Thomas Reitmaier Research, Design, etc

Publications

Conference Papers

  1. T. Reitmaier, D. K. Raju, O. Klejch, E. Wallington, N. Markl, J. Pearson, M. Jones, P. Bell, & S. Robinson. 2024. Cultivating Spoken Language Technologies for Unwritten Languages. Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems: CHI ‘24, ACM, 1–16. Awarded honorable mention.
    @inproceedings{Reitmaier2024,
        author = {Reitmaier, Thomas and Raju, Dani Kalarikalayil, and Klejch, Ond{\v r}ej and Wallington, Electra and Markl, Nina and Pearson, Jennifer and Jones, Matt and Bell, Peter and Robinson, Simon},
    	title = {Cultivating Spoken Language Technologies for Unwritten Languages},
    	booktitle = {CHI Conference on Human Factors in Computing Systems Proceedings},
    	series = {CHI '24},
    	year = {2024},
    	pages = {16},
    	articleno = {},
    	isbn = {978-1-4503-9157-3/22/04},
    	location = {Hamburg, Germany},
    	doi = {10.1145/3613904.3642026},
    	publisher = {ACM},
    	address = {New York, NY, USA},
    	pubstate = {forthcoming}
    }
    

    Abstract: We report on community-centered, collaborative research that weaves together HCI, natural language processing, linguistic, and design insights to develop spoken language technologies for unwritten languages. Across three visits to a Banjara farming community in India, we use participatory, technical, and creative methods to engage community members, collect spoken language photo annotations, and develop an information retrieval (IR) system. Drawing on orality theory, we interrogate assumptions and biases of current speech interfaces and create a simple application that leverages our IR system to match fluidly spoken queries with recorded annotations and surface corresponding photos. In-situ evaluations show how our novel approach returns reliable results and inspired the co-creation of media retrieval use-cases that are more appropriate in oral contexts. The very low (<4h) spoken data requirements makes our approach adaptable to other contexts where languages are unwritten or have no digital language resources available.

  2. T. Reitmaier, E. Wallington, O. Klejch, N. Markl, L. Lam-Yee-Mui, J. Pearson, M. Jones, P. Bell, & S. Robinson. 2023. Situating Automatic Speech Recognition Development within Communities of Under-heard Language Speakers. Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems: CHI ‘23, ACM, 1–17.
    @inproceedings{Reitmaier2023,
        author = {Reitmaier, Thomas and Wallington, Electra and Klejch, Ond{\v r}ej and Markl, Nina and {Lam-Yee-Mui}, Lea-Marie and Pearson, Jennifer and Jones, Matt and Bell, Peter and Robinson, Simon},
    	title = {Situating Automatic Speech Recognition Development within Communities of Under-heard Language Speakers},
    	booktitle = {CHI Conference on Human Factors in Computing Systems Proceedings},
    	series = {CHI '23},
    	year = {2023},
    	pages = {17},
    	articleno = {},
    	isbn = {978-1-4503-9157-3/22/04},
    	location = {Hamburg, Germany},
    	doi = {10.1145/3544548.3581385},
    	publisher = {ACM},
    	address = {New York, NY, USA}
    }
    

    Abstract: In this paper we develop approaches to automatic speech recognition (ASR) development that suit the needs and functions of under-heard language speakers. Our novel contribution to HCI is to show how community-engagement can surface key technical and societal issues and opportunities for more effective speech-based systems. We introduce a bespoke toolkit of technologies and showcase how we utilised the toolkit to engage communities of under-heard language speakers; and, through that engagement process, situate key aspects of ASR development in community contexts. The toolkit consists of (1) an information appliance to facilitate spoken-data collection on topics of community interest, (2) a mobile app to create crowdsourced transcripts of collected data, and (3) demonstrator systems to showcase ASR capabilities and to feed back research results to community members. Drawing on the sensibilities we cultivated through this research, we present a series of challenges to the orthodoxy of state-of-the-art approaches to ASR development.

  3. T. Reitmaier, E. Wallington, D. K. Raju, O. Klejch, J. Pearson, M. Jones, P. Bell, & S. Robinson. 2022. Opportunities and Challenges of Automatic Speech Recognition Systems for Low-Resource Language Speakers. Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems: CHI ‘22, ACM, 1–17.
    @inproceedings{Reitmaier2022,
    	author = {Reitmaier, Thomas and Wallington, Electra and Raju, Dani Kalarikalayil and Klejch, Ondrej and Pearson, Jennifer and Jones, Matt and Bell, Peter and Robinson, Simon},
    	title = {Opportunities and Challenges of Automatic Speech Recognition
    Systems for Low-Resource Language Speakers},
    	booktitle = {CHI Conference on Human Factors in Computing Systems Proceedings},
    	series = {CHI '22},
    	year = {2022},
    	pages = {17},
    	articleno = {},
    	isbn = {978-1-4503-9157-3/22/04},
    	location = {New Orleans, LA, USA},
    	doi = {10.1145/3491102.3517639},
    	publisher = {ACM},
    	address = {New York, NY, USA}
    }
    

    Abstract: Automatic Speech Recognition (ASR) researchers are turning their attention towards supporting low-resource languages, such as isiXhosa or Marathi, with only limited training resources. We report and reflect on collaborative research across ASR & HCI to situate ASR-enabled technologies to suit the needs and functions of two communities of low-resource language speakers, on the outskirts of Cape Town, South Africa and in Mumbai, India. We build on long- standing community partnerships and draw on linguistics, media studies and HCI scholarship to guide our research. We demonstrate diverse design methods to: remotely engage participants; collect speech data to test ASR models; and ultimately field-test models with users. Reflecting on the research, we identify opportunities, challenges, and use-cases of ASR, in particular to support pervasive use of WhatsApp voice messaging. Finally, we uncover implica- tions for collaborations across ASR & HCI that advance important discussions at CHI surrounding data, ethics, and AI.

