Tag: research (Page 4 of 12)

CSCW 2018 Recap

This week was CSCW 2018 – the conference about Computer Supported Collaborative Work. While I was there I attended workshops, panels, and paper presentations. I heard about a lot of great work happening in this space. I thought I would take a moment to recap some* of the things I heard about and learned while I was there. *Note: As my work pertains largely to Digital Mental Health, I’m going to focus on that for this short blog.

e Hudson River and the skyline of New York City.
View from conference venue in Jersey City. New York City skyline and the Hudson River.

Day 1: Workshops

On the first day, I attended a workshop on Conducting Research with Stigmatized Populations. For more information, be sure to check out the website. The discussions we had were thought-provoking. We discussed the ethical and moral responsibilities of researchers who work with stigmatized populations. The range of work covered health, working with youth, working with refugees, international work, gender diversity, and more. The most intriguing part of the workshop – and most encouraging – was how our different research interests and communities intersected and aligned. Stay tuned for more about this workshop.

Day 2: Workshops

The second day, I attended the workshop on Social Issues in Personal Informatics. In this workshops we discussed the intersection of social computing and personal informatics. Concerns such as how to deal with the messiness and complexity of people at the same time people are engaged in self-tracking (and being tracked) behavior. Again, stay tuned for more details about this soon.

Presentations on Mental Health

I attended several interesting paper presentations related to mental health. These included a session of papers around social support and care, which I will highlight here. I highly recommending checking out the rest of the CSCW program for more awesome papers.

The first paper in this section that I wanted to highlight was work being done in substance use. This was also a hot topic in both the workshops that I attended. I particularly like that they are using participatory design methods – in a very careful way in order to protect the participants – to get at better ways to help people in recovery.

Zachary Schmitt and Svetlana Yarosh. 2018. Participatory Design of Technologies to Support Recovery from Substance Use Disorders. Proc. ACM Hum.-Comput. Interact. 2, CSCW, Article 156 (November 2018), 27 pages. DOI: https://doi.org/10.1145/3274425

This next paper is one that explores a model of social support for individuals with mental health concerns. This work really highlights the complexity of trying to design for individuals in this community.

Elizabeth L. Murnane, Tara G. Walker, Beck Tench, Stephen Voida, and Jaime Snyder. 2018. Personal Informatics in Interpersonal Contexts: Towards the Design of Technology that Supports the Social Ecologies of Long-Term Mental Health Management. Proc. ACM Hum.-Comput. Interact.2, CSCW, Article 127 (November 2018), 27 pages. DOI: https://doi.org/10.1145/3274396

Finally, I wanted to highlight, this work being done in my own department here at Northwestern (before I arrived, of course). This work touches on how we as researchers interpret and understand content online. Sometimes we may see an image or a message and understand it to be one thing, when it is in fact another. This paper does a nice job of showing the relevance and importance of good, qualitative work. 

Jessica L. Feuston and Anne Marie Piper. 2018. Beyond the Coded Gaze: Analyzing Expression of Mental Health and Illness on Instagram. Proc. ACM Hum.-Comput. Interact. 2, CSCW, Article 51 (November 2018), 21 pages. DOI: https://doi.org/10.1145/3274320

Paper Presentations on Health

There were some interesting health papers about fertility and pregnancy that I wanted to highlight. Even though they weren’t strictly about mental health, I found them compelling and easily related to a lot of the work I do.

Mayara Costa Figueiredo, Clara Caldeira, Elizabeth Victoria Eikey, Melissa Mazmanian, and Yunan Chen. 2018. Engaging with Health Data: The Interplay Between Self-Tracking Activities and Emotions in Fertility Struggles. Proc. ACM Hum.-Comput. Interact. 2, CSCW, Article 40 (November 2018), 20 pages. DOI: https://doi.org/10.1145/3274309

I also appreciated the push to shift how medical services are rendered to women – shifting from fetus-centered healthcare to women-centered. This moves women to the center of their own care, away from simply being a vessel that grows a baby.

Xinning Gui, Yu Chen, Yubo Kou, Katie Pine, and Yunan Chen. 2017. Investigating Support Seeking from Peers for Pregnancy in Online Health Communities. Proc. ACM Hum.-Comput. Interact. 1, CSCW, Article 50 (December 2017), 19 pages. DOI: https://doi.org/10.1145/3134685

Presentations on Youth

There were also lots of great papers on children and teens this year. I will just mention a couple here.

