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Investigating user generated presentations of self in face-to-face interaction between strangers

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dc.contributor Aalto-yliopisto fi
dc.contributor Aalto University en
dc.contributor.author Kytö, Mikko
dc.contributor.author McGookin, David
dc.date.accessioned 2017-03-23T11:15:12Z
dc.date.available 2017-03-23T11:15:12Z
dc.date.issued 2017
dc.identifier.citation Kytö , M & McGookin , D 2017 , ' Investigating user generated presentations of self in face-to-face interaction between strangers ' , International Journal of Human-Computer Studies , vol. 104 . https://doi.org/10.1016/j.ijhcs.2017.02.007 en
dc.identifier.issn 1071-5819
dc.identifier.issn 1095-9300
dc.identifier.other PURE UUID: 5dff972c-6f70-4589-a917-d01d5c14188a
dc.identifier.other PURE ITEMURL: https://research.aalto.fi/en/publications/investigating-user-generated-presentations-of-self-in-facetoface-interaction-between-strangers(5dff972c-6f70-4589-a917-d01d5c14188a).html
dc.identifier.other PURE FILEURL: https://research.aalto.fi/files/11090269/paper_revised_version.pdf
dc.identifier.uri https://aaltodoc.aalto.fi/handle/123456789/24892
dc.description.abstract A recent trend in HCI has been the reuse of social media to augment face-to-face interactions amongst strangers. Where Digital presentation of media are displayed during face-to-face encounters. Work has shown that displaying media when co-present with a stranger can help to support conversation. However, existing work considers social media as a raw resource, using algorithmic matching to identify shared topics between individuals, presenting these as text. Therefore, we do not know how users would choose digital media to represent themselves to others or how they would wish it to be displayed. This is important, as existing work fails to take into account the rich practices around how users choose to represent themselves on-line to others, and the implications if unwanted data are disclosed. Through a two-part study 32 participants designed a digital representation of themselves that could be presented to strangers in face-to-face interaction. We then studied how these were employed. Our results found that users prefer more social, rich and ambiguous content to present, the majority of which comes from outside existing social and digital media services. The use of ambiguous content helping to both sustain conversation, and being used as a way to control disclosure of information. By considering two display technologies (HMD and Smartwatch) we are also able to decouple the role of the visualisation from how it is displayed, identifying how showing the visualisation can help in the conversation. en
dc.format.extent 15
dc.format.mimetype application/pdf
dc.language.iso en en
dc.relation.ispartofseries International Journal of Human-Computer Studies en
dc.relation.ispartofseries Volume 104 en
dc.rights openAccess en
dc.subject.other Human-Computer Interaction en
dc.subject.other 113 Computer and information sciences en
dc.subject.other Software engineering, operating systems, man-computer interaction en
dc.title Investigating user generated presentations of self in face-to-face interaction between strangers en
dc.type A1 Alkuperäisartikkeli tieteellisessä aikakauslehdessä fi
dc.description.version Peer reviewed en
dc.contributor.department Department of Computer Science
dc.subject.keyword Digital Self
dc.subject.keyword Face to Face Interaction
dc.subject.keyword HMD
dc.subject.keyword Smartwatch
dc.subject.keyword Conversation
dc.subject.keyword Digitization
dc.subject.keyword Human-Computer Interaction
dc.subject.keyword 113 Computer and information sciences
dc.subject.keyword Software engineering, operating systems, man-computer interaction
dc.identifier.urn URN:NBN:fi:aalto-201703233135
dc.identifier.doi 10.1016/j.ijhcs.2017.02.007
dc.date.embargo info:eu-repo/date/embargoEnd/2019-03-27


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