In: Badillo-Urquiola, K.*, Wisniewski, P. † (2017) "For Those Who Need It Most: Helping "At-Risk" Youth Manage Online Risks," Extended Abstract presented at the Workshop on Equity and Inclusivity at the 2017 ACM Conference on Interaction Design and Children (IDC 2017), Stanford, CA
In: Chatlani, Neeraj and Shea, Zachary and Wisniewski, Pamela, Teenovate: Using Intergenerational Participatory Design to Teach Students about Adolescent Online Safety (June 18, 2020). Teaching CCI Workshop of the 2020 ACM Interaction Design and Children Conference.
In February 2016, Facebook launched Reactions, an interactive feature expanding the Like button to include five additional emotional responses: Love, Sadness, Anger, Wow, and Haha. In this article, we examine users' feedback about this new feature and identify important design implications of this significant modification of Facebook's interface. We did this by applying theories of human emotion and emotion-specific influences on cognitive appraisals to conduct a heuristic evaluation of Facebook Reactions and a thematic content analysis of the 3,000 "top" comments posted by Facebook users on the official pre- and post-launch announcements about Reactions. Prior to launch, many users were concerned that the addition of a Dislike button would lead to abuse; thus, they favored the more nuanced design of Reactions. After launch, users were more positive about the feature as many of their misconceptions were clarified through actual use. Overall, we identified several design constraints of this new feature, including users' inability to express conflicting emotions. We conclude the article by discussing the implications of our findings and the challenges around research and design for sociotechnical systems that involve complex human emotions.
In: Badillo-Urquiola, Agha, Z., Akter, K., Wisniewski, P., (2020) "Towards Assets-Based Approaches for Adolescent Online Safety" Extended Abstract presented at the ACM Conference on Computer-Supported Cooperative Work Workshop on Operationalizing an Assets-Based Design of Technology, (CSCW 2020).
Viral social media challenges have erupted across multiple social media platforms. While social media users participate in prosocial challenges designed to support good causes, like the Ice Bucket Challenge, some challenges (e.g., Cinnamon Challenge) can also potentially be dangerous. To understand the influential factors, experiences, and reflections of young adults who participated in a viral social media challenge in the past, we conducted interviews with 30 college students (ages 18–27). We applied behavioral contagion theory as a qualitative lens to understand whether this theory could help explain the factors that contributed to their participation. We found that behavior contagion theory was useful but not fully able to explain how and why young social media users engaged in viral challenges. Thematic analyses uncovered that overt social influence and intrinsic factors (i.e., social pressure, entertainment value, and attention-seeking) also played a key role in challenge participation. Additionally, we identified divergent patterns between prosocial and potentially risky social media challenges. Those who participated in prosocial challenges appeared to be more socially motivated as they saw more similarities between themselves and the individuals that they observed performing the challenges and were more likely to be directly encouraged by their friends to participate. In contrast, those who performed potentially risky challenges often did not see similarities with other challenge participants, nor did they receive direct encouragement from peers; yet, half of these participants said they would not have engaged in the challenge had they been more aware of the potential for physical harm. We consider the benefits and risks that viral social media challenges present for young adults with the intent of optimizing these interactions by mitigating risks, rather than discouraging them altogether.
In: Agha, Z., Badillo-Urquiola, K. Chatlani, N., Alsoubai, A., Wisniewski, P., (2020) "Socially Responsible Computing in Adolescent Online Safety" Extended Abstract presented at the ACM Conference on Computer-Supported Cooperative Work Workshop on Collective Organizing and Social Responsibility, (CSCW
1. Introduction and Overview -- Part I: Privacy Theory and Methods -- 2. Privacy Theories and Frameworks -- 3. Revisiting APCO -- 4. Privacy and Behavioral Economics -- 5. The Development of Privacy Norms -- 6. Privacy Beyond the Individual Level -- Part II: Domains -- 7. Social Media and Privacy -- 8. Privacy-Enhancing Technologies -- 9. Tracking and Personalization -- 10. Healthcare Privacy -- 11. Privacy and the Internet of Things -- Part III: Audiences -- 12. Cross-Cultural Privacy Differences -- 13. Accessible Privacy -- 14. Privacy in Adolescence -- 15. Privacy and Vulnerable Populations -- Part IV: Moving Forward -- 16. User-Tailored Privacy -- 17. The Ethics of Privacy in Research and Design: Principles, Practices, and Potential -- 18. EU GDPR: Toward a Regulatory Initiative for Deploying a Private Digital Era -- 19. Reflections: Bringing Privacy to Practice.
In: ACM Conference on Human Factors in Computing Systems (CHI 2021)/ Artificially Intelligent Technology for the Margins: A Multidisciplinary Design Agenda Workshop
A social media phenomenon that has received limited research attention is the advent and propagation of viral online challenges. Several of these challenges entail self-harming behavior, which, combined with their viral nature, poses physical and psychological risks for both participants and viewers. The objective of this study is to identify the nature of what people post about the social media challenges that vary in their level of risk. To do so, we conducted a qualitative analysis of three viral social media challenges, the Blue Whale, Tide Pod, and Ice Bucket challenges, based on 180 YouTube videos, 3,607 comments on those YouTube videos, and 450 Twitter posts. We identified common themes across the YouTube videos, comments, and Twitter posts: (1) promoting education and awareness, (2) criticizing the participants, (3) providing detailed information about the participants, (4) giving viewers a tutorial on how to participate, and (5) attempting to understand this seemingly senseless online behavior. We used social norm theory to discuss what leads people to post about the challenges and how posts intended to raise awareness about harmful challenges could potentially create a contagion effect by spreading knowledge about them, thereby increasing participation. Finally, we proposed design implications that could potentially minimize the risks and propagation of harmful social media challenges.