  4. J. Pearson, G. Bailey, S. Robinson, M. Jones, T. Owen, C. Zhang, T. Reitmaier, C. Steer, A. Carter, D. Sahoo, & D. K. Raju. 2022. Can't Touch This: Rethinking Public Technology in a COVID-19 Era. Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems: CHI ‘22, ACM, 1–14. Awarded honorable mention.
    @inproceedings{Pearson2022,
    	author = {Pearson, Jennifer and Bailey, Gavin and Robinson, Simon and Jones, Matt and Owen, Tom and Zhang, Chi and Reitmaier, Thomas and Steer, Cameron and Carter, Anna and Sahoo, Deepak and Raju, Dani Kalarikalayil},
    	title = {Can’t Touch This: Rethinking Public Technology in a COVID-19 Era},
    	booktitle = {CHI Conference on Human Factors in Computing Systems Proceedings},
    	series = {CHI '22},
    	year = {2022},
    	pages = {14},
    	articleno = {},
    	isbn = {978-1-4503-9157-3/22/04},
    	location = {New Orleans, LA, USA},
    	doi = {10.1145/3491102.3501980},
    	publisher = {ACM},
    	address = {New York, NY, USA}
    }
    

    Abstract: What do pedestrian crossings, ATMs, elevators and ticket machines have in common? These are just a few of the ubiquitous yet essential elements of public-space infrastructure that rely on physical buttons or touchscreens; common interactions that, until recently, were considered perfectly safe to perform. This work investigates how we might integrate touchless technologies into public-space infrastructure in order to minimise physical interaction with shared devices in light of the ongoing COVID-19 pandemic. Drawing on an ethnographic exploration into how public utilities are being used, adapted or avoided, we developed and evaluated a suite of technology probes that can be either retrofitted into, or replace, these services. In-situ community deployments of our probes demonstrate strong uptake and provide insight into how hands-free technologies can be adapted and utilised for the public domain; and, in turn, used to inform the future of walk-up-and use public technologies.

  5. K. Seunarine, D. K. Raju, G. Thomas, S. Thomas, A. Pockett, T. Reitmaier, C. Steer, T. Owen, Y. K. Meena, S. Robinson, J. Pearson, M. Carnie, D. R. Sahoo, & M. Jones. 2022. Light-In-Light-Out (Li-Lo) Displays: Harvesting and Manipulating Light to Provide Novel Forms of Communications. Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems: CHI ‘22, ACM, 1–15.
    @inproceedings{Seunarine2022,
    	author = {Seunarine, Krishna and Raju, Dani Kalarikalayil and Thomas, Gethin and Thomas, Suzanne and Pockett, Adam and Reitmaier, Thomas and Steer, Cameron and Owen, Tom and Meena, Yogesh Kumar and Robinson, Simon and Pearson, Jennifer and Carnie, Matt and Sahoo, Deepak Ranjan and Jones, Matt},
    	title = {Light-In-Light-Out (Li-Lo) Displays: Harvesting and Manipulating Light to Provide Novel Forms of Communications},
    	booktitle = {CHI Conference on Human Factors in Computing Systems Proceedings},
    	series = {CHI '22},
    	year = {2022},
    	pages = {15},
    	articleno = {},
    	isbn = {978-1-4503-9157-3/22/04},
    	location = {New Orleans, LA, USA},
    	doi = {10.1145/3491102.3517730},
    	publisher = {ACM},
    	address = {New York, NY, USA}
    }
    

    Abstract: Many of us daily encounter shadow and reflected light patterns alongside macro-level changes in ambient light levels. These are caused by elements – opaque objects, glass, mirrors, even clouds – in our environment interfacing with sunlight or artificial indoor lighting. Inspired by these phenomena, we explored ways of creating digitally-supported displays that use light, shade and reflection for output and harness the energy they need to operate from the sun or indoor ambient light. Through a set of design workshops we developed exemplar devices: SolarPix, ShadMo and GlowBoard. We detail their function and implementation, as well as evidencing their technical viability. The designs were informed by material understandings from the Global North and Global South and demonstrated in a cross-cultural workshop run in parallel in India and South Africa where community co-designers reflected on their uses and value given lived experience of their communication practices and unreliable energy networks.

  6. D. K. Raju, K. Seunarine, T. Reitmaier, G. Thomas, Y. K. Meena, C. Zhang, A. Pockett, J. Pearson, S. Robinson, M. Carnie, D. R. Sahoo, & M. Jones. 2021. Pv-Pix: Slum Community Co-Design of Self-Powered Deformable Smart Messaging Materials. Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems: CHI ‘21, ACM, 1–14.
    @inproceedings{Raju2021,
      title = {PV-Pix: Slum Community Co-Design of Self-Powered Deformable Smart Messaging Materials},
      booktitle = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
      author = {Raju, Dani Kalarikalayil and Seunarine, Krishna and Reitmaier, Thomas and Thomas, Gethin and Meena, Yogesh Kumar and Zhang, Chi and Pockett, Adam and Pearson, Jennifer and Robinson, Simon and Carnie, Matt and Sahoo, Deepak Ranjan and Jones, Matt},
      year = {2021},
      pages = {1--14},
      publisher = {ACM},
      address = {New York, NY, USA},
      doi = {10.1145/3411764.3445661},
      isbn = {978-1-4503-8096-6},
      series = {CHI '21}
    }
    

    Abstract: Working with emergent users in two of Mumbai’s slums, we explored the value and uses of photovoltaic (PV) self-powering digital materials. Through a series of co-design workshops, a diary study and responses by artists and craftspeople, we developed the PV-Pix concept for inter-home connections. Each PV-Pix element consists of a deformable energy harvesting material that, when actuated by a person in one home, changes its physical state both there and in a connected home. To explore the concept we considered two forms of PV-Pix: one uses rigid materials and the other flexible ones. We deployed two low-fidelity prototypes, each constructed of a grid of one PV-Pix type, in four slum homes over a four week period to further understand the usability and uses of the materials, eliciting interesting inter-family communication practices. Encouraged by these results we report on a first-step towards working prototypes and demonstrate the technical viability of the approach.

