This paper presents an open source platform Throw [
Data videos, or short data-driven motion graphics, are an increasingly popular medium for storytelling. However, creating data videos is difficult as it involves pulling together a unique combination of skills. We introduce DataClips, an authoring tool aimed at lowering the barriers to crafting data videos. DataClips allows non-experts to assemble data-driven "clips" together to form longer sequences. We constructed the library of data clips by analyzing the composition of over 70 data videos produced by reputable sources such as The New York Times and The Guardian. We demonstrate that DataClips can reproduce over 90% of our data videos corpus. We also report on a qualitative study comparing the authoring process and outcome achieved by (1) non-experts using DataClips, and (2) experts using Adobe Illustrator and After Effects to create data-driven clips. Results indicated that non-experts are able to learn and use DataClips with a short training period. In the span of one hour, they were able to produce more videos than experts using a professional editing tool, and their clips were rated similarly by an independent audience.
Social and political bots have a small but strategic role in Venezuelan political conversations. These automated scripts generate content through social media platforms and then interact with people. In this preliminary study on the use of political bots in Venezuela, we analyze the tweeting, following and retweeting patterns for the accounts of prominent Venezuelan politicians and prominent Venezuelan bots. We find that bots generate a very small proportion of all the traffic about political life in Venezuela. Bots are used to retweet content from Venezuelan politicians but the effect is subtle in that less than 10 percent of all retweets come from bot-related platforms. Nonetheless, we find that the most active bots are those used by Venezuela's radical opposition. Bots are pretending to be political leaders, government agencies and political parties more than citizens. Finally, bots are promoting innocuous political events more than attacking opponents or spreading misinformation. FROM SOCIAL BOTS TO POLITICAL BOTS
Theorists and advocates of "remixing" have suggested that appropriation can act as a pathway for learning. We test this theory quantitatively using data from more than 2.4 million multimedia programming projects shared by more than 1 million users in the Scratch online community. First, we show that users who remix more often have larger repertoires of programming commands even after controlling for the numbers of projects and amount of code shared. Second, we show that exposure to computational thinking concepts through remixing is associated with increased likelihood of using those concepts. Our results support theories that young people learn through remixing, and have important implications for designers of social computing systems.Comment: In Proceedings of the 19th ACM Conference on Computer-Supported Cooperative Work & Social Computing (CSCW '16
This article reflects on the first eight months of existence of the Scratch Online Community by discussing the design rationale and learning theories underlying Scratch and its website.
To help activists call new volunteers to action, we present Botivist: a platform that uses Twitter bots to find potential volunteers and request contributions. By leveraging different Twitter accounts, Botivist employs different strategies to encourage participation. We explore how people respond to bots calling them to action using a test case about corruption in Latin America. Our results show that the majority of volunteers (> 80%) who responded to Botivist's calls to action contributed relevant proposals to address the assigned social problem. The number of contributions and their relevance varied by the strategy used. Some strategies that work well offline and face-to-face appeared to hinder people's participation when used by an online bot. We analyze user behavior in response to being approached by bots with an activist purpose. We also provide strong evidence for the value of this type of civic media, and derive design implications.
We present Animo, a smartwatch app that enables people to share and view each other's biosignals. We designed and engineered Animo to explore new ground for smartwatch-based biosignals social computing systems: identifying opportunities where these systems can support lightweight and mood-centric interactions. In our work we develop, explore, and evaluate several innovative features designed for dyadic communication of heart rate. We discuss the results of a two-week study (N=34), including new communication patterns participants engaged in, and outline the design landscape for communicating with biosignals on smartwatches.
We present two studies of online ephemerality and anonymity based on the popular discussion board /b/ at 4chan.org: a website with over 7 million users that plays an influential role in Internet culture. Although researchers and practitioners often assume that user identity and data permanence are central tools in the design of online communities, we explore how /b/ succeeds despite being almost entirely anonymous and extremely ephemeral. We begin by describing /b/ and performing a content analysis that suggests the community is dominated by playful exchanges of images and links. Our first study uses a large dataset of more than five million posts to quantify ephemerality in /b/. We find that most threads spend just five seconds on the first page and less than five minutes on the site before expiring. Our second study is an analysis of identity signals on 4chan, finding that over 90% of posts are made by fully anonymous users, with other identity signals adopted and discarded at will. We describe alternative mechanisms that /b/ participants use to establish status and frame their interactions.
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