This first one was an intervention for children using a furry alien. There is a great blog post about it, so I’ll leave the details to the authors.

Petr Slovák, Nikki Theofanopoulou, Alessia Cecchet, Peter Cottrell, Ferran Altarriba Bertran, Ella Dagan, Julian Childs, and Katherine Isbister. 2018. “I just let him cry…: Designing Socio-Technical Interventions in Families to Prevent Mental Health Disorders. Proc. ACM Hum.-Comput. Interact. 2, CSCW, Article 160 (November 2018), 34 pages. DOI: https://doi.org/10.1145/3274429

There was also a paper about risk to teens on the internet. The important take-away from this work is that the average teen will be exposed to risk on the internet, but instead of being overly-protective, we should be supporting their skill-building in coping. Our efforts should be focused on helping those teens who are more vulnerable to the risks (such as homeless youth or autistic teens).

Bridget Christine McHugh, Pamela J. Wisniewski, Mary Beth Rosson, Heng Xu, and John M. Carroll. 2017. Most Teens Bounce Back: Using Diary Methods to Examine How Quickly Teens Recover from Episodic Online Risk Exposure. Proc. ACM Hum.-Comput. Interact. 1, CSCW, Article 76 (December 2017), 19 pages. DOI: https://doi.org/10.1145/3134711

Last but not least…

Finally, I don’t think I could conclude a blog of my recap of CSCW without a plug for the paper I helped co-author. Chris Wolf, who was first author of this work, presented. In this paper, we discuss the complexity of single-sign-on in dating applications. As data flows between multiple platforms, users must make judgments about what data is being put on social media platforms and  how these choices are made even more complex when access to one application requires feeding in data from another (e.g., must give Facebook access to Tinder).

Christine T. Wolf, Kathryn E. Ringland, Isley Gao, and Paul Dourish. 2018. Participating Through Data: Charting Relational Tensions in Multiplatform Data Flows. Proc. ACM Hum.-Comput. Interact. 2, CSCW, Article 184 (November 2018), 17 pages. DOI: https://doi.org/10.1145/3274453

Conclusion

There were many other great papers presented, as well as panels, posters, and more! Of course, my favorite part of attending these conferences is meeting other researchers and geeking out about how work. I hope to see you at CSCW 2019!

A balcony rail in foreground, hudson river dark in middle, and night skyline of city in background.
New York City skyline at night from conference venue.


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.

Me standing in the middle of my committee members.

Gillian and Kate smiling together at camera.

Tall statues of letters reading UCI with toddler smiling from behind the C.

New Article: “A Better World: Examples of Disability in Overwatch”

Our new article is out in First Person Scholar! Amanda Cullen, Chris Wolf, and I write about disability representation in Overwatch and the future of representing disability in games more broadly.

Check it out here: http://www.firstpersonscholar.com/a-better-world/

Two hands on a notebook, one holding a pen writing in the notebook

Cullen, A.L.L., Ringland, K.E., Wolf, C.T. A Better World: Examples of Disability in Overwatch. First Person Scholar. 2018.

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]

Virtually Neurodiverse: A New Photo Blog about @Autcraft

As part of my dissertation work, I have been going through all of my old screen shots and analyzing all my collected data. I decided to launch a photo blog to bring to life some of my findings and make them available to all the wonderful people who have helped me with my research. I’ll be posting new blogs every week until I am through all of my screen shots. I would love feedback and comments.

You can visit the photo blog here: https://virtuallyneurodiverse.com

A white minecraft sheep in a pen with two red hearts floating by its head.

Diversity Statement

A downloadable PDF version of my diversity statement can be found here.

Accessibility and diversity have always been the cornerstone of my research and teaching philosophies. All my research projects have focused on underrepresented communities, particularly people with disabilities. As a woman who has overcome the adversity associated with having a disability, I recognize the unique challenges inherent in academia. I draw on this personal experience to give me insight to connect with and mentor students from diverse backgrounds. Accordingly, inclusiveness is central to my research, teaching, and service goals.

My desire to create a more equitable and inclusive community has been reflected throughout my research agenda both nationally and internationally. Locally, I have served as an instructor for Technology in the Workplace workshops for young adults with autism for the past four years. These workshops have served approximately 60 students per year, and helped to place high school students with jobs and entry into college. My research has also brought me to work with people with visual impairments in the Washington DC area through the University of Maryland Baltimore County. I assisted the National Federation for the Blind in their national elections with the deployment of more accessible voting machines. Internationally, I have worked in both Mexico and Japan with autistic children, developing affordable software systems to be used in local communities. In each of these projects, my overall goal was to use my expertise to serve the needs of the local community.