  7. T. Reitmaier, S. Robinson, J. Pearson, D. K. Raju, & M. Jones. 2020. An Honest Conversation: Transparently Combining Machine and Human Speech Assistance in Public Spaces. Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems: CHI ‘20, ACM, 1–12.
    @inproceedings{Reitmaier2020,
     address = {New York, NY, USA},
     author = {Reitmaier, Thomas and Robinson, Simon and Pearson, Jennifer and Raju, Dani Kalarikalayil and Jones, Matt},
     booktitle = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
     doi = {10.1145/3313831.3376310},
     keywords = {amazon echo,collocated interaction,conversation analysis,conversational agent,conversational user interface,ethnomethodology,intelligent personal assistants},
     pages = {183:1--183:12},
     publisher = {ACM},
     series = {CHI '20},
     title = {An Honest Conversation: Transparently Combining Machine and Human Speech Assistance in Public Spaces},
     year = {2020}
    }
    
    

    Abstract: There is widespread concern over the ways speech assistant providers currently use humans to listen to users’ queries without their knowledge. We report two iterations of the TalkBack smart speaker, which transparently combines machine and human assistance. In the first, we created a prototype to investigate whether people would choose to forward their questions to a human answerer if the machine was unable to help. Longitudinal deployment revealed that most users would do so when given the explicit choice. In the second iteration we extended the prototype to draw upon spoken answers from previous deployments, combining machine efficiency with human richness. Deployment of this second iteration shows that this corpus can help provide relevant, human-created instant responses. We distil lessons learned for those developing conversational agents or other AI-infused systems about how to appropriately enlist human-in-the-loop information services to benefit users, task workers and system performance.

  8. J. Pearson, S. Robinson, T. Reitmaier, M. Jones, S. Ahire, A. Joshi, D. Sahoo, N. Maravi, & B. Bhikne. 2019. StreetWise: Smart Speakers vs Human Help in Public Slum Settings. Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems: CHI ‘19, ACM, 1–13.
    @inproceedings{Pearson2019,
     address = {New York, NY, USA},
     author = {Pearson, Jennifer and Robinson, Simon and Reitmaier, Thomas and Jones, Matt and Ahire, Shashank and Joshi, Anirudha and Sahoo, Deepak and Maravi, Nimish and Bhikne, Bhakti},
     booktitle = {Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems},
     doi = {10.1145/3290605.3300326},
     isbn = {978-1-4503-5970-2},
     language = {en},
     pages = {1--13},
     publisher = {ACM},
     series = {CHI '19},
     title = {StreetWise: Smart Speakers vs Human Help in Public Slum Settings},
     year = {2019}
    }
    

    Abstract: This paper explores the use of conversational speech question and answer systems in the challenging context of public spaces in slums. A major part of this work is a comparison of the source and speed of the given responses; that is, either machine-powered and instant or human-powered and delayed. We examine these dimensions via a two-stage, multi-sited deployment. We report on a pilot deployment that helped refine the system, and a second deployment involving the installation of nine of each type of system within a large Mumbai slum for a 40-day period, resulting in over 12,000 queries. We present the findings from a detailed analysis and comparison of the two question-answer corpora; discuss how these insights might help improve machine-powered smart speakers; and, highlight the potential benefits of multi-sited public speech installations within slum environments.

  9. S. Robinson, J. Pearson, T. Reitmaier, S. Ahire, & M. Jones. 2018. Make Yourself at Phone: Reimagining Mobile Interaction Architectures With Emergent Users. Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems: CHI ‘18, ACM, 1–12.
    @inproceedings{Robinson2018,
     address = {New York, NY},
     author = {Robinson, Simon and Pearson, Jennifer and Reitmaier, Thomas and Ahire, Shashank and Jones, Matt},
     booktitle = {Proceedings of the SIGCHI Conference on Human Factors in Computing Systems},
     doi = {10.1145/3173574.3173981},
     publisher = {ACM},
     series = {CHI '18},
     pages = {1--12},
     title = {Make Yourself at Phone: Reimagining Mobile Interaction Architectures With Emergent Users},
     year = {2018}
    }
    
    

    Abstract: We present APPropriate – a novel mobile design to allow users to temporarily annex any Android device for their own use. APPropriate is a small, cheap storage pod, designed to be easily carried in a pocket or hidden within clothing. Its purpose is simple: to hold a copy of the local content an owner has on their mobile, liberating them from carrying a phone, or allowing them to use another device that provides advantages over their own. Picking up another device when carrying APPropriate transfers all pertinent content to the borrowed device (using local no-cost WiFi from the APPropriate device), transforming it to give the impression that they are using their own phone. While APPropriate is useful for a wide range of contexts, the design was envisaged through a co-design process with resource-constrained emergent users in three countries. Lab studies and a subsequent deployment on participants’ own devices identified key benefits of the approach in these contexts, including for security, resource sharing, and privacy.

