Andrés Monroy-Hernández

HC
h-index5
36papers
1,946citations
Novelty29%
AI Score34

36 Papers

HCOct 2, 2022
"Help Me Help the AI": Understanding How Explainability Can Support Human-AI Interaction

Sunnie S. Y. Kim, Elizabeth Anne Watkins, Olga Russakovsky et al.

Despite the proliferation of explainable AI (XAI) methods, little is understood about end-users' explainability needs and behaviors around XAI explanations. To address this gap and contribute to understanding how explainability can support human-AI interaction, we conducted a mixed-methods study with 20 end-users of a real-world AI application, the Merlin bird identification app, and inquired about their XAI needs, uses, and perceptions. We found that participants desire practically useful information that can improve their collaboration with the AI, more so than technical system details. Relatedly, participants intended to use XAI explanations for various purposes beyond understanding the AI's outputs: calibrating trust, improving their task skills, changing their behavior to supply better inputs to the AI, and giving constructive feedback to developers. Finally, among existing XAI approaches, participants preferred part-based explanations that resemble human reasoning and explanations. We discuss the implications of our findings and provide recommendations for future XAI design.

CLMay 8, 2024
QuaLLM: An LLM-based Framework to Extract Quantitative Insights from Online Forums

Varun Nagaraj Rao, Eesha Agarwal, Samantha Dalal et al.

Online discussion forums provide crucial data to understand the concerns of a wide range of real-world communities. However, the typical qualitative and quantitative methodologies used to analyze those data, such as thematic analysis and topic modeling, are infeasible to scale or require significant human effort to translate outputs to human readable forms. This study introduces QuaLLM, a novel LLM-based framework to analyze and extract quantitative insights from text data on online forums. The framework consists of a novel prompting and human evaluation methodology. We applied this framework to analyze over one million comments from two of Reddit's rideshare worker communities, marking the largest study of its type. We uncover significant worker concerns regarding AI and algorithmic platform decisions, responding to regulatory calls about worker insights. In short, our work sets a new precedent for AI-assisted quantitative data analysis to surface concerns from online forums.

HCFeb 16, 2025
FairFare: A Tool for Crowdsourcing Rideshare Data to Empower Labor Organizers

Dana Calacci, Varun Nagaraj Rao, Samantha Dalal et al.

Rideshare workers experience unpredictable working conditions due to gig work platforms' reliance on opaque AI and algorithmic systems. In response to these challenges, we found that labor organizers want data to help them advocate for legislation to increase the transparency and accountability of these platforms. To address this need, we collaborated with a Colorado-based rideshare union to develop FairFare, a tool that crowdsources and analyzes workers' data to estimate the take rate -- the percentage of the rider price retained by the rideshare platform. We deployed FairFare with our partner organization that collaborated with us in collecting data on 76,000+ trips from 45 drivers over 18 months. During evaluation interviews, organizers reported that FairFare helped influence the bill language and passage of Colorado Senate Bill 24-75, calling for greater transparency and data disclosure of platform operations, and create a national narrative. Finally, we reflect on complexities of translating quantitative data into policy outcomes, nature of community based audits, and design implications for future transparency tools.

HCMay 29, 2025
Redefining Research Crowdsourcing: Incorporating Human Feedback with LLM-Powered Digital Twins

Amanda Chan, Catherine Di, Joseph Rupertus et al.

Crowd work platforms like Amazon Mechanical Turk and Prolific are vital for research, yet workers' growing use of generative AI tools poses challenges. Researchers face compromised data validity as AI responses replace authentic human behavior, while workers risk diminished roles as AI automates tasks. To address this, we propose a hybrid framework using digital twins, personalized AI models that emulate workers' behaviors and preferences while keeping humans in the loop. We evaluate our system with an experiment (n=88 crowd workers) and in-depth interviews with crowd workers (n=5) and social science researchers (n=4). Our results suggest that digital twins may enhance productivity and reduce decision fatigue while maintaining response quality. Both researchers and workers emphasized the importance of transparency, ethical data use, and worker agency. By automating repetitive tasks and preserving human engagement for nuanced ones, digital twins may help balance scalability with authenticity.

HCAug 11, 2025
Empowering Children to Create AI-Enabled Augmented Reality Experiences

Lei Zhang, Shuyao Zhou, Amna Liaqat et al.

