THE OzCHI24 2017 CHALLENGE BRIEF: Design for Sharing

1. THE OzCHI24 2017 CHALLENGE: Design for Sharing

The existence of the human race is contingent on sharing the planet with each other and with a rich array of plant and animal species in our natural environment. However, large scale imbalances in the sharing of resources are resulting in problems such as environmental destruction, war and displacement, and widening socio-economic inequalities between people (Light et al. 2017). Looking at these problems that are bigger than ourselves, we might feel overwhelmed or uncertain about what meaningful actions we can take in our own lives to affect a positive change for the “common good” (ibid.).

Technology design can have a role in making futures for ourselves that enrich our relationships with other humans and with nature, bringing to the fore our better human nature. Design scholars such as Ann Light suggest that a “sustainable society is one in which we choose positive behaviours that make us feel happier, more connected and more disposed to help others” (Light and Miskelly 2014). One place for designers to start is to consider what role technology can play in enabling people to share and give back in their community, enriching social connectedness and supporting environmental sustainability.

New digital platforms have facilitated sharing of a wide range of resources within local communities, with prominent examples including Freecycle, AirBnB, Uber, and Taskrabbit (with others in Malmborg et al. 2015). Sharing can take many forms, including “giving something up”, “exchanging for things other than cash”, “fixing something for the benefit of everyone”, or “pooling […] time and expertise, skills and resources” (Light and Miskelly 2014). Different conceptualisations of sharing and the sharing economy, including the “collaborative economy”, “shared economy”, and “collaborative consumption” have differing foci, with varying social and economic implications (Botsman 2015). A key distinction is whether a service is collective or individual and whether it is paid for or free (Light and Miskelly 2015).

Sharing can bring about new types of interactions and engagement between people within a community, and feed into our broader social and environmental systems.

Your challenge is to create a design concept that supports “sharing and giving back” in a community. You must address the following questions in your paper and video submission:

  • What is ‘designing for sharing’, and what type of sharing does your design intervention support or facilitate?
  • What particular community (physical or virtual) is your team designing for?
  • How could this design intervention enrich people’s interaction and engagement with their community and with the environment?
  • How does your design intervention engage with new and emerging technologies?
  • What types of interactions and experiences does your design intervention facilitate?
  • What are the strengths and weaknesses of your approach?

2. Where to start

Make a start on understanding the problem space by reviewing the following literature:

  1. Rachel Botsman. 2015. Defining The Sharing Economy: What is Collaborative Consumption- And What Isn’t? Retrieved from https://www.fastcompany.com/3046119/defining-the-sharing-economy-what-is-collaborative-consumption-and-what-isnt
  2. Ann Light and Clodagh Miskelly. 2014. Design for Sharing. Newcastle. Retrieved from https://designforsharingdotcom.files.wordpress.com/2014/09/design-for-sharing-webversion.pdf
  3. Ann Light and Clodagh Miskelly. 2015. Sharing Economy vs Sharing Cultures? Designing for social, economic and environmental good. Interaction Design and Architecture(s) Journal – IxD&A 24: 49–62. Retrieved from http://www.mifav.uniroma2.it/inevent/events/idea2010/doc/24_3.pdf
  4. Ann Light, Irina Shklovski, and Alison Powell. 2017. Design for Existential Crisis. Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems  – CHI EA ’17, May: 722–734. https://doi.org/10.1145/3027063.3052760
  5. Lone Malmborg, Ann Light, Geraldine Fitzpatrick, Victoria Bellotti, and Margot Brereton. 2015. Designing for Sharing in Local Communities. Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems – CHI EA ’15 18: 2357–2360. https://doi.org/10.1145/2702613.2702645
  6. Ross McLachlan, Claire Opila, Neha Shah, Emily Sun, and Mor Naaman. 2016. You Can’T Always Get What You Want: Challenges in P2P Resource Sharing. Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems: 1301–1307. https://doi.org/10.1145/2851581.2892358
  7. Stephen Snow, Dhaval Vyas, and Margot Brereton. 2017. Sharing, Saving, and Living Well on Less: Supporting Social Connectedness to Mitigate Financial Hardship. International Journal of Human–Computer Interaction 33, 5: 345–356. https://doi.org/10.1080/10447318.2016.1243846

Once you have finished reviewing this literature, start working through your ideas about the problem space as a team. What does “sharing” mean? How is sharing enacted in local communities? What role does technology play in sharing? What opportunities might there be for design interventions related to sharing?

3. Important change in 2017: No primary data gathering

We have introduced an important change to OzCHI24 in 2017. This year, teams will not be permitted to gather primary data from people outside of your team such as seeking user insights and feedback from external participants through interviews, surveys, or any other primary data gathering method.

If needed, you can use data gathered from within your team (e.g. brainstorming, reflection, use of design methods such as workshop activities with only your team members), or use secondary sources. The following link provides a definition and examples of primary and secondary data: http://www.iwh.on.ca/wrmb/primary-data-and-secondary-data

You are not expected to gather primary data about your community or conduct an evaluation of your design concept using external participants. However, you need to demonstrate originality and a good use of design research methods in your:

  • Introduction: How clearly did you communication the problem space and the rationale for your design concept?
  • Literature review: How well did you use the secondary sources that are already available?
  • Ideation: What process did you follow to come up with your idea concepts? How interesting are your design ideas, and how well did they address the challenge brief?
  • Prototyping: How well was your design concept conveyed through your prototype/video?
  • Discussion and reflection: How well were you able to reflect on the interactions and experiences that your design concept could facilitate, and the strengths and weaknesses of your approach?