  10. J. Pearson, S. Robinson, T. Reitmaier, M. Jones, A. Joshi, C. Parab, F. O. Mogoi, & S. Jenson. 2017. Exploring the Use of the Physical Web with Resource-Constrained Communities. Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems: CHI EA ‘17, ACM, 1117–1125.
    @inproceedings{Pearson2017,
     address = {New York, NY, USA},
     author = {Pearson, Jennifer and Robinson, Simon and Reitmaier, Thomas and Jones, Matt and Joshi, Anirudha and Parab, Chinmay and Mogoi, Frankline Onchieku and Jenson, Scott},
     booktitle = {Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems},
     doi = {10.1145/3027063.3053349},
     isbn = {978-1-4503-4656-6},
     keywords = {emergent users,hci for development,Internet of things,methods,participatory design,physical web},
     pages = {1117--1125},
     publisher = {ACM},
     series = {CHI EA '17},
     title = {Exploring the Use of the Physical Web with Resource-Constrained Communities},
     year = {2017}
    }
    
    

    Abstract: Over several years, our team has been involved in participatory design of novel future technologies with people in resource-constrained contexts in India and Kenya. A key motivator is to include these groups, who often have lower literacy, infrequent access to data connections, low exposure to technology, and other constraints, in the process of shaping and appropriating devices and services. This is in contrast to what typically happens in such regions, where technologies from traditional markets (e.g., in USA and Europe) “trickle down” after several years. In this case study, we explore the potential and barriers of one such new platform – the Physical Web – in resource-constrained contexts in Mumbai and Nairobi. The Physical Web is an open source Bluetooth-based beacon system, which aims to provide quick and seamless interaction with physical objects over a web platform. Our goal is to understand how this emerging technology might provide local small enterprise traders in these regions with the facility to quickly and easily create and distribute a simple online presence via a local broadcasting medium. In this case study we discuss the design rationale for the approach in terms of how it might address issues around users’ resource constraints, and present initial findings from deployments in the two locations.

  11. F. Ssozi-Mugarura, T. Reitmaier, A. Venter, & E. Blake. 2016. Enough with 'In-The-Wild'. Proceedings of the First African Conference on Human Computer Interaction: AfriCHI ‘16, ACM, 182–186.
    @inproceedings{Ssozi-Mugarura2016,
     address = {New York, NY, USA},
     author = {Ssozi-Mugarura, Fiona and Reitmaier, Thomas and Venter, Anja and Blake, Edwin},
     booktitle = {Proceedings of the First African Conference on Human Computer Interaction},
     doi = {10.1145/2998581.2998601},
     isbn = {978-1-4503-4830-0},
     keywords = {Africa,critique,In the wild,post-colonial theory,terminology},
     pages = {182--186},
     publisher = {ACM},
     series = {AfriCHI'16},
     title = {Enough with 'In-The-Wild'},
     year = {2016}
    }
    
    

    Abstract: HCI is a field of study that is no longer confined to European or North American usability labs. HCI is practiced all over the world, and within Euro-American contexts, HCI research is also increasingly turning its attention to real world settings, outside of the controlled environments of the usability lab. One increasingly popular approach to designing and evaluating new technologies in real-world settings is called ‘in the wild’ research. We find this terminology uncomfortable from an African perspective as it evokes negative connotations of the contexts in which we study and the people we study with. Our intention is not to discredit this approach but rather to start a conversation around the terminologies we use to describe our research approaches and contexts. We consider it an ethical imperative to be conscious of the words we use to describe people and places, not only as HCI research expands its empirical focus to real world settings, but equally importantly to support HCI research beyond its traditional centres in Europe or America.

  12. N. J. Bidwell, S. Robinson, E. Vartiainen, M. Jones, M. J. Siya, T. Reitmaier, G. Marsden, & M. Lalmas. 2014. Designing Social Media for Community Information Sharing in Rural South Africa. Proceedings of the Southern African Institute for Computer Scientists and Information Technologists Annual Conference: SAICSIT ‘14, ACM, 104–114.
    @inproceedings{Bidwell2014b,
     address = {New York, NY, USA},
     author = {Bidwell, Nicola J. and Robinson, Simon and Vartiainen, Elina and Jones, Matt and Siya, Masbulele Jay and Reitmaier, Thomas and Marsden, Gary and Lalmas, Mounia},
     booktitle = {Proceedings of the Southern African Institute for Computer Scientists and Information Technologists Annual Conference},
     doi = {10.1145/2664591.2664615},
     isbn = {978-1-4503-3246-0},
     keywords = {Intergenerational,Media sharing,MXit,orality,Rural Africa},
     pages = {104--114},
     publisher = {ACM},
     series = {SAICSIT '14},
     title = {Designing Social Media for Community Information Sharing in Rural South Africa},
     year = {2014}
    }
    
    

    Abstract: We reflect on long trials of two prototype social media systems in rural South Africa and their biases towards certain communication practices on information sharing. We designed the systems to assist people in low-income communities to share locally relevant information. Both involve communal displays, to record, store and share media, and users can transfer media between the display and their cell-phones. MXShare, which we report for the first time, also enables real-time, text-based chat but AR enables sharing only audio files asynchronously. Both systems were located at the same sites for community communication and co-present oral practices effected media recording and sharing. Their use reinforced differentiations in sharing information between older and younger people. We argue that designing social media systems to widen information access must respond to complex interactions between social structures and genres of communication.