Despite their potential to enhance children's learning experiences, AI-enabled AR technologies are predominantly used in ways that position children as consumers rather than creators. We introduce Capybara, an AR-based and AI-powered visual programming environment that empowers children to create, customize, and program 3D characters overlaid onto the physical world. Capybara enables children to create virtual characters and accessories using text-to-3D generative AI models, and to animate these characters through auto-rigging and body tracking. In addition, our system employs vision-based AI models to recognize physical objects, allowing children to program interactive behaviors between virtual characters and their physical surroundings. We demonstrate the expressiveness of Capybara through a set of novel AR experiences. We conducted user studies with 20 children in the United States and Argentina. Our findings suggest that Capybara can empower children to harness AI in authoring personalized and engaging AR experiences that seamlessly bridge the virtual and physical worlds.

CYMay 13, 2025
FareShare: A Tool for Labor Organizers to Estimate Lost Wages and Contest Arbitrary AI and Algorithmic Deactivations

Varun Nagaraj Rao, Samantha Dalal, Andrew Schwartz et al.

What happens when a rideshare driver is suddenly locked out of the platform connecting them to riders, wages, and daily work? Deactivation-the abrupt removal of gig workers' platform access-typically occurs through arbitrary AI and algorithmic decisions with little explanation or recourse. This represents one of the most severe forms of algorithmic control and often devastates workers' financial stability. Recent U.S. state policies now mandate appeals processes and recovering compensation during the period of wrongful deactivation based on past earnings. Yet, labor organizers still lack effective tools to support these complex, error-prone workflows. We designed FareShare, a computational tool automating lost wage estimation for deactivated drivers, through a 6 month partnership with the State of Washington's largest rideshare labor union. Over the following 3 months, our field deployment of FareShare registered 178 account signups. We observed that the tool could reduce lost wage calculation time by over 95%, eliminate manual data entry errors, and enable legal teams to generate arbitration-ready reports more efficiently. Beyond these gains, the deployment also surfaced important socio-technical challenges around trust, consent, and tool adoption in high-stakes labor contexts.

HCMay 15, 2023
Humans, AI, and Context: Understanding End-Users' Trust in a Real-World Computer Vision Application

Sunnie S. Y. Kim, Elizabeth Anne Watkins, Olga Russakovsky et al.

Trust is an important factor in people's interactions with AI systems. However, there is a lack of empirical studies examining how real end-users trust or distrust the AI system they interact with. Most research investigates one aspect of trust in lab settings with hypothetical end-users. In this paper, we provide a holistic and nuanced understanding of trust in AI through a qualitative case study of a real-world computer vision application. We report findings from interviews with 20 end-users of a popular, AI-based bird identification app where we inquired about their trust in the app from many angles. We find participants perceived the app as trustworthy and trusted it, but selectively accepted app outputs after engaging in verification behaviors, and decided against app adoption in certain high-stakes scenarios. We also find domain knowledge and context are important factors for trust-related assessment and decision-making. We discuss the implications of our findings and provide recommendations for future research on trust in AI.

HCFeb 3, 2022
Understanding the Role of Context in Creating Enjoyable Co-Located Interactions

Szu-Yu, Liu, Brian A. Smith et al.

In recent years, public discourse has blamed digital technologies for making people feel "alone together," distracting us from engaging with one another, even when we are interacting in-person. We argue that in order to design technologies that foster and augment co-located interactions, we need to first understand the context in which enjoyable co-located socialization takes place. We address this gap by surveying and interviewing over 1,000 U.S.-based participants to understand what, where, with whom, how, and why people enjoy spending time in-person. Our findings suggest that people enjoy engaging in everyday activities with individuals with whom they have strong social ties because it helps enable nonverbal cues, facilitate spontaneity, support authenticity, encourage undivided attention, and leverage the physicality of their bodies and the environment. We conclude by providing a set of recommendations for designers interested in creating co-located technologies that encourage social engagement and relationship building.

HCJan 7, 2022
Project IRL: Playful Co-Located Interactions with Mobile Augmented Reality

Ella Dagan, Ana Cárdenas Gasca, Ava Robinson et al.

