I am happy to report that i successfully defended my dissertation April 26, 2018! Thanks to the many people who supported me and helped me along the way. It’s been a wonderful, exhausting, yet exhilarating journey. I’d especially like to thank my committee (especially my chair and advisor, Gillian) for giving of their precious time to engage with my work so deeply.
Tag: HCI (Page 2 of 5)
Read more about this work here:
Kathryn E. Ringland, LouAnne Boyd, Heather Faucett, Amanda L.L. Cullen, Gillian R. Hayes. Making in Minecraft: A Means of Self-Expression for Youth with Autism. In IDC 2017. [PDF]
Kathryn E. Ringland, Christine T. Wolf, LouAnne E. Boyd, Mark Baldwin, and Gillian R. Hayes. 2016. Would You Be Mine: Appropriating Minecraft as an Assistive Technology for Youth with Autism. In ASSETS 2016. [PDF]
Ringland, K.E., Wolf, C.T., Faucett, H., Dombrowski, L., and Hayes, G.R. “’Will I always not be social?’: Re-Conceptualizing Sociality in the Context of a Minecraft Community for Autism”. Proceedings of the 2016 ACM CHI Conference on Human Factors in Computing Systems, ACM (2016). [Acceptance Rate: 23.4%] [PDF]
In exciting news, Stuart Duncan’s TEDx Talk, How I used Minecraft to help kids with autism, is now featured on the ted.com front page! Check it out (and spot our research being highlighted)!!
Preview: Maker culture values fabrication and production in both the digital and physical realms as well as the sharing of resources. As such, maker culture provides an opportunity to be democratic and inclusive. Likewise, spaces that stem from maker culture, such as makerspaces, provide the same opportunity for inclusion, even for those with disabilities. In this paper, we explore design implications for the creation of inclusive spaces for making and self-expression in the future based on intensive fieldwork in the Autcraft community.
What if makerspaces could be made inclusive and accessible for children who prefer virtual interactions over physical interactions? Stemming from arts and crafts communities and originally focused on physical engagement with materials to be formed and “made” into products, prototypes, and projects, maker culture has evolved to include hacker culture which uses a wide variety of software, hardware, and craft materials. Present-day maker culture includes online and offline fabrication and production, sharing of resources, and social norms around the act of making. Communities of makers inhabit spaces that are built to have a low barrier to entry, support those interested in learning to be makers, and encourage sharing of resources.
In this paper, we explore how “mixed-ability maker culture” supports self-expression in children with autism through an online community centered around the popular game, Minecraft. Autcraft is a community that supports children with autism and is centered on a Minecraft virtual world that embodies maker culture. The Autcraft community’s unique form of maker culture supports self-expression, sociality, and learning for children with autism by providing structure in a virtual space, allowing for and enabling creating and sharing. Our results show how the “mixed-ability maker culture” found within the Autcraft community, supports children with autism in imaginative making and self-expression and we provide design implications for creating inclusive spaces for making and self-expression.
Autcraft is a Minecraft community for children with autism and their allies run by parent volunteers. The goal of the Autcraft community is to have a safe space for children with autism to play Minecraft free from harassment and bullying (for more information visit the Autcraft website). As part of our study, I have been conducting an on-going ethnography within the community (see our paper for details). This study included analysis of activity within the Minecraft server, forums, website, Twitter, Facebook group, YouTube, and Twitch.
Analysis of our data indicates that the constraints and affordances of this virtual environment provide structure for children to create and share in rich and varied ways without the barriers they would typically face in the physical world. By understanding the values in the Autcraft community through a lens of mixed-ability maker culture, we can see how these values encourage and support autistic children in their endeavors in self-expression.
Making in Minecraft: Minecraft, at its core, is a game about building with blocks in a virtual world. In Autcraft, community members have created complex, expressive spaces within their virtual world. They have done this through using construction materials found within the world, both as they are meant to be used (e.g., using bricks to pave a walkway), but also in unexpected ways (e.g., using a piston as a table).