  13. N. J. Bidwell, T. Reitmaier, & K. Jampo. 2014. Orality, Gender and Social Audio in Rural Africa. Proceedings of the 11th International Conference on the Design of Cooperative Systems: COOP ‘14, ACM, 225–241.
    @incollection{Bidwell2014a,
     abstract = {We claim that digital platforms designed for people in low-income, low-literacy rural communities to share locally relevant, voice-based content did not widen dissemination because they were incompatible with the nuances of cooperation. We base this on a long-term study of interactions with prototypes to record, store and share voice files via a portable, communally owned display in South Africa. We discuss how men and women used, appropriated and interacted with the prototypes, and how the prototypes and use contexts supported different genres of orality and nonverbal elements of co-present interactions. Rhythm and mimicry of nonverbal elements participated in cooperation and, we argue, that engaging with such qualities enriches creativity in designing media sharing systems.},
     author = {Bidwell, Nicola J. and Reitmaier, Thomas and Jampo, Kululwa},
     booktitle = {Proceedings of the 11th International Conference on the Design of Cooperative Systems},
     copyright = {© 2014 Springer International Publishing Switzerland},
     doi = {10.1007/978-3-319-06498-7_14},
     editor = {Rossitto, Chiara and Ciolfi, Luigina and Martin, David and Conein, Bernard},
     isbn = {978-3-319-06497-0},
     keywords = {Social Sciences; general,User Interfaces and Human Computer Interaction},
     language = {en},
     pages = {225--241},
     publisher = {Springer},
     series = {COOP'14},
     title = {Orality, Gender and Social Audio in Rural Africa},
     year = {2014}
    }
    
    

    Abstract: We claim that digital platforms designed for people in low-income, low-literacy rural communities to share locally relevant, voice-based content did not widen dissemination because they were incompatible with the nuances of cooperation. We base this on a long-term study of interactions with prototypes to record, store and share voice files via a portable, communally owned display in South Africa. We discuss how men and women used, appropriated and interacted with the prototypes, and how the prototypes and use contexts supported different genres of orality and nonverbal elements of co-present interactions. Rhythm and mimicry of nonverbal elements participated in cooperation and, we argue, that engaging with such qualities enriches creativity in designing media sharing systems.

  14. T. Reitmaier, P. Benz, & G. Marsden. 2013. Designing and Theorizing Co-Located Interactions. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems: CHI ‘13, ACM 381–390.
    @inproceedings{Reitmaier2013,
     abstract = {This paper gives an interwoven account of the theoretical and practical work we undertook in pursuit of designing co-located interactions. We show how we sensitized ourselves to theory from diverse intellectual disciplines, to develop an analytical lens to better think about co-located interactions. By critiquing current systems and their conceptual foundations, and further interrelating theories particularly in regard to performative aspects of identity and communication, we develop a more nuanced way of thinking about co-located interactions. Drawing on our sensitivities, we show how we generated and are exploring, through the process of design, a set of co-located interactions that are situated within our social ecologies, and contend that our upfront theoretical work enabled us to identify and explore this space in the first place. This highlights the importance of problem framing, especially for projects adopting design methodologies.},
     address = {New York, NY, USA},
     author = {Reitmaier, Thomas and Benz, Pierre and Marsden, Gary},
     booktitle = {Proceedings of the SIGCHI Conference on Human Factors in Computing Systems},
     doi = {10.1145/2470654.2470709},
     isbn = {978-1-4503-1899-0},
     keywords = {co-located interaction,co-presence,design research,theory},
     pages = {381--390},
     publisher = {ACM},
     series = {CHI '13},
     title = {Designing and Theorizing Co-Located Interactions},
     year = {2013}
    }
    
    

    Abstract: This paper gives an interwoven account of the theoretical and practical work we undertook in pursuit of designing co-located interactions. We show how we sensitized ourselves to theory from diverse intellectual disciplines, to develop an analytical lens to better think about co-located interactions. By critiquing current systems and their conceptual foundations, and further interrelating theories particularly in regard to performative aspects of identity and communication, we develop a more nuanced way of thinking about co-located interactions. Drawing on our sensitivities, we show how we generated and are exploring, through the process of design, a set of co-located interactions that are situated within our social ecologies, and contend that our upfront theoretical work enabled us to identify and explore this space in the first place. This highlights the importance of problem framing, especially for projects adopting design methodologies.

  15. N. J. Bidwell, T. Reitmaier, C. Rey-Moreno, Z. Roro, M. J. Siya, & B. Dlutu. 2013. Timely Relations in Rural Africa. Proceedings of the 12th International Conference on Social Implications of Computers in Developing Countries, 92–107.
    @inproceedings{Bidwell2013,
     abstract = {Time is a key aspect of cross-cultural ICT4D research and practice, but rarely the focus of discussion. In this paper we, a group of researchers with diverse backgrounds and residences, aim to open up a dialogue about how different conceptualizations of time affect cross-cultural ICT4D research. We do this by reflecting on our long-term participatory research, design and deployment with inhabitants of Mankosi, in South Africa's rural Eastern Cape. We start by considering different concepts of time from a critical anthropological perspective and propose that ICTs embed and propagate `modern' values in relation to time. We then claim, by using concrete examples from engaging with Mankosi's inhabitants in ICT4D projects that time contributes to dilemmas and paradoxes. This leads us to advocate a deeper sensitivity to the values associated with, and practices that implicate, time in method(ology) and resulting artifacts can significantly enhance studies in ICT4D.},
     author = {Bidwell, Nicola J. and Reitmaier, Thomas and Rey-Moreno, Carlos and Roro, Zukile and Siya, Masbulele Jay and Dlutu, Bongiwe},
     booktitle = {Proceedings of the 12th International Conference on Social Implications of Computers in Developing Countries},
     pages = {92--107},
     series = {IFIP WG 9.4},
     title = {Timely Relations in Rural Africa},
     year = {2013}
    }
    
    

    Abstract: Time is a key aspect of cross-cultural ICT4D research and practice, but rarely the focus of discussion. In this paper we, a group of researchers with diverse backgrounds and residences, aim to open up a dialogue about how different conceptualizations of time affect cross-cultural ICT4D research. We do this by reflecting on our long-term participatory research, design and deployment with inhabitants of Mankosi, in South Africa’s rural Eastern Cape. We start by considering different concepts of time from a critical anthropological perspective and propose that ICTs embed and propagate `modern’ values in relation to time. We then claim, by using concrete examples from engaging with Mankosi’s inhabitants in ICT4D projects that time contributes to dilemmas and paradoxes. This leads us to advocate a deeper sensitivity to the values associated with, and practices that implicate, time in method(ology) and resulting artifacts can significantly enhance studies in ICT4D.

