Tom Feltwell
Northumbria University
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Publication
Featured researches published by Tom Feltwell.
human factors in computing systems | 2016
Jamie Mahoney; Tom Feltwell; Obinna Ajuruchi; Shaun W. Lawson
This paper presents an investigation of how the Scottish electorate utilised photo-sharing on social media as a means of participation in the democratic process and for political self-expression in the periods immediately prior to two recent major democratic votes: the 2014 Scottish independence referendum, and the 2015 UK general election. We extend previous HCI literature on the growing use of social media in a political context and contribute specifically on understanding the emergent use of visual media by citizens when engaging with political issues and democratic process. Through a qualitative analysis of images shared on the platform Instagram, we demonstrate that the Scottish electorate did indeed used image-sharing for political self-expression -- posting a variety of visual content, representative of a diversity of political opinion. We conclude that users utilised Instagram as a platform to craft and present their political selves. We raise questions for future research around power and inequality on such platforms as well as their capability of providing a persistent forum for debate.
human factors in computing systems | 2017
Kiel Long; John Vines; Selina Sutton; Phillip Brooker; Tom Feltwell; Ben Kirman; Julie Barnett; Shaun W. Lawson
Bots are estimated to account for well over half of all web traffic, yet they remain an understudied topic in HCI. In this paper we present the findings of an analysis of 2284 submissions across three discussion groups dedicated to the request, creation and discussion of bots on Reddit. We set out to examine the qualities and functionalities of bots and the practical and social challenges surrounding their creation and use. Our findings highlight the prevalence of misunderstandings around the capabilities of bots, misalignments in discourse between novices who request and more expert members who create them, and the prevalence of requests that are deemed to be inappropriate for the Reddit community. In discussing our findings, we suggest future directions for the design and development of tools that support more carefully guided and reflective approaches to bot development for novices, and tools to support exploring the consequences of contextually-inappropriate bot ideas.
human factors in computing systems | 2017
Tom Feltwell; Gavin Wood; Kiel Long; Phillip Brooker; Tom Schofield; Ioannis Petridis; Julie Barnett; John Vines; Shaun W. Lawson
The recent proliferation of a reality TV genre that focusses on welfare recipients has led to concerns that prime-time media experiences are exacerbating misconceptions, and stifling critical debate, around major societal issues such as welfare reform and poverty. Motivated by arguments that second screening practices offer opportunities to engage viewers with issues of political concern, we describe the design and evaluation of two smartphone apps that facilitate and promote more critical live-viewing of reality TV. Our apps, Spotting Guide and Moral Compass, encourage users to identify, categorise, tag and filter patterns and tropes within reality TV, as well as reinterpret social media posts associated with their broadcast. We show that such interactions encourage critical thinking around typical editing and production techniques and foster co-discussion and reflection amongst viewers. We discuss, more broadly, how these interactions encourage users to identify the wider consequences and framings of reality TV, and offer implications and considerations for design that provokes criticality and reflection in second screening contexts.
conference on computer supported cooperative work | 2017
Tom Feltwell; John Vines; Karen Salt; Mark Blythe; Ben Kirman; Julie Barnett; Phillip Brooker; Shaun W. Lawson
In this paper we investigate how online counter-discourse is designed, deployed and orchestrated by activists to challenge dominant narratives around socio-political issues. We focus on activism related to the UK broadcast media’s negative portrayal of welfare benefit claimants; portrayals characterised as “poverty porn” by critics. Using critical discourse analysis, we explore two activist campaigns countering the TV programme Benefits Street. Through content analysis of social media, associated traditional media texts, and interviews with activists, our analysis highlights the way activists leverage the specific technological affordances of different social media and other online platforms in order to manage and configure counter-discourse activities. We reveal how activists use different platforms to carefully control and contest discursive spaces, and the ways in which they utilise both online and offline activities in combination with new and broadcast media to build an audience for their work. We discuss the challenges associated with measuring the success of counter-discourse, and how activists rely on combinations of social media analytics and anecdotal feedback in order to ascertain that their campaigns are successful. We also discuss the often hidden power-relationships in such campaigns, especially where there is ambiguity regarding the grassroots legitimacy of activism, and where effort is placed into controlling and owning the propagation of counter-discourse. We conclude by highlighting a number of areas for further work around the blurred distinctions between corporate advocacy, digilantism and grassroots activism.
human factors in computing systems | 2018
Gavin Wood; Kiel Long; Tom Feltwell; Scarlett Rowland; Phillip Brooker; Jamie Mahoney; John Vines; Julie Barnett; Shaun W. Lawson
The emergence of fake news, as well as filter bubbles and echo chambers, has precipitated renewed attention upon the ways in which news is consumed, shared and reflected and commented upon. While online news comments sections offer space for pluralist and critical discussion, studies suggest that this rarely occurs. Motivated by common practices of annotating, defacing and scribbling on physical newspapers, we built a mobile app -- Newsr -- that supports co-annotation, in the form of graffiti, on online news articles, which we evaluated in-the-wild for one month. We report on how the app encouraged participants to reflect upon the act of choosing news stories, whilst promoting exploration, the critique of content, and the exposure of bias within the writing. Our findings highlight how the re-design of interactive online news experiences can facilitate more directed, in-the-moment critique of online news stories as well as encourage readers to expand the range of news content they read.