Some examples of primary and secondary data gathering methods as follows:

Primary data involving participants outside of your team (NOT ALLOWED) Secondary data and internal data (ALLOWED)
  • Interviews
  • Surveys
  • Focus groups
  • Cultural probes
  • Focus groups
  • Participant observation etc
  • Secondary sources (e.g. existing literature, prior work)
  • Publically available datasets
  • Self-reflection, brainstorming, and use of design methods within your team

4. Submission

4.1 What you will be submitting

1) Paper

To describe your design intervention, you are asked to write a brief ‘mini paper’ in academic style using the Microsoft Word 2017 SIGCHI Extended Abstract Template (no LaTeX).

To access the template:

  • Follow this link: http://www.acm.org/publications/proceedings-template
  • Download either the Windows or Mac version of the Master Template (.zip)
  • Navigate to the folder ‘ACM Sample Files’
  • Open the file called SigChi-a.docx (please ensure that you choose the file name with -a)
  • Replace the content in the same paper with your own content, ensuring that the formatting remains the same

In your paper you must explain the design concept, design process, and address the questions in the brief and evaluation criteria.

You are strongly encouraged to include research references such as journals and conference papers, and other relevant links in the paper. Feel free to include pictures and diagrams in the body of your paper!

Your submission should be up to six pages long including references. There is plenty of space in the column margin for images, diagrams, tables, and figures.

Finally, don’t panic! The Extended Abstract paper format is succinct, and we understand that it’s a 24-hour challenge, so this will be taken into consideration when we read your submissions.

In a few hours time, we will publish a ‘Paper Writing Guide’ post with further detail on how to structure and format your submission.

2) Video

To demonstrate your design concept and use scenarios, you must create a video prototype or a concept video that demonstrates an early stage prototype in use. Anything from animation through screen capture to acting is valid.

The video should be strictly no more than 3 minutes long. Be sure to include a title and your team name somewhere throughout the video.

Include a link to your video submission in your Paper’s references section and in the paper submission form.

3) Team blog (not assessed)

To showcase your research and design process you need to maintain a team blog (online journal) throughout the entire 24-hour challenge. This blog should include key parts of your process such as prototyping and the various methodologies you utilise. It’s not necessary for you to post any results of ideas before the end of the challenge; however, it’s beneficial for us to understand the methodologies you used and what your process was to verify your submission.

Use your team blog to provide us with ‘behind the scenes’ insights into your design process, and showcase every aspect of your design journey. Please use #ozchi24 for tagging any challenge-related posts.

4) Mini challenges (not assessed)

We will be running a series of three optional mini-challenges that are designed to give you some direction and help you develop your final submission. Mini challenges will be released gradually on the OzCHI24 website during the challenge period. Mini-challenge entries can be submitted by posting your work to your team’s blog, and commenting on the mini challenge instructions post with your blog post URL. Mini challenge winners will receive certificates.

4.2 Evaluation Criteria (What we’ll be looking for)

Your video and paper will be assessed together against the following criteria:

  1. Demonstrated understanding of the problem. Your submission should provide details of, and gives context to, a real world problem while providing insight into user experience and interaction.
  2. Method and approach. The quality of your design process, and use of interaction design methods and theory.
  3. Creativity, quality, innovation, and originality of design concept.
  4. Quality of submission, including visual style, clarity, and depth.

The paper evaluation process is as follows:

  • All papers will be assessed by a jury
  • The most highly ranked papers will be shortlisted for review by an international panel of reviewers for more detailed comments and scoring
  • The top 3 reviewed papers will be chosen as finalists to present at the OzCHI conference.

4.3 How to Submit

The link to the submission system is here: http://ozchi24.dmunoz.cl/

You must register an account to create a new submission. Please check your spam/junk folders, or secondary inbox tabs, to receive your registration confirmation email.

When you submit your entry, you will be required to upload:

  • A PDF of your paper
  • A link to your video
  • A link to your team blog

Your Team ID is listed on the Contestants page. You must make sure that you enter the correct Team ID on the submission form.

Submissions will close on 13 August 10AM AEST.

5. Prizes and awards

Each of the three finalist teams will receive an $1000 travel scholarship to attend the OzCHI 2017 conference.

The finalist teams will be invited to present their work in a special session at the conference. We will support remote video presentations (e.g. via Skype) if you can’t make it to Brisbane. However, in this case your team won’t be able to claim the travel scholarship.

The winning team will be selected at the conference based on their presentations at a dedicated conference session. The winning team will receive prizes, including a Rosenfeld book pack, and all finalists will receive certificates of recognition.

6. If you get stuck

You can post questions via twitter to @ozchi24 or email sdc@ozchi24.org. You may receive emails back from the address ozchi24challenge@gmail.com

Please note that we will not be available to answer questions from 12am to 5am AEST on August 13.

7. The fine print

By participating in the OzCHI Student Design Challenge, you agree to the publication of your entry (video and online journal) on the challenge website (ozchi24.org) and the conference website (ozchi.org). You further grant us the rights to include your video, blog, paper, etc., or parts there of, in a documentation about the challenge, sponsorship prospectus and other such material. Any material we publish will be fully referenced and your team will retain the copyrights. To receive the travel scholarship you will need to attend OzCHI 2017 and provide proof of your student status at the time the challenge took place.

4 thoughts on “THE OzCHI24 2017 CHALLENGE BRIEF: Design for Sharing

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