We present Project IRL (In Real Life), a suite of five mobile apps we created to explore novel ways of supporting in-person social interactions with augmented reality. In recent years, the tone of public discourse surrounding digital technology has become increasingly critical, and technology's influence on the way people relate to each other has been blamed for making people feel "alone together," diverting their attention from truly engaging with one another when they interact in person. Motivated by this challenge, we focus on an under-explored design space: playful co-located interactions. We evaluated the apps through a deployment study that involved interviews and participant observations with 101 people. We synthesized the results into a series of design guidelines that focus on four themes: (1) device arrangement (e.g., are people sharing one phone, or does each person have their own?), (2) enablers (e.g., should the activity focus on an object, body part, or pet?), (3) affordances of modifying reality (i.e., features of the technology that enhance its potential to encourage various aspects of social interaction), and (4) co-located play (i.e., using technology to make in-person play engaging and inviting). We conclude by presenting our design guidelines for future work on embodied social AR.

HCAug 28, 2021
SceneAR: Scene-based Micro Narratives for Sharing and Remixing in Augmented Reality

Mengyu Chen, Andrés Monroy-Hernández, Misha Sra

Short-form digital storytelling has become a popular medium for millions of people to express themselves. Traditionally, this medium uses primarily 2D media such as text (e.g., memes), images (e.g., Instagram), gifs (e.g., Giphy), and videos (e.g., TikTok, Snapchat). To expand the modalities from 2D to 3D media, we present SceneAR, a smartphone application for creating sequential scene-based micro narratives in augmented reality (AR). What sets SceneAR apart from prior work is the ability to share the scene-based stories as AR content -- no longer limited to sharing images or videos, these narratives can now be experienced in people's own physical environments. Additionally, SceneAR affords users the ability to remix AR, empowering them to build-upon others' creations collectively. We asked 18 people to use SceneAR in a 3-day study. Based on user interviews, analysis of screen recordings, and the stories they created, we extracted three themes. From those themes and the study overall, we derived six strategies for designers interested in supporting short-form AR narratives.

HCFeb 16, 2021
Significant Otter: Understanding the Role of Biosignals in Communication

Fannie Liu, Chunjong Park, Yu Jiang Tham et al.

With the growing ubiquity of wearable devices, sensed physiological responses provide new means to connect with others. While recent research demonstrates the expressive potential for biosignals, the value of sharing these personal data remains unclear. To understand their role in communication, we created Significant Otter, an Apple Watch/iPhone app that enables romantic partners to share and respond to each other's biosignals in the form of animated otter avatars. In a one-month study with 20 couples, participants used Significant Otter with biosignals sensing OFF and ON. We found that while sensing OFF enabled couples to keep in touch, sensing ON enabled easier and more authentic communication that fostered social connection. However, the addition of biosignals introduced concerns about autonomy and agency over the messages they sent. We discuss design implications and future directions for communication systems that recommend messages based on biosignals.

HCAug 13, 2020
Social App Accessibility for Deaf Signers

Kelly Mack, Danielle Bragg, Meredith Ringel Morris et al.

Social media platforms support the sharing of written text, video, and audio. All of these formats may be inaccessible to people who are deaf or hard of hearing (DHH), particularly those who primarily communicate via sign language, people who we call Deaf signers. We study how Deaf signers engage with social platforms, focusing on how they share content and the barriers they face. We employ a mixed-methods approach involving seven in-depth interviews and a survey of a larger population (n = 60). We find that Deaf signers share the most in written English, despite their desire to share in sign language. We further identify key areas of difficulty in consuming content (e.g., lack of captions for spoken content in videos) and producing content (e.g., captioning signed videos, signing into a phone camera) on social media platforms. Our results both provide novel insights into social media use by Deaf signers and reinforce prior findings on DHH communication more generally, while revealing potential ways to make social media platforms more accessible to Deaf signers.

HCApr 3, 2020
Sifter: A Hybrid Workflow for Theme-based Video Curation at Scale

Yan Chen, Andrés Monroy-Hernández, Ian Wehrman et al.

User-generated content platforms curate their vast repositories into thematic compilations that facilitate the discovery of high-quality material. Platforms that seek tight editorial control employ people to do this curation, but this process involves time-consuming routine tasks, such as sifting through thousands of videos. We introduce Sifter, a system that improves the curation process by combining automated techniques with a human-powered pipeline that browses, selects, and reaches an agreement on what videos to include in a compilation. We evaluated Sifter by creating 12 compilations from over 34,000 user-generated videos. Sifter was more than three times faster than dedicated curators, and its output was of comparable quality. We reflect on the challenges and opportunities introduced by Sifter to inform the design of content curation systems that need subjective human judgments of videos at scale.

