Cover Photos of Publications

Journal Articles

[1]

Unintended by Design: On the Political Uses of “Unintended Consequences”
Nassim Parvin and Anne Pollock | Engaging Science, Technology, and Society (ESTS). 5:1 (June 2020). [abstract]

This paper revisits the term “unintended consequences,” drawing upon an illustrative vignette to show how it is used to dismiss vital ethical and political concerns. Tracing the term to its original introduction by Robert Merton and building on feminist technoscience analyses, we uncover and rethink its widespread usage in popular and scholarly discourses and practices of technology design.
[2]

The Conjoined Spectacles of the “Smart Super Bowl”
Renee Shelby, Sarah Barnes, Nassim Parvin, Mary G. McDonald | Engaging Science, Technology, and Society (ESTS). 5:1 (June 2020). [abstract]

This essay examines the Super Bowl and the smart city as conjoined spectacles. A focused case study on Super Bowl LIII and its staging in Atlanta, Georgia in 2019 allows us to investigate how the use of cutting-edge smart technologies, including cameras, sensors, artificial intelligence, image recognition, and data collection techniques to secure Mercedes Benz stadium naturalizes a broader anticipatory logic of state and corporate intervention, often evoked in the name of public safety and terrorism-prevention. Together the spectacles of sport and smart technologies gloss over systemic inequality and legitimize security infrastructures as well as related ideas that social problems such as a lack of affordable housing, police brutality, and environmental degradation are best addressed through technological solutions. Foregrounding the conjoined spectacles of the smart city and Super Bowl problematizes seemingly necessary security processes and social relations among people, events, technologies, and cities, inviting further research and discussions necessary for strengthening critical interventions and theorizing in these areas.
[3]

Look Up and Smile! Seeing Beyond Alexa’s Algorithmic Gaze.
Nassim JafariNaimi | Catalyst: Feminism, Theory, Technoscience. 5:1 (June 2019). [abstract]

Echo Look is one latest product by Amazon built on the artificial intelligence agent Alexa designed to be a virtual fashion assistant. This paper draws on feminist theory to critically engage with the premises and promises of this new technology. More specifically, I demonstrate how the introduction of Echo Look is an occasion to think through ethical and political issues at stake in the particular space it enters, in this case no less than what is perceived of (women’s) bodies and what fashion is and does. In addition, the specific domain helps us see this category of technology anew, illuminating its taken-for-granted assumptions. More specifically, it serves as yet another reminder of what algorithms cannot do and of their oppressive potency.
[4]

Doing Justice to Stories: On Ethics and Politics of Digital Storytelling.
Nassim JafariNaimi | Engaging Science, Technology, and Society. 4 (Nov. 2018): 515–534. [abstract]

Researchers and activists are increasingly drawing on the practice of collecting, archiving, and sharing stories to advance social justice, especially given the low cost and accessibility of digital technologies. These practices differ in their aims and scope yet they share a common conviction: that digital storytelling is empowering especially when curating and disseminating life stories of marginalized groups. In this paper, I question this conviction and ask: is it possible that such practices take away from what is found to be meaningful and worthwhile in practices of storytelling and listening, and, if so, how? To answer this question, I argue for a renewed attentiveness to story scenes, highlighting the inherently relational nature of storytelling and listening. I examine this relational nature through a fictional account that exemplifies storied encounters and demonstrates the ethical issues they entail through three themes—reciprocity, responsiveness, and communion—borne out of the plurality of philosophical positions on what it means to relate to another. I explain each of these themes as a starting point for thinking through how digital storytelling may be just, with implications for participatory methods in science and technology studies, design studies, and human-computer interaction inclusive of participatory design, co-design, ethnographic research, and participatory action research.
[5]

Our Bodies in the Path of the Trolley; Or, Why Self-driving Cars Must *Not* Be Programmed to Kill.
Nassim JafariNaimi | Journal of Science, Technology, and Human Values. 43: 2 (March 2018): 302–323. [abstract]

The discourse around self-driving cars has been dominated by an emphasis on their potential to reduce the number of accidents. At the same time, proponents acknowledge that self-driving cars would inevitably be involved in fatal accidents where moral algorithms would decide the fate of those involved. This is a necessary trade-off, proponents suggest, in order to reap the benefits of this new technology. In this article, I engage this argument, demonstrating how an undue optimism and enthusiasm about this technology is obscuring our ability to see what is at stake and explaining how moving beyond the dominant utilitarian framings around this technology opens up a space for both ethical inquiry and innovative design. I suggest that a genuine caring concern for the many lives lost in car accidents now and in the future—a concern that transcends false binary trade-offs and that recognizes the systemic biases and power structures that make certain groups more vulnerable than others—could serve as a starting point to rethink mobility, as it connects to the design of our cities, the well-being of our communities, and the future of our planet.
[6]