  16. N. J. Bidwell, T. Reitmaier, G. Marsden, & S. Hansen. 2010. Designing with Mobile Digital Storytelling in Rural Africa. Proceedings of the 2010 CHI Conference on Human Factors in Computing Systems: CHI ‘10, ACM, 1593–1602.
    @inproceedings{Bidwell2010,
     address = {New York, NY, USA},
     author = {Bidwell, Nicola J. and Reitmaier, Thomas and Marsden, Gary and Hansen, Susan},
     booktitle = {Proceedings of the SIGCHI Conference on Human Factors in Computing Systems},
     doi = {10.1145/1753326.1753564},
     isbn = {978-1-60558-929-9},
     keywords = {cross-cultural,dialogical approach to design,digital storytelling,ict4d,mobile devices,oral knowledge,rural},
     pages = {1593--1602},
     publisher = {ACM},
     series = {CHI '10},
     title = {Designing with Mobile Digital Storytelling in Rural Africa},
     year = {2010}
    }
    

    Abstract: We reflect on activities to design a mobile application to enable rural people in South Africa’s Eastern Cape to record and share their stories, which have implications for ‘cross-cultural design,’ and the wider use of stories in design. We based our initial concept for generating stories with audio and photos on cell-phones on a scenario informed by abstracting from digital storytelling projects globally and our personal experience. But insights from ethnography, and technology experiments involving storytelling, in a rural village led us to query our grounding assumptions and usability criteria. So, we implemented a method using cell-phones to localise storytelling, involve rural users and probe ways to incorporate visual and audio media. Products from this method helped us to generate design ideas for our current prototype which offers great flexibility. Thus we present a new way to depict stories digitally and a process for improving such software.

  17. T. Reitmaier, N. J. Bidwell, & G. Marsden. 2010. Field Testing Mobile Digital Storytelling Software in Rural Kenya. Proceedings of the 12th International Conference on Human Computer Interaction with Mobile Devices and Services: MobileHCI ‘10, ACM, 283–286..
    @inproceedings{Reitmaier2010,
     abstract = {We describe and reflect on a method we used to evaluate usability and give insights on situated use of a mobile digital storytelling prototype. We report on rich data we gained by implementing this method and argue that we were able to learn more about our prototype, users, their needs, and their context, than we would have through other evaluation methods. We look at the usability problems we uncovered and discuss how our flexibility in field-testing allowed us to observe unanticipated usage, from which we were able to motivate future design directions. Finally, we reflect on the importance of spending time in-situ during all stages of design, especially when designing across cultures.},
     address = {New York, NY, USA},
     author = {Reitmaier, Thomas and Bidwell, Nicola J. and Marsden, Gary},
     booktitle = {Proceedings of the 12th International Conference on Human Computer Interaction with Mobile Devices and Services},
     doi = {10.1145/1851600.1851649},
     isbn = {978-1-60558-835-3},
     keywords = {digital storytelling,evaluation,HCI4D,probe,rural},
     pages = {283--286},
     publisher = {ACM},
     series = {MobileHCI '10},
     title = {Field Testing Mobile Digital Storytelling Software in Rural Kenya},
     year = {2010}
    }
    
    

    Abstract: We describe and reflect on a method we used to evaluate usability and give insights on situated use of a mobile digital storytelling prototype. We report on rich data we gained by implementing this method and argue that we were able to learn more about our prototype, users, their needs, and their context, than we would have through other evaluation methods. We look at the usability problems we uncovered and discuss how our flexibility in field-testing allowed us to observe unanticipated usage, from which we were able to motivate future design directions. Finally, we reflect on the importance of spending time in-situ during all stages of design, especially when designing across cultures.

