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Sharing economies enabled by technical platforms have been studied regarding their economic, legal, and social effects, as well as with regard to their possible influences on CSCW topics such as work, collaboration, and trust. While a lot current research is focusing on the sharing economy and related communities, there is little work addressing the phenomenon from a socio-technical point of view. Our workshop is meant to address this gap. Building on research themes and discussion from last year’s ECSCW, we seek to engage deeper with topics such as novel socio-technical approaches for enabling sharing communities, discussing issues around digital consumer and worker protection, as well as emerging challenges and opportunities of existing platforms and approaches.
This paper gives an overview of the development of Fair Trade in six European countries: Austria, France, Germany, the Netherlands, Switzerland and the United Kingdom. After the description of the food retail industry and its market structures in these countries, the main European Fair Trade organizations are analyzed regarding their role within the Fair Trade system. The following part deals with the development of Fair Trade sales in general and with respect to the products coffee, tea, bananas, fruit juice and sugar. An overview of the main activities of national Fair Trade organizations, e.g. public relation activities, completes the analysis. This study shows the enormous upswing of Fair Trade during the last decade and the reasons for this development. Nevertheless, it comes to the conclusion that Fair Trade is still far away from being an essential part of the food retail industry in Europe.
New cars are increasingly "connected" by default. Since not having a car is not an option for many people, understanding the privacy implications of driving connected cars and using their data-based services is an even more pressing issue than for expendable consumer products. While risk-based approaches to privacy are well established in law, they have only begun to gain traction in HCI. These approaches are understood not only to increase acceptance but also to help consumers make choices that meet their needs. To the best of our knowledge, perceived risks in the context of connected cars have not been studied before. To address this gap, our study reports on the analysis of a survey with 18 open-ended questions distributed to 1,000 households in a medium-sized German city. Our findings provide qualitative insights into existing attitudes and use cases of connected car features and, most importantly, a list of perceived risks themselves. Taking the perspective of consumers, we argue that these can help inform consumers about data use in connected cars in a user-friendly way. Finally, we show how these risks fit into and extend existing risk taxonomies from other contexts with a stronger social perspective on risks of data use.
As from the beginning of the late 70's an impressive number of innovative electronic payment systems have been developed and tested commercially. However, the resulting variety and complexity of the systems have turned out to be one of the obstacles for the broad acceptance of electronic payment. In this paper we propose a process and service oriented framework, which offers a structural and conceptual orientation in the field of electronic payment. It renders possible an integral view on electronic payment that goes beyond the frame of an individual system. To do this, we have generalized the systems-oriented approaches to a phase-oriented payment model. Using this model, requirements and supporting services for electronic payment can be sorted systematically and described from both the customers' and the merchants' viewpoint. Providing integrated payment processes and services is proving to be a difficult task. With this paper we would like to outline the necessity for a Payment Service Provider to act as a mediator for suppliers and users of electronic payment systems.
AI systems pose unknown challenges for designers, policymakers, and users which aggravates the assessment of potential harms and outcomes. Although understanding risks is a requirement for building trust in technology, users are often excluded from legal assessments and explanations of AI hazards. To address this issue we conducted three focus groups with 18 participants in total and discussed the European proposal for a legal framework for AI. Based on this, we aim to build a (conceptual) model that guides policymakers, designers, and researchers in understanding users’ risk perception of AI systems. In this paper, we provide selected examples based on our preliminary results. Moreover, we argue for the benefits of such a perspective.
Autonomous driving enables new mobility concepts such as shared-autonomous services. Although significant re-search has been done on passenger-car interaction, work on passenger interaction with robo-taxis is still rare. In this paper, we tackle the question of how passengers experience robo-taxis as a service in real-life settings to inform the interaction design. We conducted a Wizard of Oz study with an electric vehicle where the driver was hidden from the passenger to simulate the service experience of a robo-taxi. 10 participants had the opportunity to use the simulated shared-autonomous service in real-life situations for one week. By the week's end, 33 rides were completed and recorded on video. Also, we flanked the study conducting interviews before and after with all participants. The findings provided insights into four design themes that could inform the service design of robo-taxis along the different stages including hailing, pick-up, travel, and drop-off.