I have taken on a variety of leadership roles through participation in community outreach and diversity initiatives. At Washington State University Vancouver, I founded the Women in Computing group. The representation for women in this computer science program was 5%; I was the only woman in my cohort. Therefore, as the inaugural President, I organized an outreach event to promote computing for women, including speaking on a panel about my experiences as a student. There was overwhelmingly positive feedback from the over 40 local community college women in attendance. This past academic year, I stepped into a prominent leadership role and served as the elected Informatics Graduate Student Association President, which included organizing and hosting weekly networking opportunities with notable visiting scholars. As part of my service role in the Assistant Professor position, I would continue working on committees to promote diversity in STEM programs and outreach to potential students.

As an incoming underrepresented PhD student, I participated in the Diverse Educational Community and Doctoral Experience (DECADE) Competitive Edge program. Eager to share my experiences with others, I completed training in the Mentoring Excellence Program and served as a mentor to other underrepresented students entering the Informatics program. My mentees have graduated and gone on to graduate school and into industry. Under my mentorship, one of the women who attended my Women in Computing event successfully completed her four-year degree in Computer Science. Before her degree she held a minimum wage position, but is now working as a software programmer for a large company and plans on returning to graduate school.

Growing up and being in Seattle for much of my life, I was fortunate to live in such a diverse community and that has become integral to the balance I would like to see reflected in the students and staff that I might have the opportunity to work with.  In all aspects of my career, research, teaching, and service, I will continue to achieve broader impact through inclusion and accessibility.

Research Statement

A downloadable PDF version of this article is available here.

The ability to access social interactions is important for everyone, but many people may often be denied access or experience reduced access because of physical, cognitive, or social barriers. A lack of quality access leads to impoverished social experiences and a host of other problems such as loneliness, depression, and anxiety. My research agenda aims to understand how we can design and develop technology to support social interactions – exploring how sociality crosses into both physical and virtual spaces. For physical environments, I have designed and developed assistive technology as a therapeutic tool using whole-body interactive systems to expand modes of communication. Beyond physical spaces, my dissertation focuses on social interactions within and across social media platforms, including a Minecraft virtual world for children with autism, through ethnographic methods. In my future research, I will explore how individuals navigate access not only from platform to platform, but also from the physical world to the virtual and back again. Insight from this work will lead to theoretical and practical contributions of how individuals with disabilities and their social networks adopt, use, and modify technical systems that facilitate social interactions. Further, my work will lead to a better understanding of these communities and how to design more inclusive technology.

Assistive Technology for Children with Autism

Whole-Body Interactive Systems

A shape of a strawberry that has been colored in red and green, with the coloring going outside the lines.

Figure A. Strawberry outline colored by the user.

A silhouette of a boy's legs with a red target that has been painted over in green.

Figure B. A target with the silhouette of the user in the background.

Access to otherwise prohibitively expensive (e.g., money, time, energy) therapy is made possible by using whole-body interactive technology and augmenting the therapeutic and home environments for users. I conducted research of two systems using whole-body interactions – SensoryPaint and DanceCraft – which augmented therapies already being employed by children with autism. Both systems were developed using the Kinect, an inexpensive device that can be placed in a user’s home or doctor’s office. These projects allow for a more inclusive therapeutic environment by creating accessible, inexpensive solutions.

SensoryPaint uses a projection on a wall that the users interacted with using rubber balls. The user receives visual feedback of their activity via a silhouette displayed on the projection. The system allows for multiple types of interaction. For example, the user can digitally “paint” with the Kinect, tracking the ball and displaying the ball’s path in various colors on the wall (See Figure A). The user can also throw the ball at the projection to get a “splash” effect (See Figure B). From the results of the pilot study of SensoryPaint, I found that whole-body interactions can be more engaging for children than traditional therapies by giving participants different interactive options that suit their specific sensory needs. Including a flexible interface allows both therapists and children to use relevant segments of the program and change settings as needed. I presented these results at the Conference on Pervasive and Ubiquitous Computing (UbiComp) where I was nominated for a Best Paper award [8].

A shadow puppet with grass and clouds and birds flying in the background.

