Lindah Kotut, Ann Hoang, Jennifer Shenk, Havisha Panda, D. McCrickard
Museums offer opportunities to observe and interact with exhibits, alongside learning about different cultures. Technologies have been developed in order to augment the visitor's experience during their museum visit, and how to make these technologies accessible is also an active and complementary field of research. In this work however, we find that there is a gap when discussing accessible technology for the African museum. We conducted a formative assessment, which incorporates previous work, and augmented it by sampling user reviews on Google Maps of 102 African museums, in order to probe the question of relevance and scalability in the applicability of previous approaches to the African museum. From this, we highlight opportunities to be found in the intersection of the two domains: for cultures to better tell their own stories, to reach an expanded audience, and to offer opportunities for research, together with potential tensions and barriers.
{"title":"Technology at the museum: the missing voice","authors":"Lindah Kotut, Ann Hoang, Jennifer Shenk, Havisha Panda, D. McCrickard","doi":"10.1145/3283458.3283491","DOIUrl":"https://doi.org/10.1145/3283458.3283491","url":null,"abstract":"Museums offer opportunities to observe and interact with exhibits, alongside learning about different cultures. Technologies have been developed in order to augment the visitor's experience during their museum visit, and how to make these technologies accessible is also an active and complementary field of research. In this work however, we find that there is a gap when discussing accessible technology for the African museum. We conducted a formative assessment, which incorporates previous work, and augmented it by sampling user reviews on Google Maps of 102 African museums, in order to probe the question of relevance and scalability in the applicability of previous approaches to the African museum. From this, we highlight opportunities to be found in the intersection of the two domains: for cultures to better tell their own stories, to reach an expanded audience, and to offer opportunities for research, together with potential tensions and barriers.","PeriodicalId":186364,"journal":{"name":"Proceedings of the Second African Conference for Human Computer Interaction: Thriving Communities","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114199144","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Persuasive technologies have been shown to motivate a desirable change of behavior in various domains like education, health, and eCommerce. Using the expert evaluation methodology, this study compared the implementation of the persuasive principles from the Persuasive System Design (PSD) in the Amazon (a western eCommerce) and Jumia (an indigenous African eCommerce). Our study reveals that although there are some similarities in the implementation of the persuasive principles across Amazon and Jumia, there are also significant differences. This study could serve as a guide to eCommerce designers and e-business developers for building or improving existing eCommerce platforms to serve multicultural audiences.
{"title":"Persuasion in eCommerce: a comparative analysis of western and indigenous African eCommerce","authors":"M. Nkwo, Rita Orji","doi":"10.1145/3283458.3283516","DOIUrl":"https://doi.org/10.1145/3283458.3283516","url":null,"abstract":"Persuasive technologies have been shown to motivate a desirable change of behavior in various domains like education, health, and eCommerce. Using the expert evaluation methodology, this study compared the implementation of the persuasive principles from the Persuasive System Design (PSD) in the Amazon (a western eCommerce) and Jumia (an indigenous African eCommerce). Our study reveals that although there are some similarities in the implementation of the persuasive principles across Amazon and Jumia, there are also significant differences. This study could serve as a guide to eCommerce designers and e-business developers for building or improving existing eCommerce platforms to serve multicultural audiences.","PeriodicalId":186364,"journal":{"name":"Proceedings of the Second African Conference for Human Computer Interaction: Thriving Communities","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129390134","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Leonard I. Ashikoto, Deborah Ajibola, Veera Virmasalo
Our project is an early exploration of a less-used path toward social justice. Working at home in Namibia, we inquire about the roles we and those similar to us, the local middle classes and elites, might imagine taking for a more just society. For this, we use an augmented reality (AR) application that allows for easy adding to a collective content by users. The application will be coupled with a thought-provoking installation to kindle processes of self-reflection, listening across difference, and thinking of what a healthy conflict could mean in the Namibian context of social justice.