Values as Hypotheses: The Service of Values and Design.
Nassim JafariNaimi, Lisa Nathan, and Ian Hargraves | Design Issues, Volume 31, Issue 4, pp. 90–103. [abstract]

Editors’ Note: "For all designers, no matter what methods or processes they use, values are essential. Nassim JafariNaimi, Lisa Nathan, and Ian Hargraves take on this crucial topic in their article “Values as Hypotheses: Design, Inquiry, and the Service of Values.” They refute the separation of values and action, arguing instead that values are to be discovered and affirmed within action. Following philosopher John Dewey’s ideas, the authors posit that values are hypothetical until they are confirmed through activity. They refute the belief that moral values are either unchangeable truths or “local expressions of individual and group preferences,” favoring instead a philoso- phy of plurality that lets values emerge from pragmatic encounters with situations. Their approach is an extremely helpful response to the sticky question of whether values that are pre-ordained and fixed can be integrated into design practice.” [Download]
[7]

Design Challenges for Science Games.
Aditya Anupam, Ridhima Gupta, Shubhangi Gupta, Zhendong Li, Nora Hong, Azad Naeemi, Nassim JafariNaimi | International Journal of Designs for Learning. 11: 1 (2020) [abstract]

The abstract nature of quantum mechanics makes it difficult to visualize. This is one of the reasons it is taught in the language of mathematics. Without an opportunity to directly observe or interact with quantum phenomena, students struggle to develop conceptual understandings of its theories and formulas. In this paper we present the process of designing a digital game that supplements introductory quantum mechanics curricula. We present our design process anchored on three key challenges: 1) drawing upon students’ past experiences and knowledge of classical mechanics while at the same time helping them break free of it to understand the unique qualities and characteristics of quantum mechanics; 2) creating an environment that is accurate in its depiction of the mathematical formulations of quantum mechanics while also playful and engaging for students; and 3) developing characters that are relatable to players but also do not reinforce gender stereotypes. Our design process can serve as a useful resource for educational game designers by providing a model for addressing these challenges.
[8]

Particle in a Box: An Experiential Environment for Learning Introductory Quantum Mechanics.
Aditya Anupam, Ridhima Gupta, Azad Naeemi, Nassim JafariNaimi | IEEE Transactions of Education. 61: 1 (February 2018): 29–37 [abstract]

Quantum mechanics (QM) is a foundational subject in many science and engineering fields. It is difficult to teach, however, as it requires a fundamental revision of the assumptions and laws of classical physics and probability. Furthermore, introductory QM courses and texts predominantly focus on the mathematical formulations of the subject and lay less emphasis on its conceptual understanding. Consequently, students struggle to build robust mental models of the concepts. This paper posits that games can provide an effective platform for an experiential and conceptual understanding of introductory QM. Games are particularly suitable for demonstrating QM characteristics because their repetitive nature is conducive to demonstrating probability concepts that form a core part of QM. Games can also immerse students in an engaging environment that motivates them to learn. This paper presents the design and evaluation of a digital game for learning introductory QM concepts. The evaluation of the game indicates an improvement in students’ conceptual understanding of probability. Students also reported an increase in comfort level with key concepts taught in the game.
[9]

MRx as a Participatory Platform.
Nassim JafariNaimi | Digital Creativity 26, no. 3-4 (2015): 207–220. [abstract]

Facilitating and supporting various modes of social interaction has been part of Mixed Reality (MRx)1 design experiments and discourse over the past twenty years. But what vision of social interaction is sought and advanced through Mixed Reality environments? In this paper, I identify two dominant ways that social interaction is envisioned in MRx designs, broadly construed as material and political, and illustrated through a series of examples. I further draw on them to highlight the potentials, boundaries, and limitations of each with regards to the kinds of social interactions that are sought and cultivated through the integration of digital media on physical space. I suggest that as MR becomes mainstream, it is important to go beyond these visions to consider whether and how MRx environments might connect with the economic, social, and cultural specificity of local sites to meaningfully serve the always evolving social needs and purposes of their communities.” [Download]
[10]

MRx: An Interdisciplinary Framework for Mixed Reality Experience Design and Criticism.
Rebecca Rouse, Maria Engberg, Nassim JafariNaimi, Jay Bolter | Digital Creativity 26, no. 3-4 (2015): 175–181. [abstract]