Figure C. Shadow puppet interface of DanceCraft.

Following the SensoryPaint study, I led a team of undergraduates to design and develop the DanceCraft system. The interface uses a similar silhouette feature that gives the user visual feedback on their activity. The user follows along with pre-recorded dances displayed as a “paper doll” figure (See Figure C). By including a feature to replay recorded dances on-the-fly, therapists and instructors can record dances specific for each child and session. The replay feature also allows for children to watch their own dance choreographies, giving them instant feedback. A therapist can then track a child’s progress across sessions through their saved recordings. Future iterations of the DanceCraft software will calculate whether the user’s captured dance moves are the correct dance moves as prescribed by the therapist. A pilot study of DanceCraft showed the feasibility of augmenting therapy in the home. I coauthored these preliminary findings, which were presented at the ACM Tapia Diversity conference [1], and a manuscript for the Transactions of Computer-Human Interaction (TOCHI) journal is currently in progress. Future work on these whole-body interactive systems will focus on creating intelligent software that can adapt to a growing, developing child’s needs and be intuitive for parents and therapists.

3D Printing from User-created Models in the Minecraft Virtual World

Minecraft is a popular virtual “sandbox” – with currently over 27 million units of the software sold – where players can build and create objects, environments, and worlds with a high degree of freedom. The multiplayer-capabilities of virtual worlds in Minecraft make it an ideal system for examining how technology facilitates and drives social interactions between users. I designed and programmed software that allows players to 3D print models of objects they have created within Minecraft. The application takes the coordinates of an object and translates it into a file that can be sent to a 3D printer, making their creations come to life in a sense. I designed the software to leverage the familiar interface by creating it as an add-on for Minecraft. To use the program, the user creates the 3D printing “magic wand” object within the virtual world, types in commands for the wand in the Minecraft interface, and then saves the files to the local computer. This program has potential in establishing engaging social interactions with greater accessibility due to the inherent nature of virtual environments, where conditions such as geographical or physical limitations are less hindering. Future work in this project will explore how users experience blending virtual creation of 3D objects with their tangible, physical representations. As part of a campus-wide effort to retain underrepresented students in STEM, this work was presented by my undergraduate mentee at the UCI Summer Research Symposium [9].

Exploring Virtual Worlds as a Support for Social Play in Children with Disabilities

Autcraft is a specific iteration of a Minecraft virtual world dedicated to children with autism and their allies. Drawing from work in Disability Studies, my dissertation examines data collected from ethnographic research conducted over three years in Autcraft (See Figure D). My research has uncovered how the Autcraft community works to create a safe, inclusive space through both social and technical means [6]. Parents actively work to maintain safety and accessibility in the Autcraft community through modifying Minecraft and other mainstream technology to create assistive devices [5]. Additionally, the findings from this work indicate the importance of a supportive communication framework (e.g., Facebook, Twitter, YouTube, and Twitch) that has emerged in the Autcraft community [7]. This constellation of social media is comprised of different platforms used in tandem to create a social, community experience. Community members can thereby empower themselves through online activism that supports better treatment of individuals with disability [2]. This also gives the children an outlet to express themselves creatively on safe online platforms [4]. Ultimately, I found the community searches for, practices, and defines sociality through the various communication channels and means of communication indicating evolving definitions of what it means to be social [3,7]. Results from this research project have appeared in multiple venues, including Human Factors in Computing Systems (CHI) and Computer Supported Cooperative Work and Social Computing (CSCW).

A Minecraft character next to a pond wearing a white lab coat with brown hair.

Figure D. A screen shot of my avatar, ResearcherKate – used to complete my virtual world ethnography.

Contributions of Dissertation

My dissertation contributes an empirical understanding of how access is granted to some individuals and not to others, creating an uneven distribution of experiences when interacting with technologies. This includes an exploration of how the intersectionality of multiple identities of community members, such as autistic or child, impacts social play online and how social play enables the performance of these identities. Insight from my work can help shape our scholarly understanding of how users approach technology, as well as some of the work marginalized users do to fully experience interactions. This includes some of the “Do-It-Yourself” activities individuals engage in to make systems more usable for themselves and their communities.