{"title":"A room for social justice: affective and interactive augmented reality exploration","authors":"Leonard I. Ashikoto, Deborah Ajibola, Veera Virmasalo","doi":"10.1145/3283458.3283505","DOIUrl":"https://doi.org/10.1145/3283458.3283505","url":null,"abstract":"Our project is an early exploration of a less-used path toward social justice. Working at home in Namibia, we inquire about the roles we and those similar to us, the local middle classes and elites, might imagine taking for a more just society. For this, we use an augmented reality (AR) application that allows for easy adding to a collective content by users. The application will be coupled with a thought-provoking installation to kindle processes of self-reflection, listening across difference, and thinking of what a healthy conflict could mean in the Namibian context of social justice.","PeriodicalId":186364,"journal":{"name":"Proceedings of the Second African Conference for Human Computer Interaction: Thriving Communities","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121751476","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This hands-on workshop brings together researchers and practitioners to discuss the cultural aspects of Human-Robot Interaction design. An increasing body of work [2-4, 7] shows that the one-fits-all model of interaction might be obsolete, especially when considering natural interactions where people use gesture and voice that are culturally dependent [6]. In the first part of the workshop, each attendee will present their accepted position paper on the topic. As a group, we will discuss ideas around social robot designs and leverage everyone's expertise to discuss cultural aspects when designing effective and enjoyable interactions. We encourage the exchange of research results and ideas for future research attempts. The second part of the workshop will be a hands-on activity involving a participatory design task for a cross-cultural robot. The workshop goal is to develop a road-map for cross cultural interactions with robots.
{"title":"Multi-cultural human-robot interaction workshop","authors":"Jessica R. Cauchard, A. Wojciechowska","doi":"10.1145/3283458.3283518","DOIUrl":"https://doi.org/10.1145/3283458.3283518","url":null,"abstract":"This hands-on workshop brings together researchers and practitioners to discuss the cultural aspects of Human-Robot Interaction design. An increasing body of work [2-4, 7] shows that the one-fits-all model of interaction might be obsolete, especially when considering natural interactions where people use gesture and voice that are culturally dependent [6]. In the first part of the workshop, each attendee will present their accepted position paper on the topic. As a group, we will discuss ideas around social robot designs and leverage everyone's expertise to discuss cultural aspects when designing effective and enjoyable interactions. We encourage the exchange of research results and ideas for future research attempts. The second part of the workshop will be a hands-on activity involving a participatory design task for a cross-cultural robot. The workshop goal is to develop a road-map for cross cultural interactions with robots.","PeriodicalId":186364,"journal":{"name":"Proceedings of the Second African Conference for Human Computer Interaction: Thriving Communities","volume":"118 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124150629","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pardon Blessings Maoneke, Fungai Bhunu Shava, Attlee M. Gamundani, Mercy Bere-Chitauro, Isaac Nhamu
There is a paucity of research on ICTs use and risks and/or misuse by adolescents in the developing world. In addition, the nature and extent of cyberspace risks associated with adolescents of different age groups and gender is yet to be fully understood. ICTs are a critical developmental tool but if not handled with caution, they can be harmful. This study researched on ICTs use and misuse by adolescents based in Namibia. Focus was on establishing cyberspace risks that adolescents are exposed to. A quantitative research methodology was used. About 729 respondents from urban and rural areas were engaged during data collection. The respondents' age ranged from thirteen to seventeen years. ICT uses and common cyberspace risks were analysed according to age and gender. Findings show that mobile phones are widely used for accessing the Internet. When online, adolescents prefer social networking, watching movies, playing games, researching health-related issues and doing school work among other activities. Observed cyberspace risks include cyberbullying and sexual abuse-oriented risks. In addition, adolescents across all genders are open to befriending strangers online and they consider sharing contact details with strangers. While cyberspace risks are common across gender and age groups, female adolescents appear more prone to cyberspace risks. Results also show that exposure to cyberspace risks increase with age. These study findings can be critical in informing the development of policy frameworks aimed at protecting children from cyberspace risks.
