Swarm intelligence: from natural to artificial systems
Swarm intelligence: from natural to artificial systems
Proactive displays: Supporting awareness in fluid social environments
ACM Transactions on Computer-Human Interaction (TOCHI)
Towards a shared definition of user experience
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Engaging the crowd: studies of audience-performer interaction
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Using a mobile phone as a "Wii-like" controller for playing games on a large public display
International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006
Social enjoyment with electronic photograph displays: Awareness and control
International Journal of Human-Computer Studies
Instant Places: Using Bluetooth for Situated Interaction in Public Displays
IEEE Pervasive Computing
Needs, affect, and interactive products - Facets of user experience
Interacting with Computers
Editorial: Modelling user experience - An agenda for research and practice
Interacting with Computers
Crowd computing: a literature review and definition
Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference
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This study aims to establish a conceptual framework on the characteristics of idioculture in crowd computing, as well as the antecedents and consequences of idioculture. Idioculture is defined as distinct cultural elements that characterize a certain group. It is important in group interaction because it can be used as a tool to seek a group's optimal distinctiveness, which is a natural human desire to maintain a balance between being too inclusive or too personalized in crowd settings. In order to provide empirical data for the conceptual framework, this study developed a crowd computing system prototype, named event-driven social media (EDSM), which supports idioculture emergence and sharing in a crowd setting. The prototype was implemented in a massive-scale event involving approximately 20,000 people. The study results were derived from content analysis on 5988 text messages from 1510 users exchanged through EDSM during the event and interviews with 15 users after the event. The findings revealed that group cultures were triggered by EDSM to become idioculture, and the idioculture shared through EDSM affected user experience. First, sources of idioculture included collective, playful, and routine-breaking group cultures. Second, the characteristics of idioculture included catchwords, humorous references, and nicknames. Third, by sharing idioculture, users of EDSM were able to experience social connectedness, group cohesion, and social enjoyment. This study ends with implications on the design of EDSM from the perspective of HCI.