In this work, I highlight the value of virtual social interactions for marginalized users. When scholars, designers, therapists, or parents privilege physical, face-to-face social interactions over virtual ones, they run the risk of making invisible those who prefer, or have better access to, virtual social interactions. My dissertation challenges the mainstream discourse and contributes to normalizing social play as it occurs in virtual spaces for children with autism. Often, society tells these children they should focus solely on their physical-world engagements, while their online relationships and experiences are discounted. Children with autism are just one example of a subset of people who may prefer virtual interactions.

Finally, my work contributes a new way for HCI researchers to define and study social media. This work expands the definition of social media to include games and virtual worlds, beyond the scope of other social media platforms such as Facebook, Twitter, and Tumblr. The ethnographic methods used in this project also exemplify how HCI researchers should look beyond the bounds of a single social platform to understand a user or a community of users. Social media platforms work together to create an organic network for social interaction. This holistic lens of research allows for a far more complete understanding of users, which is necessary to create access and inclusion.

Research Agenda

My future research program will continue to explore the frontier where physical and virtual interactions no longer simply coexist, but are seamless. My work will encompass the following three themes: 1) understanding how people use a constellation of social platforms, 2) understanding disabled embodied experiences as mediated by technology, and 3) using the lens of intersectionality to represent a more complete person regardless of ability. To explore these threads, my research lab will engage in community-based work with individuals with disability and relevant organizations. Together we will answer questions regarding how we can design and develop sustainable technology that mediates social interactions and how access to these social interactions will improve quality of life. Research activities will include: designing and developing software for virtual reality (VR) and augmented reality (AR) platforms in tandem with whole-body sensors; holding workshops with marginalized individuals to both help with the design of these systems and to test the efficacy of the systems; and outreach programs with students in the department with local groups and schools.

This research will not only further the field in terms of understanding how people can build innovative technology, but also aid in the academic STEM pipeline for underrepresented students. As with my previous work, I will continue to mentor graduate and undergraduate students who are interested in working with marginalized populations in the areas of technology, games, and media studies. Results from this work will be published in conferences and journals geared towards HCI (such as CHI, Ubicomp, and ASSETS). My goal is to produce scientific results from multiple, diverse perspectives that will ensure a broader impact.

References

[1]       J.K. Brown, K.E. Ringland, and G.R. Hayes. 2016. DanceCraft: A Whole-Body Dance Software for Children with Autism. Tapia Celebration of Diversity in Computing 2016.

[2]       K.E. Ringland. 2017. On Being “Autsome”: An Exploration of Online Social Play as a Means of Empowering Autistic Youth. Popular Culture Association / American Culture Association.

[3]       K.E. Ringland. 2017. Minecraft as a Site of Sociality for Autistic Youth. QGCon 2017.

[4]       K.E. Ringland, L.E. Boyd, H. Faucett, A.L.L. Cullen, and Gillian R. Hayes. 2017. Making in Minecraft: A Means of Self-Expression for Youth with Autism. In Proc. IDC 2017, ACM.

[5]       K.E. Ringland, C.T. Wolf, L.E. Boyd, M. Baldwin, and G.R. Hayes. 2016. Would You Be Mine: Appropriating Minecraft as an Assistive Technology for Youth with Autism. In Proc. ASSETS 2016, ACM.

[6]       K.E. Ringland, C.T. Wolf, L. Dombrowski, and G.R. Hayes. 2015. Making “Safe”: Community-Centered Practices in a Virtual World Dedicated to Children with Autism. In Proc. CSCW 2015, ACM.

[7]       K.E. Ringland, C.T. Wolf, H. Faucett, L. Dombrowski, and G.R. Hayes. 2016. “Will I always be not social?”: Re-Conceptualizing Sociality in the Context of a Minecraft Community for Autism. In Proc. CHI 2016.

[8]       K.E. Ringland, R. Zalapa, M. Neal, L. Escobedo, M. Tentori, and G.R. Hayes. 2014. SensoryPaint: A Multimodal Sensory Intervention for Children with Neurodevelopmental Disorders. In Proc. UbiComp, ACM.

[9] Tamimi, A., Ringland, K.E., Hayes, G.R. 2016. “Developing a User-Friendly System to 3D Print Minecraft Creations.” UCI Summer Research Colloquium. Irvine, CA.

Making in Minecraft: A Means of Self-Expression for Youth with Autism

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.

Paint tubes and paint brushes on a wooden table covered in different colored paints.

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.

A piston table with two chairs in Minecraft on a wooden floor.

Using a piston object in Minecraft as a table.

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]

ResearcherKateAcknowledgements: 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.

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