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Andrés Monroy-Hernández

Publications and source records attributed to Andrés Monroy-Hernández.

At least 73 records · Page 4Linked to original sources

Understanding Chatbot-mediated Task Management

Effective task management is essential to successful team collaboration. While the past decade has seen considerable innovation in systems that track and manage group tasks, these innovations have typically been outside of the principal communication channels: email, instant messenger, and group chat. Teams formulate, discuss, refine, assign, and track the progress of their collaborative tasks over electronic communication channels, yet they must leave these channels to update their task-tracking tools, creating a source of friction and inefficiency. To address this problem, we explore how bots might be used to mediate task management for individuals and teams. We deploy a prototype bot to eight different teams of information workers to help them create, assign, and keep track of tasks, all within their main communication channel. We derived seven insights for the design of future bots for coordinating work.

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Calendar.help: Designing a Workflow-Based Scheduling Agent with Humans in the Loop

Although information workers may complain about meetings, they are an essential part of their work life. Consequently, busy people spend a significant amount of time scheduling meetings. We present Calendar.help, a system that provides fast, efficient scheduling through structured workflows. Users interact with the system via email, delegating their scheduling needs to the system as if it were a human personal assistant. Common scheduling scenarios are broken down using well-defined workflows and completed as a series of microtasks that are automated when possible and executed by a human otherwise. Unusual scenarios fall back to a trained human assistant who executes them as unstructured macrotasks. We describe the iterative approach we used to develop Calendar.help, and share the lessons learned from scheduling thousands of meetings during a year of real-world deployments. Our findings provide insight into how complex information tasks can be broken down into repeatable components that can be executed efficiently to improve productivity.

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A longitudinal dataset of five years of public activity in the Scratch online community

Scratch is a programming environment and an online community where young people can create, share, learn, and communicate. In collaboration with the Scratch Team at MIT, we created a longitudinal dataset of public activity in the Scratch online community during its first five years (2007-2012). The dataset comprises 32 tables with information on more than 1 million Scratch users, nearly 2 million Scratch projects, more than 10 million comments, more than 30 million visits to Scratch projects, and more. To help researchers understand this dataset, and to establish the validity of the data, we also include the source code of every version of the software that operated the website, as well as the software used to generate this dataset. We believe this is the largest and most comprehensive downloadable dataset of youth programming artifacts and communication.

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CrowdTone: Crowd-powered tone feedback and improvement system for emails

In this paper, we present CrowdTone, a system designed to help people set the appropriate tone in their email communication. CrowdTone utilizes the context and content of an email message to identify and set the appropriate tone through a consensus-building process executed by crowd workers. We evaluated CrowdTone with 22 participants, who provided a total of 29 emails that they had received in the past, and ran them through CrowdTone. Participants and professional writers assessed the quality of improvements finding a substantial increase in the percentage of emails deemed "appropriate" or "very appropriate" - from 25% to more than 90% by recipients, and from 45% to 90% by professional writers. Additionally, the recipients' feedback indicated that more than 90% of the CrowdTone processed emails showed improvement.

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Surviving an "Eternal September" - How an Online Community Managed a Surge of Newcomers

We present a qualitative analysis of interviews with participants in the NoSleep community within Reddit where millions of fans and writers of horror fiction congregate. We explore how the community handled a massive, sudden, and sustained increase in new members. Although existing theory and stories like Usenet's infamous "Eternal September" suggest that large influxes of newcomers can hurt online communities, our interviews suggest that NoSleep survived without major incident. We propose that three features of NoSleep allowed it to manage the rapid influx of newcomers gracefully: (1) an active and well-coordinated group of administrators, (2) a shared sense of community which facilitated community moderation, and (3) technological systems that mitigated norm violations. We also point to several important trade-offs and limitations.

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Networks of Gratitude: Structures of Thanks and User Expectations in Workplace Appreciation Systems

Appreciation systems--platforms for users to exchange thanks and praise--are becoming common in the workplace, where employees share appreciation, managers are notified, and aggregate scores are sometimes made visible. Who do people thank on these systems, and what do they expect from each other and their managers? After introducing the design affordances of 13 appreciation systems, we discuss a system we call Gratia, in use at a large multinational company for over four years. Using logs of 422,000 appreciation messages and user surveys, we explore the social dynamics of use and ask if use of the system addresses the recognition problem. We find that while thanks is mostly exchanged among employees at the same level and different parts of the company, addressing the recognition problem, managers do not always act on that recognition in ways that employees expect.

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Remixing as a Pathway to Computational Thinking

Theorists and advocates of "remixing" have suggested that appropriation can act as a pathway for learning. We test this theory quantitatively using data from more than 2.4 million multimedia programming projects shared by more than 1 million users in the Scratch online community. First, we show that users who remix more often have larger repertoires of programming commands even after controlling for the numbers of projects and amount of code shared. Second, we show that exposure to computational thinking concepts through remixing is associated with increased likelihood of using those concepts. Our results support theories that young people learn through remixing, and have important implications for designers of social computing systems.

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Journeys & Notes: Designing Social Computing for Non-Places

In this work we present a mobile application we designed and engineered to enable people to log their travels near and far, leave notes behind, and build a community around spaces in between destinations. Our design explores new ground for location-based social computing systems, identifying opportunities where these systems can foster the growth of on-line communities rooted at non-places. In our work we develop, explore, and evaluate several innovative features designed around four usage scenarios: daily commuting, long-distance traveling, quantified traveling, and journaling. We present the results of two small-scale user studies, and one large-scale, world-wide deployment, synthesizing the results as potential opportunities and lessons learned in designing social computing for non-places.