HCAug 7, 2019
Blocks: Collaborative and Persistent Augmented Reality Experiences

Anhong Guo, Ilter Canberk, Hannah Murphy et al.

We introduce Blocks, a mobile application that enables people to co-create AR structures that persist in the physical environment. Using Blocks, end users can collaborate synchronously or asynchronously, whether they are colocated or remote. Additionally, the AR structures can be tied to a physical location or can be accessed from anywhere. We evaluated how people used Blocks through a series of lab and field deployment studies with over 160 participants, and explored the interplay between two collaborative dimensions: space and time. We found that participants preferred creating structures synchronously with colocated collaborators. Additionally, they were most active when they created structures that were not restricted by time or place. Unlike most of today's AR experiences, which focus on content consumption, this work outlines new design opportunities for persistent and collaborative AR experiences that empower anyone to collaborate and create AR content.

HCApr 12, 2019
Animo: Sharing Biosignals on a Smartwatch for Lightweight Social Connection

Fannie Liu, Mario Esparza, Maria Pavlovskaia et al.

We present Animo, a smartwatch app that enables people to share and view each other's biosignals. We designed and engineered Animo to explore new ground for smartwatch-based biosignals social computing systems: identifying opportunities where these systems can support lightweight and mood-centric interactions. In our work we develop, explore, and evaluate several innovative features designed for dyadic communication of heart rate. We discuss the results of a two-week study (N=34), including new communication patterns participants engaged in, and outline the design landscape for communicating with biosignals on smartwatches.

HCFeb 26, 2019
Analyzing the Use of Camera Glasses in the Wild

Taryn Bipat, Maarten Willem Bos, Rajan Vaish et al.

Camera glasses enable people to capture point-of-view videos using a common accessory, hands-free. In this paper, we investigate how, when, and why people used one such product: Spectacles. We conducted 39 semi-structured interviews and surveys with 191 owners of Spectacles. We found that the form factor elicits sustained usage behaviors, and opens opportunities for new use-cases and types of content captured. We provide a usage typology, and highlight societal and individual factors that influence the classification of behaviors.

HCJul 21, 2018
Laying the Groundwork for a Worker-Centric Peer Economy

Ali Alkhatib, Justin Cranshaw, Andrés Monroy-Hernández

The "gig economy" has transformed the ways in which people work, but in many ways these markets stifle the growth of workers and the autonomy and protections that workers have grown to expect. We explored the viability of a "worker centric peer economy"--a system wherein workers benefit as well as consumers-- and conducted ethnographic field work across fields ranging from domestic labor to home health care. We discovered seven facets that system designers ought to consider when designing a labor market for "gig workers," consisting principally of the following: constructive feedback, assigning work fairly, managing customer expectations, protecting vulnerable workers, reconciling worker identities, assessing worker qualifications, & communicating worker quality. We discuss these considerations and provide guidance toward the design of a mutually beneficial market for gig workers.

HCFeb 9, 2018
Understanding Chatbot-mediated Task Management

Carlos Toxtli, Andrés Monroy-Hernández, Justin Cranshaw

Effective task management is essential to successful team collaboration. While the past decade has seen considerable innovation in systems that track and manage group tasks, these innovations have typically been outside of the principal communication channels: email, instant messenger, and group chat. Teams formulate, discuss, refine, assign, and track the progress of their collaborative tasks over electronic communication channels, yet they must leave these channels to update their task-tracking tools, creating a source of friction and inefficiency. To address this problem, we explore how bots might be used to mediate task management for individuals and teams. We deploy a prototype bot to eight different teams of information workers to help them create, assign, and keep track of tasks, all within their main communication channel. We derived seven insights for the design of future bots for coordinating work.

HCMar 24, 2017
Calendar.help: Designing a Workflow-Based Scheduling Agent with Humans in the Loop

Justin Cranshaw, Emad Elwany, Todd Newman et al.

Although information workers may complain about meetings, they are an essential part of their work life. Consequently, busy people spend a significant amount of time scheduling meetings. We present Calendar.help, a system that provides fast, efficient scheduling through structured workflows. Users interact with the system via email, delegating their scheduling needs to the system as if it were a human personal assistant. Common scheduling scenarios are broken down using well-defined workflows and completed as a series of microtasks that are automated when possible and executed by a human otherwise. Unusual scenarios fall back to a trained human assistant who executes them as unstructured macrotasks. We describe the iterative approach we used to develop Calendar.help, and share the lessons learned from scheduling thousands of meetings during a year of real-world deployments. Our findings provide insight into how complex information tasks can be broken down into repeatable components that can be executed efficiently to improve productivity.