Creating to Share with Others: Community members share with other players through the virtual world (i.e., announcing in the chat) as well as through the community forums. Community members can provide advice and feedback in the comments of the forums and in-world when they are touring the creation. This practice allows others to learn from previous building projects, as well as giving builders a sense of pride in their own work. Community members also share with those outside the Autcraft community. Players build and show off their work through platforms such as forums, YouTube, and Twitch—such as through their YouTube “Let’s Play” videos. “Let’s Play” are edited videos of players playing through a video game, giving viewers a first-person experience of playing the game. It is against this cultural backdrop that members of the Autcraft community use their virtual world and the other existing social media to express themselves. This self-expression allows them to foster relationships within the Autcraft community, as well as to reach out to others beyond their community.
Through these results, we’ve found key issues for designing these types of “mixed-ability maker culture” imbued systems.
- Accommodations for Access. The virtual world is not immune to the need for environmental accommodations. Modifications allow for those with disabilities to participate in a way that is suitable for them in a space where they might otherwise find themselves excluded.
- Bounded Freedom. The boundaries found within Autcraft help enhance the creativity of the members. This includes the boundaries within the virtual world (the world and its resources are finite), the social boundaries imposed by the community, and the expectation that one member’s creative self-expression does not infringe upon another member’s self-expression.
- Opportunity-Rich Environment. The Minecraft world is rich – full of objects, biomes, and creatures. This allows users to create narratives and even a mythos from these resources. The Minecraft game itself does not come with a history or backstory but allows players to create new history as the player explores and alters the world. It is this richness that sets the foundation for allowing for inclusivity. Disabilities, even those of the same diagnostic umbrella, are incredibly diverse and experiences occur in a myriad of ways.
- Social Support. The presence of moderators, helpers, and peer mentors support expression for community members. More experienced members help the less experienced members learn how to build, where to get resources, and even give tips on how to create forum posts and videos. This social support also comes with the expectation that community members will be inclusive.
- Social Conventions. The Minecraft community at large embraces creative players and the Autcraft community continues this trend by encouraging members to express themselves through building, roleplaying, storytelling, and sharing their created content through social media (g., through streaming on Twitch, recording YouTube videos, and posting screenshots in the forums).
These design features support children with autism as they learn skills to express themselves. Designers and researchers interested in creating other technical systems can infuse some of the maker culture to create spaces that foster learning, sharing, and self-expression.
For more details about our methods and findings, please see our paper that has been accepted to IDC 2017 (to appear in June 2017). Full citation and link to the pdf below:
Kathryn E. Ringland, LouAnne Boyd, Heather Faucett, Amanda L.L. Cullen, Gillian R. Hayes. Making in Minecraft: A Means of Self-Expression for Youth with Autism. In IDC 2017. [PDF]
Acknowledgements: We thank the members of Autcraft for the warm welcome into their community. We also thank members of LUCI and the anonymous reviewers for their feedback on this paper, and Robert and Barbara Kleist for their support. This work is covered by human subjects protocol #2014-1079 at the University of California, Irvine.
Lovely write up about the DanceCraft study by the Informatics department here at UCI: http://www.informatics.uci.edu/informatics-ph-d-student-introduces-dancecraft-to-oc-autistic-children/
I’m excited to announce we received the ASSETS 2016 Best Paper Award for our work on Autcraft. I presented this work this past week. You can find the slides here.
Kathryn E. Ringland, Christine T. Wolf, LouAnne E. Boyd, Mark Baldwin, and Gillian R. Hayes. 2016. Would You Be Mine: Appropriating Minecraft as an Assistive Technology for Youth with Autism. In ASSETS 2016. [PDF]
Earlier I posted a blog summarizing my findings from my ASSETS 2016 paper. I’m happy to report the slides from my talk can be found in pdf form, as well as here as a slide show. I hope to have a more accessible YouTube version of my talk soon.
ACM is allowing free downloads of the official version of the paper for a year. So go ahead and download that now!