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Political Bots and the Manipulation of Public Opinion in Venezuela

Social and political bots have a small but strategic role in Venezuelan political conversations. These automated scripts generate content through social media platforms and then interact with people. In this preliminary study on the use of political bots in Venezuela, we analyze the tweeting, following and retweeting patterns for the accounts of prominent Venezuelan politicians and prominent Venezuelan bots. We find that bots generate a very small proportion of all the traffic about political life in Venezuela. Bots are used to retweet content from Venezuelan politicians but the effect is subtle in that less than 10 percent of all retweets come from bot-related platforms. Nonetheless, we find that the most active bots are those used by Venezuela's radical opposition. Bots are pretending to be political leaders, government agencies and political parties more than citizens. Finally, bots are promoting innocuous political events more than attacking opponents or spreading misinformation.

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Is Anyone Out There? Unpacking Q&A Hashtags on Twitter

In addition to posting news and status updates, many Twitter users post questions that seek various types of subjective and objective information. These questions are often labeled with "Q&A" hashtags, such as #lazyweb or #twoogle. We surveyed Twitter users and found they employ these Q&A hashtags both as a topical signifier (this tweet needs an answer!) and to reach out to those beyond their immediate followers (a community of helpful tweeters who monitor the hashtag). However, our log analysis of thousands of hashtagged Q&A exchanges reveals that nearly all replies to hashtagged questions come from a user's immediate follower network, contradicting user's beliefs that they are tapping into a larger community by tagging their question tweets. This finding has implications for designing next-generation social search systems that reach and engage a wide audience of answerers.

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RIMES: Embedding Interactive Multimedia Exercises in Lecture Videos

Teachers in conventional classrooms often ask learners to express themselves and show their thought processes by speaking out loud, drawing on a whiteboard, or even using physical objects. Despite the pedagogical value of such activities, interactive exercises available in most online learning platforms are constrained to multiple-choice and short answer questions. We introduce RIMES, a system for easily authoring, recording, and reviewing interactive multimedia exercises embedded in lecture videos. With RIMES, teachers can prompt learners to record their responses to an activity using video, audio, and inking while watching lecture videos. Teachers can then review and interact with all the learners' responses in an aggregated gallery. We evaluated RIMES with 19 teachers and 25 students. Teachers created a diverse set of activities across multiple subjects that tested deep conceptual and procedural knowledge. Teachers found the exercises useful for capturing students' thought processes, identifying misconceptions, and engaging students with content.

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Mudslide: A Spatially Anchored Census of Student Confusion for Online Lecture Videos

Educators have developed an effective technique to get feedback after in-person lectures, called "muddy card." Students are given time to reflect and write the "muddiest" (least clear) point on an index card, to hand in as they leave class. This practice of assigning end-of-lecture reflection tasks to generate explicit student feedback is well suited for adaptation to the challenge of supporting feedback in online video lectures. We describe the design and evaluation of Mudslide, a prototype system that translates the practice of muddy cards into the realm of online lecture videos. Based on an in-lab study of students and teachers, we find that spatially contextualizing students' muddy point feedback with respect to particular lecture slides is advantageous to both students and teachers. We also reflect on further opportunities for enhancing this feedback method based on teachers' and students' experiences with our prototype.

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Responses to remixing on a social media sharing website

In this paper we describe the ways participants of the Scratch online community, primarily young people, engage in remixing of each others' shared animations, games, and interactive projects. In particular, we try to answer the following questions: How do users respond to remixing in a social media environment where remixing is explicitly permitted? What qualities of originators and their projects correspond to a higher likelihood of plagiarism accusations? Is there a connection between plagiarism complaints and similarities between a remix and the work it is based on? Our findings indicate that users have a very wide range of reactions to remixing and that as many users react positively as accuse remixers of plagiarism. We test several hypotheses that might explain the high number of plagiarism accusations related to original project complexity, cumulative remixing, originators' integration into remixing practice, and remixee-remixer project similarity, and find support for the first and last explanations.

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Narcotweets: Social Media in Wartime

This paper describes how people living in armed conflict environments use social media as a participatory news platform, in lieu of damaged state and media apparatuses. We investigate this by analyzing the microblogging practices of Mexican citizens whose everyday life is affected by the Drug War. We provide a descriptive analysis of the phenomenon, combining content and quantitative Twitter data analyses. We focus on three interrelated phenomena: general participation patterns of ordinary citizens, the emergence and role of information curators, and the tension between governmental regulation and drug cartel intimidation. This study reveals the complex tensions among citizens, media actors, and the government in light of large scale organized crime.

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Eventful: Crowdsourcing Local News Reporting

We present Eventful, a system for producing news reports of local events using remote and locative crowd workers. The system recruits and guides novice crowd workers as they perform the roles of field reporter, curator, or writer. Field reporters attend the events in person, and use Eventful's mobile web app to get a personalized mission, submit content, and receive feedback. Missions include tasks such as taking a photo, and asking a question to an attendee. In parallel, remote curators approve, reject, and give real-time feedback on the content collected by field reporters. Finally, writers put together a report by mashing up and tweaking the content approved by the curators. We used Eventful to produce a news report for each of the six local events we decided to cover as we piloted the system. The process was typically completed under an hour and costing under $150 USD.

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ScratchR: Sharing User-generated Programmable Media

In this paper, I describe a platform for sharing programmable media on the web called ScratchR. As the backbone of an on-line community of creative learners, ScratchR will give members access to an audience and inspirational ideas from each other. ScratchR seeks to support different states of participation: from passive consumption to active creation. This platform is being evaluated with a group of middle-school students and a larger community of beta testers.

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