Abstract:Location-based social network apps for dating have grown significantly over the past few years. Although they have many possible uses, casual and sexual encounters remain an important part of their draw. For CSCW, these apps are interesting to study: they offer a context to explore issues of identity and selfpresentation, geography and locality, privacy and security, as well as motivation and usage habits. In this one-day workshop, we invite researchers, students, and practitioners from a diverse range of back… Show more
“…As Hardy and Lindtner point out, there is a need for a situated understanding of LGBT identities that looks at the 'articulations of queer desires' [27, p23]. When done successfully, HCI researchers balance articulating the real risks faced by LGBT people with highlighting the tactics they develop to negotiate and reshape their own technology use (see [8,24,27]).…”
HCI is increasingly working with 'vulnerable' people, yet there is a danger that the label of vulnerability can alienate and stigmatize the people such work aims to support. We report our study investigating the application of interaction design to increase rates of hate crime reporting amongst Lesbian, Gay, Bisexual and Transgender young people. During design-led workshops, participants expressed ambivalence towards reporting. While recognizing their exposure to hate crime, they simultaneously rejected being identified as victim as implied in the act of reporting. We used visual communication design to depict the young people's ambivalent identities and contribute insights into how these fail and succeed to account for the intersectional, fluid and emergent nature of LGBT identities through the design research process. We argue that by producing ambiguously designed texts alongside conventional outcomes, we 'trouble' our design research narratives as a tactic to disrupt static and reductive understandings of vulnerability within HCI.
“…As Hardy and Lindtner point out, there is a need for a situated understanding of LGBT identities that looks at the 'articulations of queer desires' [27, p23]. When done successfully, HCI researchers balance articulating the real risks faced by LGBT people with highlighting the tactics they develop to negotiate and reshape their own technology use (see [8,24,27]).…”
HCI is increasingly working with 'vulnerable' people, yet there is a danger that the label of vulnerability can alienate and stigmatize the people such work aims to support. We report our study investigating the application of interaction design to increase rates of hate crime reporting amongst Lesbian, Gay, Bisexual and Transgender young people. During design-led workshops, participants expressed ambivalence towards reporting. While recognizing their exposure to hate crime, they simultaneously rejected being identified as victim as implied in the act of reporting. We used visual communication design to depict the young people's ambivalent identities and contribute insights into how these fail and succeed to account for the intersectional, fluid and emergent nature of LGBT identities through the design research process. We argue that by producing ambiguously designed texts alongside conventional outcomes, we 'trouble' our design research narratives as a tactic to disrupt static and reductive understandings of vulnerability within HCI.
“…5 In previous work, Ann Light proposed a study of Queer HCI 6 that investigates resistance to computing through the process of queering wherein queering is defined as "problematizing apparently structural and foundational relationships with critical intent" [29]. At the same time, and as we covered in the related literature section, a growing body of work in HCI and CSCW has stressed the importance of centering in on the identities and experiences of queer users [7,9,14,21]. Would this latter work speak to Light's call for a "queering of HCI?"…”
Section: Putting the Queer Back Into The Queering Of Computingmentioning
confidence: 99%
“…We explore, in particular, how rural gay men position themselves in relation to the values and ideals of sexuality "scripted" into these applications by the companies' founders and designers. With this, we aim to bring into conversation a small but expanding body of research on queer users and technology in CSCW and HCI [6,7,14,24] with analytical frames on subjectivity and sexuality drawn from science and technology studies (STS), feminist HCI, and sexuality studies. Following in the footsteps of Mary Gray and her ethnographic research with LGBT youth and their use of new media in rural Kentucky [17], we draw from ethnographic research with gay men in a rural part of the American Midwest and pair it with discourse analysis of news articles, promotional materials, and ad campaigns of Grindr and SCRUFF.…”
A growing body of literature addresses the use of Grindr and SCRUFF, location-based networking applications for gay, bisexual, and queer men. This study builds on that work, asking whose sexuality is produced in the design and use of these applications. Drawing from ethnographic research and discourse analysis, we build on analytical frames from science and technology studies, feminist HCI, and sexuality studies, proposing what we call the desiring user: a user whose desires and sexuality are mediated through technological devices in particular ways. In doing so, we demonstrate how the discursive constructions of the user put forth by the creators of Grindr and SCRUFF clash with the lived reality of our rural interlocutors. We address emerging themes in CSCW and HCI related to the construction of sexual subjectivities and social computing in rural settings.
“…The anonymity technology offers has been explored by [19] in investigating how explicit talk about 'making love' was expressed in various ways through a dedicated anonymous posting website, whilst [2] has investigated the (often) sexual content on anonymous Facebook 'Confession Boards' [5]. Research examining location based social networks such as Grindr and Tinder argue how self-presentation and anonymity become complicated in these online spaces [7], with [6] arguing that the prominence of these apps should now lead us to consider sex as a significant motivator in of itself for interaction with technology. An examination of these existing systems indicates how technology can create new or distinct ways for people to have interactions around sex, yet despite this HCI has made little way in terms of scoping a design space or response to these identified opportunities.…”
In this paper, we describe a user-centred design process, where we engaged with 58 adolescents over an 18-month period to design and evaluate a multiplayer mobile game which prompts peer-led interactions around sex and sexuality. Engagement with our design process, and response to our game, has been enthusiastic, highlighting the rich opportunities for HCI to contribute constructively to how HCI may contribute to sexual health in adolescents. Based on our experiences we discuss three lessons learnt: lightweight digital approaches can be extremely successful at facilitating talk among young people about sex; sharing control of the conversation between all stakeholders is a fair and achievable approach; even problematic interactions can be opportunities to talk about sex.
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