We explore design strategies for mixed reality (MR) in relation to Milgram's definition, which has been central to its development in the past 20 years. We argue for the need to rethink the technical focus of this definition in order to capture the experiential dimensions of MR and offer a humanistic framework for a growing class of experiences that we label MRx. We list three characteristics of MRx applications (esthetic, performative and social) and provide a context for the three subsequent articles in this special issue. [Download]
[11]

MRx Design and Criticism: The Confluence of Media Studies, Performance, and Social Interaction.
Rebecca Rouse, Maria Engberg, Nassim JafariNaimi, Jay Bolter | Digital Creativity 26, no. 3-4 (2015): 221–227. [abstract]

In this article, we bring together the lenses of media studies, performance studies and social interaction offered in the other essays in this special issue and discuss their collective contribution towards a more nuanced understanding of MRx. We illustrate this capacity by a brief critical review of a recent MRx environment: Mégaphone. We suggest how the lenses can also contribute to a design vocabulary for future MRx experiences. [Download]
[12]

Questioning the Center in Human-Centered Design: From Opportunity to Significance in Human Life and Living.
Ian Hargraves and Nassim JafariNaimi | Zoontechnica: The Journal of Redirective Design, Volume 1, Issue 2 (2012). [Read]

Book Chapters

[1]

Building on Bauhaus: Design as the Liberal Art of the Twenty-First Century.
Nassim Parvin | In. Bauhaus Futures. ed. Laura Forlano, Molly Wright Steenson, and Mike Ananny, MIT Press, Cambridge, MA. Forthcoming 2019. [abstract]

The Bauhaus is recognized for its influential role in shaping design practice, giving form to modern styles of architecture, textiles, and a wide range of industrial and graphic products. But is the Bauhaus mode of thinking still relevant to twenty-first-century design? If so, what were its key characteristics and how could they inform contemporary design education, practice, and inquiry?
 

Refereed Conference Papers with Proceedings

[1]

“We found no violation!”: Twitter's Violent Threats Policy and Toxicity in Online Discourse
Pooja Casula, Aditya Anupam, Nassim Parvin | in the International Conference on Communities & Technologies - Wicked Problems in the Age of Tech 2021 [abstract]

Threat moderation on social media has been subject to much public debate and criticism, especially for its broadly permissive approach. In this paper, we focus on Twitter's Violent Threats policy, highlighting its shortcomings by comparing it to linguistic and legal threat assessment frameworks. Specifically, we foreground the importance of accounting for the lived experiences of harassment—how people perceive and react to a tweet—a measure largely disregarded by Twitter's Violent Threats policy but a core part of linguistic and legal threat assessment frameworks. To illustrate this, we examine three tweets by drawing upon these frameworks. These tweets showcase the racist, sexist, and abusive language used in threats towards those who have been marginalized. Through our analysis, we highlight how content moderation policies, despite their stated goal of promoting free speech, in effect, work to inhibit it by fostering an online toxic environment that precipitates self-censorship in fear of violence and retaliation. In doing so, we make a case for technology designers and policy makers working in the sphere of content moderation to craft approaches that incorporate the various nuanced dimensions of threat assessment toward a more inclusive and open environment for online discourse. CONTENT WARNING: This paper contains strong and violent language. Please use discretion when reading, printing, or recommending this paper.
[2]

Beyond Motivation and Memorization: Fostering Scientific Inquiry with Games
Aditya Anupam, Shubhangi Gupta, Azad Naeemi, and Nassim Parvin | in the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, (October 2019): 323-331. [abstract]

Given the rise of scientific misinformation, there is a critical need for students to learn the practices of scientific inquiry along with scientific concepts. In this work-in-progress paper, we posit that digital games are conducive to learning both as they enable collaborative virtual scientific experimentation and modeling. We put forward design guidelines for games that facilitate such learning. We then illustrate one instance of employing these guidelines in the design of Psi and Delta, a collaborative science game to help students learn the basic concepts of quantum mechanics through inquiry.
[3]

Uber in Bangladesh: the Tangled Web of Mobility and Justice
Neha Kumar, Nassim JafariNaimi, and Mehrab Bin Morshed | in the Computer Supported Cooperative Work Conference (CSCW ‘18), (NY, US: ACM 2018). [abstract]

Ridesharing services have been viewed as heralding the next generation of mobility and recognized for their potential to provide an alternate and more flexible model of work. These services have also been variously critiqued for their treatment of employees, low wages, and other concerns. We present a qualitative investigation of the introduction of Uber in Dhaka, Bangladesh. Using interview data from drivers and riders, and conducting content analysis of riders’ Facebook posts, we highlight how Uber’s introduction into Dhaka’s existing transportation infrastructure influenced experiences and practices of mobility in the city. Drawing on the perspectives of Iris Marion Young, we demonstrate that the introduction of Uber in Dhaka reinforces existing modes of oppression and introduces new ones, even as it creates room for creative modes of resistance. Finally, we discuss how algorithms’ opacity and veneer of objectivity manifest in everyday contexts and practices of riders and drivers, call for deepening the lens of postcolonial computing, and make a case for stronger connections between technology deployment and policy.
[4]