{"title":"ICTs use and cyberspace risks faced by adolescents in Namibia","authors":"Pardon Blessings Maoneke, Fungai Bhunu Shava, Attlee M. Gamundani, Mercy Bere-Chitauro, Isaac Nhamu","doi":"10.1145/3283458.3283483","DOIUrl":"https://doi.org/10.1145/3283458.3283483","url":null,"abstract":"There is a paucity of research on ICTs use and risks and/or misuse by adolescents in the developing world. In addition, the nature and extent of cyberspace risks associated with adolescents of different age groups and gender is yet to be fully understood. ICTs are a critical developmental tool but if not handled with caution, they can be harmful. This study researched on ICTs use and misuse by adolescents based in Namibia. Focus was on establishing cyberspace risks that adolescents are exposed to. A quantitative research methodology was used. About 729 respondents from urban and rural areas were engaged during data collection. The respondents' age ranged from thirteen to seventeen years. ICT uses and common cyberspace risks were analysed according to age and gender. Findings show that mobile phones are widely used for accessing the Internet. When online, adolescents prefer social networking, watching movies, playing games, researching health-related issues and doing school work among other activities. Observed cyberspace risks include cyberbullying and sexual abuse-oriented risks. In addition, adolescents across all genders are open to befriending strangers online and they consider sharing contact details with strangers. While cyberspace risks are common across gender and age groups, female adolescents appear more prone to cyberspace risks. Results also show that exposure to cyberspace risks increase with age. These study findings can be critical in informing the development of policy frameworks aimed at protecting children from cyberspace risks.","PeriodicalId":186364,"journal":{"name":"Proceedings of the Second African Conference for Human Computer Interaction: Thriving Communities","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114254083","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Josephina Mikka-Muntuumo, Anicia N. Peters, H. Jazri
Increased internet connectivity across the African continent through mobile phones not only opens numerous opportunities, but also increases cybercrimes such as online child abuse and sexual exploitation. Previous national studies have shown that Namibia has experienced a surge in cybercrimes, which leaves children vulnerable to predators. While a national reporting portal has been launched, children are less likely to report incidents of cyber bullying or online abuse. This study aimed at investigating how an interactive game-based approach can be used for preventing online child abuse and the study also creates a fully functional game prototype. We wanted to gain insight into the current online experiences in Namibia. After administering an online survey and conducting focus group interviews at a local high school, we then conducted two game design workshops with stakeholders namely students, teachers, parents, and game developers. We found that most girls liked storytelling games whereas boys were more drawn to action games. This led to the development of the game called CyberBullet - Share Your Story. The study contribution is in the application of game-based approach to sensitize and prevent children from becoming victims of online abuse.
{"title":"CyberBullet - Share Your Story: an interactive game for stimulating awareness on the harm and negative effects of the internet","authors":"Josephina Mikka-Muntuumo, Anicia N. Peters, H. Jazri","doi":"10.1145/3283458.3283482","DOIUrl":"https://doi.org/10.1145/3283458.3283482","url":null,"abstract":"Increased internet connectivity across the African continent through mobile phones not only opens numerous opportunities, but also increases cybercrimes such as online child abuse and sexual exploitation. Previous national studies have shown that Namibia has experienced a surge in cybercrimes, which leaves children vulnerable to predators. While a national reporting portal has been launched, children are less likely to report incidents of cyber bullying or online abuse. This study aimed at investigating how an interactive game-based approach can be used for preventing online child abuse and the study also creates a fully functional game prototype. We wanted to gain insight into the current online experiences in Namibia. After administering an online survey and conducting focus group interviews at a local high school, we then conducted two game design workshops with stakeholders namely students, teachers, parents, and game developers. We found that most girls liked storytelling games whereas boys were more drawn to action games. This led to the development of the game called CyberBullet - Share Your Story. The study contribution is in the application of game-based approach to sensitize and prevent children from becoming victims of online abuse.","PeriodicalId":186364,"journal":{"name":"Proceedings of the Second African Conference for Human Computer Interaction: Thriving Communities","volume":"69 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114700543","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Conservancies in the Skeleton Coast Iona Transfrontier Conservation Area (TFCA) in North West Namibia and Southern Angola face several challenges in regards to the management of ecosystem's and wildlife. Human Wildlife Conflict (HWC), lack of livelihood opportunities and lack of formal involvement in sustainable resource management of valuable wildlife and flora are such challenges. The current TFCA eco-system and wildlife management methods seem to be inadequate and exclusive of indigenous communities. As a result, the Skeleton Coast Iona (SCIONA) project, aims to strengthen cross-border ecosystem management and wildlife protection by co-designing and implementing conservation monitoring technology. Considering that previous technologies were developed without the input of indigenous communities, we postulate that technology appropriation be facilitated through a systematic co-design process that reflects the joint meaning of the process.