Kathryn E. Ringland, Christine T. Wolf, LouAnne E. Boyd, Mark Baldwin, and Gillian R. Hayes. 2016. Would You Be Mine: Appropriating Minecraft as an Assistive Technology for Youth with Autism. In ASSETS 2016. [PDF]
Related Posts:
“Do you work for Aperture Science?”: Researching and Finding the Gamer Identity in a Minecraft Community for Autistic Children at #FDG19
News: Education in Games Summit 2019 #EiGS19
Xceptional Leaders Podcast: Guest Interview
Preview: Those with disabilities have long adopted, adapted, and appropriated collaborative systems to serve as assistive devices. In a Minecraft virtual world for children with autism, community members use do-it-yourself (DIY) making activities to transform Minecraft into a variety of assistive technologies. Our results demonstrate how players and administrators “mod” the Minecraft system to support self-regulation and community engagement.
“Need a place to calm down? Quiet? Peaceful? Choose a Calm Room to visit here. In these rooms [t]here is no chat. It’s a place to relax. Visit any time.”
If a child finds face-to-face conversations challenging and feels isolated from their peers at school, where can they go to make friends? How can people use currently existing systems to help those with disabilities, including children with autism? We studied how one online community, Autcraft, through a variety of social media platforms, augments and extends current platforms and transforms them into assistive technology for children with autism.
Autcraft is a Minecraft community for children with autism and their allies run by parent volunteers. The goal of the Autcraft community is to have a safe space for children with autism to play Minecraft free from harassment and bullying (for more information visit the Autcraft website). As part of our study, I have been conducting an on-going ethnography within the community (see our paper for details). This study included analysis of activity within the Minecraft server, forums, website, Twitter, Facebook group, YouTube, and Twitch.
Our analysis demonstrates how players and administrators “mod” the Minecraft system to support self-regulation and community engagement. This work highlights the ways in which we, as researchers concerned with accessible and equitable computing spaces, might reevaluate the scope of our inquiry, and how designers might encourage and support appropriation, enhancing users’ experience and long-term adoption.
Autcraft community members have modified Minecraft to do the following to help players internally regulate themselves and externally manage their engagement with others:
- Self-Regulation. Community members use Minecraft in a variety of ways to self-regulate, including both sensory regulation and mood regulation. Dealing with sensory overload can be a difficult experience for anyone with autism, particularly for children and adolescents who are still learning coping skills. Members of the Autcraft community have created spaces within the virtual world and the other platforms to help even the youngest members learn to deal with these sensory needs. Additionally, to help regulate mood, members are able to put into words their emotional experiences, safely share and vent their feelings with others, on the forums and through in-game chat. They can do this in Autcraft without the fear of reprisal from bullies or trolls—which is something they may fear in other online spaces. While this type of behavior may not be unique to Autcraft, the ability to vent in this safe space is possibly unique for the community members personally. They may have communication challenges in their physical environments that limit their abilities to express their feelings fully.
- Interacting with Others. Members of the Autcraft community have appropriated the entire ecosystem of technologies surrounding Autcraft to support interfacing and engaging with others. These efforts support engagement with both the internal community and across community boundaries by supporting sociality explicitly. One mod, teleportation, enables players to jump from one place to another in the Autcraft virtual world nearly instantly. This mod, which can be found on a variety of Minecraft servers, creates a “safer” virtual world experience and to support socialization among community members. Teleportation is available through various waypoints within the Autcraft Spawn area as well as through the text chat window. This teleportation functionality not only enables these quick avatar interactions, but also gives community members an ability that they do not have in the physical world. This helps support empowering these young community members to engage in socialization with their friends, when and where they choose.
Individual players appropriate the Autcraft virtual world to suit their own needs, shaping their virtual environment, embodied experience, and, in time, influencing the overall experience for everyone in Autcraft. As the children worked within the confines of the virtual world to make their environment more usable by appropriating with what was available, administrators are able to then iterate on these appropriated instances to re-appropriate the software itself. Thus, administrators, following the cues of the children within the virtual world, are able to instantiate these appropriations and make them available to everyone on Autcraft.