human factors in computing systems | 2018
Tom Feltwell; Shaun W. Lawson; Enrique Encinas; Conor Linehan; Ben Kirman; Deborah Maxwell; Tom Jenkins; Stacey Kuznetsov
The design, development and deployment of new technology is a form of intervention on the social, psychological and physical world. Whether explicitly intended or not, all digital technology is designed to support some vision of how work, leisure, education, healthcare, and so on, is organised in the future [11]. For example, most efforts to make commercial systems more usable, efficient and pleasurable, are ultimately about the vision of increased profits as part of a capitalist society. This workshop will bring together researchers, designers and practitioners to explore an alternative, post-capitalist, grand vision for HCI, asking what kind of futures the community sees itself as working towards. Are the futures we are building towards any different from those envisioned by Silicon Valley entrepreneurs, which are typically neoliberal, absent of strict labour laws, licensing fees, tax declarations and the necessity to deal with government bureaucracy?
human factors in computing systems | 2018
Asbjørn Følstad; Petter Bae Brandtzæg; Tom Feltwell; Effie Lai-Chong Law; Manfred Tscheligi; Ewa Luger
Chatbots are emerging as an increasingly important area for the HCI community, as they provide a novel means for users to interact with service providers. Due to their conversational character, chatbots are potentially effective tools for engaging with customers, and are often developed with commercial interests at the core. However, chatbots also represent opportunities for positive social impact. Chatbots can make needed services more accessible, available, and affordable. They can strengthen users autonomy, competence, and (possibly counter-intuitively) social relatedness. In this SIG we address the possible social benefits of chatbots and conversational user interfaces. We will bring together the existing, but disparate, community of researchers and practitioners within the CHI community and broader fields who have an interest in chatbots. We aim to discuss the potential for chatbots to move beyond their assumed role as channels for commercial service providers, explore how they may be used for social good, and how the HCI community may contribute to realize this.
New Media & Society | 2018
Phillip Brooker; Julie Barnett; John Vines; Shaun W. Lawson; Tom Feltwell; Kiel Long
Weight stigma results from the mediatisation of ‘obesity’: conceptually, a medicalised problem resulting from personal bodily irresponsibility. We undertake a frame analysis of 1452 comments on a thematically related online news article published via The Guardian, about the status of ‘obesity’ as a disability in European Union (EU) employment law. We identify three themes: (1) weight as a lifestyle choice or disability, (2) weight as an irresponsible choice and (3) weight as a simple or complex issue. We contend that the design of the commenting platform prevents counter-narratives from challenging the dominant (‘obesity’) framing for three reasons: (1) content is driven by comments appearing earlier in the corpus, (2) the commenting system primarily supports argument between polarised rhetorical positions and (3) the platform design discourages users from developing alternative terminologies for producing counter-narratives. In this way, we explore how weight stigma is propagated through online media, and how users’ comments intersect with the affordances of the platform itself.
Big Data & Society | 2018
Phillip Brooker; Julie Barnett; John Vines; Shaun W. Lawson; Tom Feltwell; Kiel Long; Gavin Wood
Increasingly, social media platforms are understood by researchers to be valuable sites of politically-relevant discussions. However, analyses of social media data are typically undertaken by focusing on ‘snapshots’ of issues using query-keyword search strategies. This paper develops an alternative, less issue-based, mode of analysing Twitter data. It provides a framework for working qualitatively with longitudinally-oriented Twitter data (user-timelines), and uses an empirical case to consider the value and the challenges of doing so. Exploring how Twitter users place “everyday” talk around the socio-political issue of UK welfare provision, we draw on digital ethnography and narrative analysis techniques to analyse 25 user-timelines and identify three distinctions in users’ practices: users’ engagements with welfare as TV entertainment or as a socio-political concern; the degree of sustained engagement with said issues, and; the degree to which users’ tweeting practices around welfare were congruent with or in contrast to their other tweets. With this analytic orientation, we demonstrate how a longitudinal analysis of user-timelines provides rich resources that facilitate a more nuanced understanding of user engagement in everyday socio-political discussions online.
designing interactive systems | 2017
Tom Feltwell; Gavin Wood; Conor Linehan; Shaun W. Lawson
In this paper, we explore the coupling of mobile facial recognition technology with the exploitation of non-players as a powerful mechanic in locative augmented reality games. A prototype game is presented which asks players to capture the likeness of members of the public. Driven by free-to-play models, and inspired by the phenomenal success of Pokémon GO, we have created an experience where players hunt for and capture real creatures in a real world.