CYFeb 3, 2017
A longitudinal dataset of five years of public activity in the Scratch online community

Benjamin Mako Hill, Andrés Monroy-Hernández

Scratch is a programming environment and an online community where young people can create, share, learn, and communicate. In collaboration with the Scratch Team at MIT, we created a longitudinal dataset of public activity in the Scratch online community during its first five years (2007-2012). The dataset comprises 32 tables with information on more than 1 million Scratch users, nearly 2 million Scratch projects, more than 10 million comments, more than 30 million visits to Scratch projects, and more. To help researchers understand this dataset, and to establish the validity of the data, we also include the source code of every version of the software that operated the website, as well as the software used to generate this dataset. We believe this is the largest and most comprehensive downloadable dataset of youth programming artifacts and communication.

HCJan 7, 2017
CrowdTone: Crowd-powered tone feedback and improvement system for emails

Rajan Vaish, Andrés Monroy-Hernández

In this paper, we present CrowdTone, a system designed to help people set the appropriate tone in their email communication. CrowdTone utilizes the context and content of an email message to identify and set the appropriate tone through a consensus-building process executed by crowd workers. We evaluated CrowdTone with 22 participants, who provided a total of 29 emails that they had received in the past, and ran them through CrowdTone. Participants and professional writers assessed the quality of improvements finding a substantial increase in the percentage of emails deemed "appropriate" or "very appropriate" - from 25% to more than 90% by recipients, and from 45% to 90% by professional writers. Additionally, the recipients' feedback indicated that more than 90% of the CrowdTone processed emails showed improvement.

HCMay 28, 2016
Surviving an "Eternal September" - How an Online Community Managed a Surge of Newcomers

Charles Kiene, Andrés Monroy-Hernández, Benjamin Mako Hill

We present a qualitative analysis of interviews with participants in the NoSleep community within Reddit where millions of fans and writers of horror fiction congregate. We explore how the community handled a massive, sudden, and sustained increase in new members. Although existing theory and stories like Usenet's infamous "Eternal September" suggest that large influxes of newcomers can hurt online communities, our interviews suggest that NoSleep survived without major incident. We propose that three features of NoSleep allowed it to manage the rapid influx of newcomers gracefully: (1) an active and well-coordinated group of administrators, (2) a shared sense of community which facilitated community moderation, and (3) technological systems that mitigated norm violations. We also point to several important trade-offs and limitations.

CYMay 27, 2016
Remixing as a Pathway to Computational Thinking

Sayamindu Dasgupta, William Hale, Andrés Monroy-Hernández et al.

Theorists and advocates of "remixing" have suggested that appropriation can act as a pathway for learning. We test this theory quantitatively using data from more than 2.4 million multimedia programming projects shared by more than 1 million users in the Scratch online community. First, we show that users who remix more often have larger repertoires of programming commands even after controlling for the numbers of projects and amount of code shared. Second, we show that exposure to computational thinking concepts through remixing is associated with increased likelihood of using those concepts. Our results support theories that young people learn through remixing, and have important implications for designers of social computing systems.

HCMay 27, 2016
Journeys & Notes: Designing Social Computing for Non-Places

Justin Cranshaw, Andrés Monroy-Hernández, S. A. Needham

In this work we present a mobile application we designed and engineered to enable people to log their travels near and far, leave notes behind, and build a community around spaces in between destinations. Our design explores new ground for location-based social computing systems, identifying opportunities where these systems can foster the growth of on-line communities rooted at non-places. In our work we develop, explore, and evaluate several innovative features designed around four usage scenarios: daily commuting, long-distance traveling, quantified traveling, and journaling. We present the results of two small-scale user studies, and one large-scale, world-wide deployment, synthesizing the results as potential opportunities and lessons learned in designing social computing for non-places.

CYJul 6, 2015
RIMES: Embedding Interactive Multimedia Exercises in Lecture Videos

Juho Kim, Elena L. Glassman, Andrés Monroy-Hernández et al.