As a group, children with autism are doubly disempowered: both as children and as people living with disabilities. Here, however, we see how this kind of technological openness allows them to customize and create their own play spaces, a type of autonomy that is inherently empowering. This work explores how designers and researchers can learn by observing how even the youngest of users augment and appropriate mainstream technology to become assistive in their daily lives. This work highlights the ways in which researchers concerned with accessible and equitable computing spaces might reevaluate their scope of inquiry and how designers might encourage and support appropriation, enhancing the individualized experience and long-term adoption of assistive devices and systems. The appropriations we observed in Autcraft point to a future model where child-initiated modifications can guide research and design, providing greater access for disempowered communities.
For more details about our methods and findings, please see our full paper that has been accepted to ASSETS 2016 (to appear in October 2016). Full citation and link to the pdf below:
Kathryn E. Ringland, Christine T. Wolf, LouAnne E. Boyd, Mark Baldwin, and Gillian R. Hayes. 2016. Would You Be Mine: Appropriating Minecraft as an Assistive Technology for Youth with Autism. In ASSETS 2016. [PDF]
Acknowledgements: We thank the members of Autcraft for the warm welcome into their community. We also thank members of LUCI and the anonymous reviewers for their feedback on this paper, and Robert and Barbara Kleist for their support. This work is covered by human subjects protocol #2014-1079 at the University of California, Irvine.
Related Posts:
“Do you work for Aperture Science?”: Researching and Finding the Gamer Identity in a Minecraft Community for Autistic Children at #FDG19
News: Education in Games Summit 2019 #EiGS19
Xceptional Leaders Podcast: Guest Interview
This week I attended my first Digital Media and Learning conference, which was held here on the UC Irvine campus. I thought I would write a short recap of my experiences. Disclaimer: these thoughts are by no means all encompassing.
“Games are an amazing architecture for engagement” #2016DML
— Kate Ringland (@liltove) October 6, 2016
Reproduce the system. Or change it. What are we teaching students to do? @constances #2016DML #freire
— Robin DeRosa (@actualham) October 6, 2016
“If you’re not concerned with equity, you’re not in education.” @constances #micdrop #2016DML
— Jamie Brown (@Inneri) October 6, 2016
@joseiswriting and @henryjenkins talking race and media. “Not talking about race is white privilege” #2016DML pic.twitter.com/0eFbYOMGN0
— Michael Kolodziej (@mskolodz) October 7, 2016
Jose Antonio Vargas wonders why goods can move freely globally but not people @defineamerican VIDEO: https://t.co/DSvyOjfVAr #2016dml
— Renee Hobbs (@reneehobbs) October 7, 2016
This speaks to my work RE dis/ability – time to rethink what the norm really is. #2016DML https://t.co/dYb21whPTT
— Kate Ringland (@liltove) October 7, 2016
Who gets to tell the story is just as important as the story being told – @joseiswriting #2016DML
— Kate Ringland (@liltove) October 7, 2016
My #IgniteTalk slides can be found on SlideShare at: https://t.co/LGvay04vw5 #2016dml #stuvoice #UDLchat #designthinking #inclusivedesign
— Rhianon E. Gutierrez (@RhianonElan) October 8, 2016
A bit of a synopsis of my ignite talk from today. Please do reach out and let’s collaborate! #2016DML https://t.co/F5XQAAtM7p
— Kate Green (@KateGreen28) October 8, 2016
Little snippet of protest #blacklivesmatter #2016DML pic.twitter.com/9QnYeuMpRB
— juliekeane (@juliekeane) October 7, 2016
Student protesting happening right outside #2016DML as we talk about using our voices to make change.
— Kate Ringland (@liltove) October 7, 2016
Outside: Protests against police violence. Inside: Jose Antonio Vargas speaking about race, immigration, & #EmergingUs. #awesome #2016DML
— Carrie James (@carrie_james) October 7, 2016
This is happening outside. #2016dml #blacklivesmatter pic.twitter.com/2xOBexQEHL
— juliekeane (@juliekeane) October 7, 2016
I was ecstatic when Henry Jenkins discussed how Star Trek changed his world view.
Two things changed my world view – Star Trek and Martin Luther King @henryjenkins #2016DML <3 <3 <3
— Kate Ringland (@liltove) October 7, 2016
All in all, it was an awesome event and I’m looking forward to attending again next year!