Rapid ethnography: time deepening strategies for HCI field research
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
Establishing relationships for designing rural information systems
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Speech interfaces for equitable access to information technology
Information Technologies and International Development
A comparative study of speech and dialed input voice interfaces in rural India
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A comparison of mobile money-transfer UIs for non-literate and semi-literate users
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Avaaj Otalo: a field study of an interactive voice forum for small farmers in rural India
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Intermediated technology use in developing communities
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Deliberate interactions: characterizing technology use in Nairobi, Kenya
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Participatory IT design and participatory development: a comparative review
Proceedings of the Tenth Anniversary Conference on Participatory Design 2008
Emergent practices around CGNet Swara, voice forum for citizen journalism in rural India
Proceedings of the Fifth International Conference on Information and Communication Technologies and Development
Man versus machine: evaluating IVR versus a live operator for phone surveys in India
Proceedings of the 3rd ACM Symposium on Computing for Development
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We describe the design, implementation, and evaluation of Tangaza, a mobile phone-based group messaging system targeted at moderately low-income users in developing regions. We focus on the design decisions that make Tangaza inexpensive and usable with even the most basic GSM mobile phone, and examine the resulting usability trade-offs. We also describe how we worked with a subset of our target population to gather design feedback that we were able to immediately build into our prototype implementation. We provide quantitative and qualitative analysis of a three month trial covering one hundred people, drawn from two distinct user populations, with a particular focus on the relationship between the in-person physical social groups that users already had and the virtual groups they formed using Tan-gaza.