Journal Articles

  1. M. Price, S. Higgs, L. Wilkinson, M. Lee, R. Embling, P. Kuberka, A. Hamill, J. Collier, S. Keable-Steer, T. Reitmaier, S. Mukhopadhyay, & S. Lindsay. 2020. Construal Beliefs Moderate the Usability and Effectiveness of a Novel Healthy Eating Mobile App. Physiology & Behavior, 1–8.
    @article{Price2020,
     abstract = {Reduced self-control is a strong predictor of overeating and obesity. Priming a high construal level mind-set has been shown to enhance self-control and reduce snack consumption in the lab but the long-term and real-world effects are not known. The use of digital technology is an efficient way to deliver priming cues in real-world settings. Many mobile apps claim to support healthy eating but few are grounded in psychological theories of self-control. The aim of this study was to test the feasibility and effectiveness of a novel, construal-theory-based mobile app to promote self-control and healthy eating. In an exploratory analysis, the moderating influence of user characteristics was also examined. Using an iterative process involving users at every stage of the process, a prototype mobile app was developed. The final version included a high construal, self-control priming task, sent personalised reminder cues before each eating occasion, provided a just-in time `crave-buster' for unanticipated eating opportunities and an optional food log. In a longitudinal trial the app was used over an eight-week period (N=71; 51 females; M (SD) Age~=~33.34 (11.68) years; M (SD) BMI~=~26.22 (4.94)) with pre-post measures of weight, percent body fat and dietary intake. The app received high usability ratings on the System Usability Scale (M=76.55; SD=11.35), however food intake, per cent body fat and weight pre- and post- app use showed no significant change (p$>$.05). Exploratory analyses showed that baseline construal belief moderated the extent to which engagement with the app predicted dietary changes (p$<$.05). These findings indicate that this novel app was user-friendly and effective but that this was dependent on the user's characteristics. Future development in this area should consider tailoring apps to the specific characteristics of the user for improved support and effectiveness.},
     author = {Price, Menna and Higgs, Suzanne and Wilkinson, Laura and Lee, Michelle and Embling, Rochelle and Kuberka, Paula and Hamill, Alexandra and Collier, Jordan and Keable-Steer, Samuel and Reitmaier, Thomas and Mukhopadhyay, Sabarna and Lindsay, Stephen},
     doi = {10.1016/j.physbeh.2020.112941},
     issn = {0031-9384},
     journal = {Physiology & Behavior},
     keywords = {Construal Level Theory,Healthy Eating,mhealth,Tailoring,User Experience,Weight Change},
     language = {en},
     month = {August},
     pages = {112941},
     title = {Construal Beliefs Moderate the Usability and Effectiveness of a Novel Healthy Eating Mobile App},
     volume = {222},
     year = {2020}
    }
    
    

    Abstract: Reduced self-control is a strong predictor of overeating and obesity. Priming a high construal level mind-set has been shown to enhance self-control and reduce snack consumption in the lab but the long-term and real-world effects are not known. The use of digital technology is an efficient way to deliver priming cues in real-world settings. Many mobile apps claim to support healthy eating but few are grounded in psychological theories of self-control. The aim of this study was to test the feasibility and effectiveness of a novel, construal-theory-based mobile app to promote self-control and healthy eating. In an exploratory analysis, the moderating influence of user characteristics was also examined. Using an iterative process involving users at every stage of the process, a prototype mobile app was developed. The final version included a high construal, self-control priming task, sent personalised reminder cues before each eating occasion, provided a just-in time `crave-buster’ for unanticipated eating opportunities and an optional food log. In a longitudinal trial the app was used over an eight-week period (N=71; 51 females; M (SD) Age~=~33.34 (11.68) years; M (SD) BMI~=~26.22 (4.94)) with pre-post measures of weight, percent body fat and dietary intake. The app received high usability ratings on the System Usability Scale (M=76.55; SD=11.35), however food intake, per cent body fat and weight pre- and post- app use showed no significant change (p$>$.05). Exploratory analyses showed that baseline construal belief moderated the extent to which engagement with the app predicted dietary changes (p$<$.05). These findings indicate that this novel app was user-friendly and effective but that this was dependent on the user’s characteristics. Future development in this area should consider tailoring apps to the specific characteristics of the user for improved support and effectiveness.

  2. J. Pearson, S. Robinson, T. Reitmaier, M. Jones, & A. Joshi. 2019. Diversifying Future-Making Through Itinerative Design. Transactions on Computer-Human Interaction: ToCHI, ACM, 1–21.
    @article{Pearson2019,
     author = {Pearson, Jennifer and Robinson, Simon and Reitmaier, Thomas and Jones, Matt and Joshi, Anirudha},
     doi = {10.1145/3341727},
     issn = {1073-0516},
     journal = {ACM Transactions on Computer-Human Interaction},
     keywords = {co-creation,emergent users,future-making,Itinerative design,pvprint},
     month = {July},
     number = {5},
     pages = {33:1--33:21},
     title = {Diversifying Future-Making Through Itinerative Design},
     volume = {26},
     year = {2019}
    }
    
    

    Abstract: ‘Designed in California’ is a brand statement used by high-tech manufacturers to denote provenance and cachet of digital innovation and modernity. In this paper, we explore philosophically alternate design perspectives to those this statement embodies, reporting and reflecting on a long-term multi-sited project that seeks to diversify future-making by engaging communities of ’emergent’ users in ‘developing’ regions. We argue that digital technologies are typically created with a design lens firmly focused on ‘first world’ populations, assuming a base set of cultural norms, resource availabilities, and technological experience levels that do not strongly align with those of emergent users. We discuss and argue for inclusive technology design methods, present our approach, and detail indicative results and case studies as an example of the potential of these perspectives in uncovering radical innovations. Distilling findings and lessons learned, we present a methodology— itinerative design— that pivots between emergent user communities across multiple regions, driving digital innovation through the periphery of mainstream design’s current remit.

  3. T. Reitmaier. 2012. 'She Looked Deep Into Our Eyes': Reflections on Cross-Cultural Practice in Rural Africa. Knowledge Management for Development Journal, 7(3), 327–339.
    @article{Reitmaier2012a,
     abstract = {This paper shows the development of a mobile digital storytelling system that suits the needs and functions of rural African communities. But rather than focusing solely on the artefact and how it was designed, I also present an account of the ideas and perspectives I took, and how these changed in the course of practice. I uncover the slow process of discovering that cross-cultural practice is not only about understanding users or prototyping ideas in a detached fashion, but explore how in the course of practice pre-existing notions embedded in ourselves and in our culture are `unconcealed'. It is a learning process in which we learn about users in relation to ourselves. The prototype was tested in Adiedo, Kenya.},
     author = {Reitmaier, Thomas},
     doi = {10.1080/19474199.2011.649011},
     issn = {1947-4199},
     journal = {Knowledge Management for Development Journal},
     number = {3},
     pages = {327--339},
     shorttitle = {`She Looked Deep into Our Eyes'},
     title = {`She Looked Deep Into Our Eyes': Reflections on Cross-Cultural Practice in Rural Africa},
     volume = {7},
     year = {2012}
    }
    
    

    Abstract: This paper shows the development of a mobile digital storytelling system that suits the needs and functions of rural African communities. But rather than focusing solely on the artefact and how it was designed, I also present an account of the ideas and perspectives I took, and how these changed in the course of practice. I uncover the slow process of discovering that cross-cultural practice is not only about understanding users or prototyping ideas in a detached fashion, but explore how in the course of practice pre-existing notions embedded in ourselves and in our culture are `unconcealed’. It is a learning process in which we learn about users in relation to ourselves. The prototype was tested in Adiedo, Kenya.

