Once undertaken primarily by museum professionals, the activity of curatorship has been popularized via the Web. Social media tools, such as YouTube playlists and Pinterest Web bulletin boards, enable users to curate a diverse range of materials for personal use and for broader publication. But what makes one set of "curated" items more interesting than another? In this paper, we show how findings from an initial humanistic inquiry led to a lab-based user experiment, and how combined insights from these studies have illuminated new research streams in both humanistic and design research modes.
For over 40 years the notion of the file, as devised by pioneers in the field of computing, has been the subject of much contention. Some have wanted to abandon the term altogether on the grounds that metaphors about files can confuse users and designers alike. More recently, the emergence of the 'cloud' has led some to suggest that the term is simply obsolescent. In this paper we want to suggest that, despite all these conceptual debates and changes in technology, the term file still remains central to systems architectures and to the concerns of users. Notwithstanding profound changes in what users do and technologies afford, we suggest that files continue to act as a cohering concept, something like a 'boundary object' between computer engineers and users. However, the effectiveness of this boundary object is now waning. There are increasing signs of slippage and muddle. Instead of throwing away the notion altogether, we propose that the definition of and use of files as a boundary object be reconstituted. New abstractions are needed, ones which reflect what users seek to do with their digital data, and which allow engineers to solve the networking, storage and data management problems that ensue when files move from the PC on to the networked world of today.
Denotes co-first authors.The not-too-distant future may bring more ubiquitous personal computing technologies seamlessly integrated into people's lives, with the potential to augment reality and support human cognition. For such technology to be truly assistive to people, it must be context-aware. Human experience of context is complex, and so the early development of this technology benefits from a collaborative and interdisciplinary approach to researchwhat the authors call "hybrid methodology"-that combines (and challenges) the frameworks, approaches, and methods of machine learning, cognitive science, and anthropology. Hybrid methodology suggests new value ethnography can offer, but also new ways ethnographers should adapt their methodologies, deliverables, and ways of collaborating for impact in this space. This paper outlines a few of the data collection and analysis approaches emerging from hybrid methodology, and learnings about impact and team collaboration, that could be useful for applied ethnographers working on interdisciplinary projects and/or involved in the development of ubiquitous assistive technologies.
In this paper we describe a project that explores how advances in information technology could be used to make film and television media more accessible to both scholarly and non-scholarly audiences. By indexing, at a detailed level, a range of time-synchronized and non-timesynchronized elements in a test collection of 12 films and 8 television programs, we demonstrate how structured data representing many aspects of media content can be produced in a streamlined manner, and discuss how this work could potentially be augmented with automated indexing to be more efficient. We present examples of how this data can be utilized to produce a variety of tools and artifacts that make film and television media more accessible, and suggest that crowdsourcing could be an effective strategy for accomplishing this work on a larger scale. This research contributes to the growing body of literature exploring how multimedia collections can be made more accessible and useful for a variety of purposes.
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