{"title":"Technology appropriation through co-design of conservation management tools by indigenous communities","authors":"Chris Muashekele","doi":"10.1145/3283458.3283497","DOIUrl":"https://doi.org/10.1145/3283458.3283497","url":null,"abstract":"Conservancies in the Skeleton Coast Iona Transfrontier Conservation Area (TFCA) in North West Namibia and Southern Angola face several challenges in regards to the management of ecosystem's and wildlife. Human Wildlife Conflict (HWC), lack of livelihood opportunities and lack of formal involvement in sustainable resource management of valuable wildlife and flora are such challenges. The current TFCA eco-system and wildlife management methods seem to be inadequate and exclusive of indigenous communities. As a result, the Skeleton Coast Iona (SCIONA) project, aims to strengthen cross-border ecosystem management and wildlife protection by co-designing and implementing conservation monitoring technology. Considering that previous technologies were developed without the input of indigenous communities, we postulate that technology appropriation be facilitated through a systematic co-design process that reflects the joint meaning of the process.","PeriodicalId":186364,"journal":{"name":"Proceedings of the Second African Conference for Human Computer Interaction: Thriving Communities","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130059326","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Milo Marsfeldt Skovfoged, Martin Viktor, Miroslav Kalinov Sokolov, Anders Hansen, Helene Høgh Nielsen, Kasper Rodil
This paper elaborates on the process of digitising Intangible Cultural Heritage, here exemplified by the oral tradition about the African cautionary tales of the Tokoloshe. First the core concepts of Intangible Cultural Heritage and its digitisation efforts are explained. This is followed by an explanation of what the tales of the Tokoloshe entails, and how it was used for constructing a fully playable Virtual Reality environment. The end product is a Virtual Reality installation of the cautionary tale being told around a campfire, from the perspective of an outsider. The player is then possessed by the Tokoloshe and must work with the village witch doctor to remove the bodily possession of the Tokoloshe. A full description of what is needed to play the demo is included in the last section of the paper.
{"title":"The tales of the Tokoloshe: safeguarding intangible cultural heritage using virtual reality","authors":"Milo Marsfeldt Skovfoged, Martin Viktor, Miroslav Kalinov Sokolov, Anders Hansen, Helene Høgh Nielsen, Kasper Rodil","doi":"10.1145/3283458.3283484","DOIUrl":"https://doi.org/10.1145/3283458.3283484","url":null,"abstract":"This paper elaborates on the process of digitising Intangible Cultural Heritage, here exemplified by the oral tradition about the African cautionary tales of the Tokoloshe. First the core concepts of Intangible Cultural Heritage and its digitisation efforts are explained. This is followed by an explanation of what the tales of the Tokoloshe entails, and how it was used for constructing a fully playable Virtual Reality environment. The end product is a Virtual Reality installation of the cautionary tale being told around a campfire, from the perspective of an outsider. The player is then possessed by the Tokoloshe and must work with the village witch doctor to remove the bodily possession of the Tokoloshe. A full description of what is needed to play the demo is included in the last section of the paper.","PeriodicalId":186364,"journal":{"name":"Proceedings of the Second African Conference for Human Computer Interaction: Thriving Communities","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132777752","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
D. Bischof, J. Sieck, J. Fransman, Christian Kassung, Eileen Klingner
This paper describes the production of a recipe book with an accompanying Augmented Reality App for cultural content to be digitised. We collected material for our book and the App through interviewing and filming people that are working for the Corona Guest Farm in Namibia. Thanks to the fantastic landscape, we were able to gather astonishing pictures to use in the book. We want to show the traditional ways of preparing different dishes as well as the cultural background which they belong to. In post-production, we adjusted the newly created content to fit with the application. What we ascertained is that a lot of recipe books do not capture the cultural identity of the dishes. Augmented Reality is a perfect way to show the cultural heritage that belongs to the different recipes and dishes. Through this paper, we describe the recognition software that makes this possible and demonstrate its benefits with some examples of the augmentation. We will also go through the process of creating the content needed for the Augmented Reality App. What we wanted to achieve was to combine traditional media (books) and digital technologies to enrich the experience of using classical recipe books and reinforcing interest in cultural exchange. This paper will focus on the recipe book, preparation of the dishes as well as the augmented reality app made explicitly for a Namibian guest farm.