Voice assistants (VA) collect data about users’ daily life including interactions with other connected devices, musical preferences, and unintended interactions. While users appreciate the convenience of VAs, their understanding and expectations of data collection by vendors are often vague and incomplete. By making the collected data explorable for consumers, our research-through-design approach seeks to unveil design resources for fostering data literacy and help users in making better informed decisions regarding their use of VAs. In this paper, we present the design of an interactive prototype that visualizes the conversations with VAs on a timeline and provides end users with basic means to engage with data, for instance allowing for filtering and categorization. Based on an evaluation with eleven households, our paper provides insights on how users reflect upon their data trails and presents design guidelines for supporting data literacy of consumers in the context of VAs.
Current global challenges such as climate change, lack of resources, desertification, land degradation as well as loss of biodiversity can ultimately be due to human actions. Reasons are excessive production and consumption of goods and services, along with using and consuming natural resources, causing emissions and waste products. Demand in the form of consumption and supply in the form of production are closely intertwined.
An Experimental Field-Study on Active and Passive Work Breaks in a Stressful Work Environment
(2017)
Work breaks are known to have positive effects on employees’ health, performance, and safety. However, prior research has focused mainly on their timing, duration, and frequency but less on break activities. Moreover, most studies examined work breaks in rather repetitive and physical demanding work. Thus, we conducted an experimental field study with a sample of employees’ working in a stressful and cognitive demanding working environment and examined how different types of work breaks (boxing, deep relaxation, and usual breaks) affect participants’ mood, cognitive performance, and neuro-physiological state.
Although most individuals who gamble do so without any adverse consequences, some individuals develop a recurrent, maladaptive pattern of gambling behaviour, often called pathological gambling or gambling disorder, that is associated with financial losses, disruption of family and interpersonal relationships, and co-occurring psychiatric disorders. Identifying whether different types of gambling modalities vary in their ability to lead to maladaptive patterns of gambling behaviour is essential to develop public policies that seek to balance access to gambling opportunities with minimizing risk for the potential adverse consequences of gambling behaviour. Until recently, assessing the risk potential of different types of gambling products was nearly impossible. ASTERIG, initially developed in Germany in 2006-2010, is an assessment tool to measure and to evaluate the risk potential of any gambling product based on scores on ten dimensions. In doing so, it also allows a comparison to be drawn between the addictive potential of different gambling products. Furthermore, the tool highlights where the specific risk potential of each specific gambling product lies. This makes it a valuable tool at the legislative, case law, and administrative levels as it allows the risk potential of individual gambling products to be identified and to be compared globally and across 10 different dimensions of risk potential. We note that specific gambling products should always be evaluated rather than product groups (lotteries, slot machines) or providers, as there may be variations among those product groups that impact their risk potential. For example, slot machines may vary on the amount of jackpot, which may influence their risk potential.
Within an elementary decision of March 28th, 2006 the German Federal Constitutional Court implemented the following: “According to the status quo of research it is certain, that gambling and bets can result in morbid addictive behaviour. ... However different gambling products exhibit different addictive potentials.” Up to now a specific identification of the addictive potential of a concrete gambling product was nearly impossible. This being said, the Wissenschaftliches Forum Glücksspiel (Gambling Scientific Forum) developed a globally applicable assessment tool to measure and evaluate the risk potential of gambling products.
AsTERiG is developed by the Gambling Scientific Forum in the years 2006-2010. At the completion of this final version as well as in the composition of this survey the following scientists were involved: Prof. Dr. Reiner Clement, Bonn-Rhein-Sieg University; Prof. Dr. Jörg Ennuschat, University of Konstanz; Prof. Jörg Häfeli, Lucerne University of Applied Sciences and Arts; Prof. Dr. Gerhard Meyer, University of Bremen; Chantal Mörsen, Charité Berlin; Prof. Dr. Dr. Franz W. Peren, Bonn-Rhein-Sieg University; Prof. Dr. Wiltrud Terlau, Bonn-Rhein-Sieg University.
There has been a growing interest in taste research in the HCI and CSCW communities. However, the focus is more on stimulating the senses, while the socio-cultural aspects have received less attention. However, individual taste perception is mediated through social interaction and collective negotiation and is not only dependent on physical stimulation. Therefore, we study the digital mediation of taste by drawing on ethnographic research of four online wine tastings and one self-organized event. Hence, we investigated the materials, associated meanings, competences, procedures, and engagements that shaped the performative character of tasting practices. We illustrate how the tastings are built around the taste-making process and how online contexts differ in providing a more diverse and distributed environment. We then explore the implications of our findings for the further mediation of taste as a social and democratized phenomenon through online interaction.