Teachers in conventional classrooms often ask learners to express themselves and show their thought processes by speaking out loud, drawing on a whiteboard, or even using physical objects. Despite the pedagogical value of such activities, interactive exercises available in most online learning platforms are constrained to multiple-choice and short answer questions. We introduce RIMES, a system for easily authoring, recording, and reviewing interactive multimedia exercises embedded in lecture videos. With RIMES, teachers can prompt learners to record their responses to an activity using video, audio, and inking while watching lecture videos. Teachers can then review and interact with all the learners' responses in an aggregated gallery. We evaluated RIMES with 19 teachers and 25 students. Teachers created a diverse set of activities across multiple subjects that tested deep conceptual and procedural knowledge. Teachers found the exercises useful for capturing students' thought processes, identifying misconceptions, and engaging students with content.

CYJul 6, 2015
Mudslide: A Spatially Anchored Census of Student Confusion for Online Lecture Videos

Elena L. Glassman, Juho Kim, Andrés Monroy-Hernández et al.

Educators have developed an effective technique to get feedback after in-person lectures, called "muddy card." Students are given time to reflect and write the "muddiest" (least clear) point on an index card, to hand in as they leave class. This practice of assigning end-of-lecture reflection tasks to generate explicit student feedback is well suited for adaptation to the challenge of supporting feedback in online video lectures. We describe the design and evaluation of Mudslide, a prototype system that translates the practice of muddy cards into the realm of online lecture videos. Based on an in-lab study of students and teachers, we find that spatially contextualizing students' muddy point feedback with respect to particular lecture slides is advantageous to both students and teachers. We also reflect on further opportunities for enhancing this feedback method based on teachers' and students' experiences with our prototype.

HCJul 5, 2015
Eventful: Crowdsourcing Local News Reporting

Elena Agapie, Andrés Monroy-Hernández

We present Eventful, a system for producing news reports of local events using remote and locative crowd workers. The system recruits and guides novice crowd workers as they perform the roles of field reporter, curator, or writer. Field reporters attend the events in person, and use Eventful's mobile web app to get a personalized mission, submit content, and receive feedback. Missions include tasks such as taking a photo, and asking a question to an attendee. In parallel, remote curators approve, reject, and give real-time feedback on the content collected by field reporters. Finally, writers put together a report by mashing up and tweaking the content approved by the curators. We used Eventful to produce a news report for each of the six local events we decided to cover as we piloted the system. The process was typically completed under an hour and costing under $150 USD.

HCJul 5, 2015
NewsPad: Designing for Collaborative Storytelling in Neighborhoods

J. Nathan Matias, Andrés Monroy-Hernández

This paper introduces design explorations in neighborhood collaborative storytelling. We focus on blogs and citizen journalism, which have been celebrated as a means to meet the reporting needs of small local communities. These bloggers have limited capacity and social media feeds seldom have the context or readability of news stories. We present NewsPad, a content editor that helps communities create structured stories, collaborate in real time, recruit contributors, and syndicate the editing process. We evaluate NewsPad in four pilot deployments and find that the design elicits collaborative story creation.

CYJul 5, 2015
The Cost of Collaboration for Code and Art: Evidence from a Remixing Community

Benjamin Mako Hill, Andrés Monroy-Hernández

In this paper, we use evidence from a remixing community to evaluate two pieces of common wisdom about collaboration. First, we test the theory that jointly produced works tend to be of higher quality than individually authored products. Second, we test the theory that collaboration improves the quality of functional works like code, but that it works less well for artistic works like images and sounds. We use data from Scratch, a large online community where hundreds of thousands of young users share and remix millions of animations and interactive games. Using peer-ratings as a measure of quality, we estimate a series of fitted regression models and find that collaborative Scratch projects tend to receive ratings that are lower than individually authored works. We also find that code-intensive collaborations are rated higher than media-intensive efforts. We conclude by discussing the limitations and implications of these findings.

CYJul 5, 2015
The Remixing Dilemma: The Trade-off Between Generativity and Originality

Benjamin Mako Hill, Andrés Monroy-Hernández

In this paper we argue that there is a trade-off between generativity and originality in online communities that support open collaboration. We build on foundational theoretical work in peer production to formulate and test a series of hypotheses suggesting that the generativity of creative works is associated with moderate complexity, prominent authors, and cumulativeness. We also formulate and test three hypotheses that these qualities are associated with decreased originality in resulting derivatives. Our analysis uses a rich data set from the Scratch Online Community --a large web-site where young people openly share and remix animations and video games. We discuss the implications of this trade-off for the design of peer production systems that support amateur creativity.