{"title":"Interactive recipe book - enhance your traditional recipe book: showing cultural heritage through cooking","authors":"D. Bischof, J. Sieck, J. Fransman, Christian Kassung, Eileen Klingner","doi":"10.1145/3283458.3283513","DOIUrl":"https://doi.org/10.1145/3283458.3283513","url":null,"abstract":"This paper describes the production of a recipe book with an accompanying Augmented Reality App for cultural content to be digitised. We collected material for our book and the App through interviewing and filming people that are working for the Corona Guest Farm in Namibia. Thanks to the fantastic landscape, we were able to gather astonishing pictures to use in the book. We want to show the traditional ways of preparing different dishes as well as the cultural background which they belong to. In post-production, we adjusted the newly created content to fit with the application. What we ascertained is that a lot of recipe books do not capture the cultural identity of the dishes. Augmented Reality is a perfect way to show the cultural heritage that belongs to the different recipes and dishes. Through this paper, we describe the recognition software that makes this possible and demonstrate its benefits with some examples of the augmentation. We will also go through the process of creating the content needed for the Augmented Reality App. What we wanted to achieve was to combine traditional media (books) and digital technologies to enrich the experience of using classical recipe books and reinforcing interest in cultural exchange. This paper will focus on the recipe book, preparation of the dishes as well as the augmented reality app made explicitly for a Namibian guest farm.","PeriodicalId":186364,"journal":{"name":"Proceedings of the Second African Conference for Human Computer Interaction: Thriving Communities","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130164950","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Participation in social media has become mainstream and accessible, especially among young people. Social media offer opportunities for social connectedness as well as content sharing and skills development. Developing social skills is an essential goal for young adults with Intellectual Disability (ID) as they are interested in greater social participation. This PhD research grounds itself in social participation, and in exploring how existing competencies with technology and interests mediated through technology can be leveraged to support social skills development and participation. Through this approach, we aim to understand how technologies are appropriated, abandoned, and how they might be reconfigured and redesigned while focusing on supporting social participation for young adults with ID. This PhD research will employ a Participatory Action Research Approach that involves qualitative methods and co-design workshops. As outcomes, the PhD would contribute an empirical understanding of social media use; a social skills training framework that leverages social media, and design guidelines and prototypes for social media platforms to better support social participation through social skills development of young adults with ID.
{"title":"Co-designing with young adults with intellectual disability to develop social life skills","authors":"A. Bayor","doi":"10.1145/3283458.3283517","DOIUrl":"https://doi.org/10.1145/3283458.3283517","url":null,"abstract":"Participation in social media has become mainstream and accessible, especially among young people. Social media offer opportunities for social connectedness as well as content sharing and skills development. Developing social skills is an essential goal for young adults with Intellectual Disability (ID) as they are interested in greater social participation. This PhD research grounds itself in social participation, and in exploring how existing competencies with technology and interests mediated through technology can be leveraged to support social skills development and participation. Through this approach, we aim to understand how technologies are appropriated, abandoned, and how they might be reconfigured and redesigned while focusing on supporting social participation for young adults with ID. This PhD research will employ a Participatory Action Research Approach that involves qualitative methods and co-design workshops. As outcomes, the PhD would contribute an empirical understanding of social media use; a social skills training framework that leverages social media, and design guidelines and prototypes for social media platforms to better support social participation through social skills development of young adults with ID.","PeriodicalId":186364,"journal":{"name":"Proceedings of the Second African Conference for Human Computer Interaction: Thriving Communities","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125651480","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}