian E., Durrant, Abigail C., Kirk, David S. and Taylor, Alex S. (2008): Collocated social practices surrounding photos. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 3921-3924.

Recent developments in technology mean that it is becoming increasingly possible to support collaboration around digital photos. This makes an exploration of the existing collocated social practices that are associated with photos both timely and relevant. This workshop will explore social practices in the areas of photowork, photo sharing and photo displays, with the aim of drawing together current research and considering how the findings might inform technology innovation.

© All rights reserved Lindley et al. and/or ACM Press

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Lindley, Sian E. and Monk, Andrew F. (2008): Social enjoyment with electronic photograph displays: Awareness and control. In International Journal of Human-Computer Studies, 20 (8) pp. 587-604.

Two experiments are reported in which groups of three friends socialised around their own photographs. The photographs were of two types, depicting events where all three had been present, permitting reminiscing, and events where only the photographer had been present, permitting storytelling. In Experiment 1 the seating arrangement was manipulated so that the two audience members sat either behind or around the photographer. It was hypothesised that the former would lower levels of peripheral awareness within the groups, resulting in a more formal conversation and a poorer recreational experience. In Experiment 2, control over the photographs was manipulated so that either all three group members had access to a remote control (distributed control), or only the photographer did (single control). It was hypothesised that distributed control would result in less formal conversations and a better recreational experience. In both experiments, the hypotheses were supported: patterns of social interaction were significantly affected by the manipulation of awareness during storytelling, and by the manipulation of control during reminiscing. Additionally, the two manipulations were found to affect ratings of enjoyment and fun, respectively. The results are interpreted in terms of a causative model of unfolding and recounted experience.

© All rights reserved Lindley and Monk and/or Academic Press

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Lindley, Sian E., Harper, Richard and Sellen, Abigail (2008): Designing for Elders: Exploring the Complexity of Relationships in Later Life. In: Proceedings of the HCI08 Conference on People and Computers XXII 2008. pp. 77-86.

We present a review of literature from the fields of gerontology, HCI and human factors, which focus on the nature of family and peer relationships in old age. We find both simplistic, prevailing models of what it means to be old, as well as deeper insights which often belie these models. In addition, we discover that new technologies are often also based on quite simple assumptions, but that their deployment points to a more complex reality. This paper considers a number of perspectives on relationships in later life, critiques the assumptions underscoring them, and presents an alternative view which we believe is more in line with the perspective of elderly people themselves. We end by discussing what this means in terms of designing new technologies for older people.

© All rights reserved Lindley et al. and/or their publisher

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Lindley, Sian E. (2005): Designing interfaces to afford enjoyable social interactions by collocated groups. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 1122-1123.

The main aim of this research is to understand how domestic technologies for collocated groups can be designed to afford enjoyable social interactions. A secondary aim is to devise process measures to assess the nature of these interactions. This study presents a number of process measures and uses them to evaluate differences in groups' social behaviour when sharing photos as prints compared to when photos are presented using a television. Differences in gesturing behaviour towards the photos were evident across the two conditions. However, aspects of verbal behaviour that were measured, which were taken to be indicative of enjoyable social interactions, were not found to vary.

© All rights reserved Lindley and/or ACM Press

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