Projects

Contact: Jahmeilah Roberson

We cannot ignore that marginalized communities, such as the homeless, are users of digital and traditional technologies in urban settings. This research is an exploration of issues surrounding the ecology of digital technologies owned and used by the homeless in Los Angeles County. We have undertaken an ethnographic investigation to further our understanding of the role that digital technologies play in the lives of the homeless. By examining the social practices surround their use of technology we have identified themes that explain the role digital technologies play in mediating the different social lives of the homeless.

Grants: Faculty Mentor Program Fellowship Award, Cultural Diversity Grant, Intel PaPR@UCI Seed Grant

Contact: Jahmeilah Roberson

Despite the heath issues closely associated with homelessness and poverty, the primary need for most homeless people is to survive life on the streets by finding food and shelter. Healthcare, while important, is often secondary. The lack of control over housing and diet often leads to these health problems within the homeless community and contributes to making them extremely difficult to treat and control. Homeless people often suffer from multiple illnesses where coordinating healthcare resources and obtaining health care information play the key roles in the disease management process.

The health care needs surrounding chronic diseases are a huge challenge for homeless people since medication, diet, and basic living interact in the course of disease management. The plan is to conduct a field study in a homeless health organization to
examine the barriers and needs for homeless and poverty stricken to obtain sufficient health care information and to explore opportunities to design and implement technological interventions to help both the homeless and the health care organizations to engage in more effective health care practice.

Contact: Yong Ming Kow

Ethnographic investigation of modding communities in US and China. Modding practice reduced games development cost by up to 30% and extended shelf live of games (Postigo, 2008). However, we found productivity of modding communities to be uneven. In the largest U.S. mods download site - Curse, we found between 3000-3500 independent mods. Despite China having more than double the U.S. players, they produced no more than 1500. The question is: why? We went to Chinese cities including Beijing, Shanghai, Guangzhou, Chongqing, Shihezi (Xinjiang), and Xiuyan (Liaoning) to find out. We also met up with U.S. modders online, at an annual gaming convention, and at Disney!

In an upcoming publication (see below), we explained the ecology of the modding communities in the U.S. and China. We also explained the reasons why the two ecologies supported different levels of creativity and productivity.

The research continues to answer the following questions: Who are the modders? What mods do they produce? What are the developmental needs (particularly socio-cultural and legal issues) to unleash the potential of modding communities in product development?

Contact: Nithya Sambasivan

The recent move towards user-generated content in social media has resulted in the proliferation of online content production services such as wikis, blogs, and photo sharing websites. One of the most successful technologies in this realm is online classifieds services, such as Craigslist. This service allows users to post advertisements, such as rentals, jobs, consumer goods, tickets, automobiles, along with the means to contact the poster of the advertisement. Such user-driven websites allow anyone with access to the technology to create and edit content, for free.

Contact: Bonnie Nardi

A good deal of communication is intended to create feelings of connection between people rather than to convey specific messages. While face to face interaction is especially rich in ways to establish connection (touching, eating together, making eye contact, sharing common space, informal chitchat), people also establish connection through mediated communication. Blogs, wikis, instant messaging, email, chat, newsgroups, listservs, websites, and games are especially interesting forms of human communication that establish and maintain fields of connection as well as allow for the exchange of substantive information. My most recent research concerns massively multiplayer online games. I am conducting participant-observation fieldwork in World of Warcraft, the most popular MMOG, studying how players collaborate as well as the relationship of offline, online, and in-game activity.

Contact: Bonnie Nardi

The computer desktop was an amazing design for its time, but does not reflect the complexity, flexibility, and sociality of human activity. Eventually we will have to reorganize the desktop to reflect the complex mix of activities users engage in and move beyond the rigidity of separate applications and files-and-folders. Activity theory will be useful in this effort as we work to characterize activity. While ingenious technologies such as blogs and wikis have improved communication, we need better ways to use digital technologies to organize multiple activities, establish meaningful contexts for different activities, and collaborate with others. A different level of design and implementation is needed to make that happen.