HCJul 5, 2015
ScratchR: Sharing User-generated Programmable Media

Andrés Monroy-Hernández

In this paper, I describe a platform for sharing programmable media on the web called ScratchR. As the backbone of an on-line community of creative learners, ScratchR will give members access to an audience and inspirational ideas from each other. ScratchR seeks to support different states of participation: from passive consumption to active creation. This platform is being evaluated with a group of middle-school students and a larger community of beta testers.

CYJul 5, 2015
The New War Correspondents: the Rise of Civic Media Curation in Urban Warfare

Andrés Monroy-Hernández, danah boyd, Emre Kiciman et al.

In this paper we examine the information sharing practices of people living in cities amid armed conflict. We describe the volume and frequency of microblogging activity on Twitter from four cities afflicted by the Mexican Drug War, showing how citizens use social media to alert one another and to comment on the violence that plagues their communities. We then investigate the emergence of civic media "curators," individuals who act as "war correspondents" by aggregating and disseminating information to large numbers of people on social media. We conclude by outlining the implications of our observations for the design of civic media systems in wartime.

CYJul 5, 2015
"Narco" Emotions: Affect and Desensitization in Social Media during the Mexican Drug War

Munmun De Choudhury, Andrés Monroy-Hernández, Gloria Mark

Social media platforms have emerged as prominent information sharing ecosystems in the context of a variety of recent crises, ranging from mass emergencies, to wars and political conflicts. We study affective responses in social media and how they might indicate desensitization to violence experienced in communities embroiled in an armed conflict. Specifically, we examine three established affect measures: negative affect, activation, and dominance as observed on Twitter in relation to a number of statistics on protracted violence in four major cities afflicted by the Mexican Drug War. During a two year period (Aug 2010-Dec 2012), while violence was on the rise in these regions, our findings show a decline in negative emotional expression as well as a rise in emotional arousal and dominance in Twitter posts: aspects known to be psychological markers of desensitization. We discuss the implications of our work for behavioral health, facilitating rehabilitation efforts in communities enmeshed in an acute and persistent urban warfare, and the impact on civic engagement.

HCJul 5, 2015
Computers Can't Give Credit: How Automatic Attribution Falls Short in an Online Remixing Community

Andrés Monroy-Hernández, Benjamin Mako Hill, Jazmin Gonzalez-Rivero et al.

In this paper, we explore the role that attribution plays in shaping user reactions to content reuse, or remixing, in a large user-generated content community. We present two studies using data from the Scratch online community -- a social media platform where hundreds of thousands of young people share and remix animations and video games. First, we present a quantitative analysis that examines the effects of a technological design intervention introducing automated attribution of remixes on users' reactions to being remixed. We compare this analysis to a parallel examination of "manual" credit-giving. Second, we present a qualitative analysis of twelve in-depth, semi-structured, interviews with Scratch participants on the subject of remixing and attribution. Results from both studies suggest that automatic attribution done by technological systems (i.e., the listing of names of contributors) plays a role that is distinct from, and less valuable than, credit which may superficially involve identical information but takes on new meaning when it is given by a human remixer. We discuss the implications of these findings for the designers of online communities and social media platforms.

HCJul 5, 2015
Responses to remixing on a social media sharing website

Benjamin Mako Hill, Andrés Monroy-Hernández, Kristina R. Olson

In this paper we describe the ways participants of the Scratch online community, primarily young people, engage in remixing of each others' shared animations, games, and interactive projects. In particular, we try to answer the following questions: How do users respond to remixing in a social media environment where remixing is explicitly permitted? What qualities of originators and their projects correspond to a higher likelihood of plagiarism accusations? Is there a connection between plagiarism complaints and similarities between a remix and the work it is based on? Our findings indicate that users have a very wide range of reactions to remixing and that as many users react positively as accuse remixers of plagiarism. We test several hypotheses that might explain the high number of plagiarism accusations related to original project complexity, cumulative remixing, originators' integration into remixing practice, and remixee-remixer project similarity, and find support for the first and last explanations.

CYJul 5, 2015
Empowering Kids to Create and Share Programmable Media

Andrés Monroy-Hernández, Mitchel Resnick

This article reflects on the first eight months of existence of the Scratch Online Community by discussing the design rationale and learning theories underlying Scratch and its website.