Theses

  1. T. Reitmaier. 2018. Human-Centred Computer Architecture: Redesigning the Mobile Datastore & Sharing Interface. PhD Dissertation, Department of Computer Science, University of Cape Town.
    @phdthesis{ReitmaierPhD,
     address = {Cape Town, South Africa},
     author = {Reitmaier, Thomas},
     school = {Department of Computer Science, University of Cape Town},
     title = {Human-Centred Computer Architecture: Redesigning the Mobile Datastore & Sharing Interface},
     year = {2018}
    }
    
    

    Abstract: This dissertation develops a material perspective on Information & Communication Technologies and combines this perspective with a Research through Design approach to interrogate current and develop new mobile sharing interfaces and datastores. Through this approach I open up a line of inquiry that connects a material perspective of information with everyday sharing and communication practices as well as with the mobile and cloud architectures that increasingly mediate such practices. With this perspective, I uncover a shifting emphasis of how data is stored on mobile devices and how this data is made available to apps through sharing interfaces that prevent apps from obtaining a proper handle of data to support fundamentally human acts of sharing such as gifting. I take these insights to articulate a much wider research agenda to implicate, beyond the sharing interface, the app model and mobile datastore, data exchange protocols, and the Cloud. I formalise the approach I take to bring technically and socially complex, multi-dimensional and changing ideas into correspondence and to openly document this process. I consider the history of the File abstraction and the fundamental grammars of action this abstraction supports (e.g. move, copy, & delete) and the mediating role this abstraction – and its graphical representation – plays in binding together the concerns of system architects, programmers, and users. Finding inspiration in the 30 year history of the file, I look beyond the Desktop to contemporary realms of computing on the mobile and in the Cloud to develop implications for reinvigorated file abstractions, representations, and grammars of actions. First and foremost, these need to have a social perspective on files. To develop and hone such a social perspective, and challenge the assumption that mobile phones are telephones – implying interaction at a distance – I give an interwoven account of the theoretical and practical work I undertook to derive and design a grammar of action – showing – tailored to co-present and co-located interactions. By documenting the process of developing prototypes that explore this design space, and returning to the material perspective I developed earlier, I explore how the grammars of show and gift are incongruent with the specific ways in which information is passed through the mobile’s sharing interface. This insight led me to prototype a mobile datastore – My Stuff – and design new file abstractions that foreground the social nature of the stuff we store and share on our mobiles. I study how that stuff is handled and shared in the Cloud by developing, documenting, and interrogating a cloud service to facilitate sharing, and implement grammars of actions to support and better align with human communication and sharing acts. I conclude with an outlook on the powerful generative metaphor of casting mobile media files as digital possessions to support and develop human-centred computer architecture that give people better awareness and control over the stuff that matters to them.

  2. T. Reitmaier. 2011. Designing Digital Storytelling for Rural African Communities. MSc Thesis, Department of Computer Science, University of Cape Town.
    @mastersthesis{ReitmaierMSc,
     author = {Reitmaier, Thomas},
     school = {Department of Computer Science, University of Cape Town},
     title = {Designing Digital Storytelling for Rural African Communities},
     year = {2011}
    }
    
    

    Abstract: Chon gilala – a long time ago – says Mama Rhoda of Adiedo, Kenya. She looks deeply into our eyes. We record her rhythms and rhymes as she sings and tells a story about her grandparents. She shows us the exact spot where her great-grandfathers and his friends used to sit and drink and how her grandmother used to dance. This thesis situates digital storytelling in rural African communities to enable rural people, like Mama Rhoda, to record and share their stories and to express their imaginations digitally. We explore the role of design,and the methods and perspectives designers need to take on to design across cultures and to understand the forms and meanings behind rural African interpretations of digital storytelling. These perspectives allow us to ‘unconceal’ how our Western storytelling traditions have influenced design methods and obscure the voices of ‘other’ cultures. By integrating ethnographic insights with previous experiences of designing mobile digital storytelling systems, we implement a method using cell-phones to localize storytelling and involve rural users in design activities – probing ways to incorporate visual and audio media in storytelling. Products from this method help us to generate design ideas for our system, most notably flexibility. Leveraging this prototype as a probe and observing villagers using it in two villages in South Africa and Kenya, we report on situated use of our prototype and discuss, and relate to usage, the insights we gathered on our prototype, the users, their needs, and their context. We use these insights to uncover further implications for situating digital storytelling within those communities and reflect on the importance of spending time in-situ when designing across cultures. Deploying our prototype through an NGO, we stage first encounters with digital storytelling and show how key insiders can introduce the system to a wider community and make it accessible through their technical and social expertise. Our mobile digital storytelling system proved to be both usable and useful and its flexibility allowed users to form their own interpretations of digital storytelling and (re)appropriate our system to alternative ends. Results indicate that our system accommodates context and that storytelling activities around our system reflect identity. Our activities in communities across Africa also show that our system can be used as a digital voice that speaks to us, by allowing users to express themselves – through digital stories – in design.