Heart Sense: Experiments in Design as a Catalyst for Feminist Reflections on Embodiment
Nassim JafariNaimi and Anne Pollock | in Design Research Society (DRS) 2018 (Limerick, Ireland). [abstract]

This paper presents the design of a series of experimental data visualizations aimed at reflection and conversation about embodied interactions and physiological data. Taking heart rate as the point of entry, these visualization challenge binaries such as matter/meaning, subjectivity/objectivity, and self/other. More specifically, we present three visualizations. The first one illustrates physiological interaction with emotionally engaging material. The second one explores the experience of time by centring the rate of heartbeats. The third one foregrounds the impact of the environment on physiology and its role in creating a kind of embodied social connection. Together, these three visualizations open up space for new problem formulations and design explorations in and around the themes of data, embodiment, and visualization that are distinctly feminist in their orientation.
[5]

Parental controls: reimagining technologies for parent-child interaction.
Marije Nouwen, Nassim JafariNaimi, and Bieke Zaman | in the 15th European Conference on Computer-Supported Cooperative Work (ECSCW ‘17) Exploratory Papers, (Sheffield, UK). [abstract]

This article questions existing approachesin designing parental controls and puts forward a hypothesisto reimagine technologies tomediate parent-child interactions. First, we present an overview of the current parental controls. Second, we explain the gradual shift away from the idea of ‘harmful’ digital media in parental mediation studies and introduce previous work in CSCW and HCI that has proposed solutions to support discussionsabout digital media between parents and children. Then, we hypothesize that an emphasis on collaboration and mutual learning might help researchers and designers to rethink and reimagine technologies that support parent-child interactions with and through digital media. Finally, we share our findings of two co-creation workshops with children and parents on ways to instill parental involvement in children’s digital media use. The workshop yielded insights on the differing views between parents and children about how technologies might instill long-term negotiations based on parents’ and children’s experiences,enriched by real-use data.
[6]

Fostering Organizational Change through Co-Designing Collaborative Media.
Michelle Partogi and Nassim JafariNaimi | in the International Conference for Group Work (GROUP ‘16), (Sanibel Island, Florida, USA: ACM 2016). [abstract]

It is widely accepted within the fields of Design and Human-Computer Interaction that designing products in collaboration with end users can lead to more useful, usable, and desirable products. Less explored is the co-design process's potential to change organizational culture through introduction and illustration of its central principles at work: such as prioritizing participants needs and experiences; mutual learning; and sustainability into organizations' practices and processes. This poster presents a case study on how the process of co-designing a collaborative digital application introduced change within the processes and practices of an autism support service organization in the US towards a human-centered approach.
[7]

A Novel Interactive Paradigm for Teaching Quantum Mechanics.
Rose Peng, Mithila Tople, Bill Dorn, Azad Naeemi, Nassim JafariNaimi | in the 11th annual Games+Learning+Society Conference (GLS11), (Wisconsin-Madison, USA). [abstract]

Quantum Mechanics (QM) is the foundation for science and engineering disciplines as diverse as physics, materials science, chemistry, and nanotechnology. However, educators face major challenges in teaching QM concepts to students given the abstract and non-experiential nature of QM. To address the above challenges we are creating a virtual environment governed by the laws of quantum mechanics as a way to engage alternative ways of teaching and learning QM. In our current prototype, the students begin in a classical world that is governed by laws found in our everyday experiences. Here, they encounter potential and kinetic energies, the conservation of energy, the predictability of position, and the continuous nature of energies allowed. They later move into a nanoscale environment in which energies are quantized, electrons can tunnel through potential barriers, and only probabilities are known. The juxtaposition of these two worlds enables students to compare classical and quantum mechanics.
[8]

Collective Intelligence or Group Think? Engaging Participation Patterns in World without Oil.
Nassim Jafarinaimi and Eric Meyers | in the Computer Supported Cooperative Work Conference (CSCW ‘15), (Vancouver, Candada: ACM 2015). [abstract] [download]

This article presents an analysis of participation patterns in an Alternate Reality Game, World Without Oil. This game aims to bring people together in an online environment to reflect on how an oil crisis might affect their lives and communities as a way to both counter such a crisis and to build collective intelligence about responding to it. We present a series of participation profiles based on a quantitative analysis of 1554 contributions to the game narrative made by 322 players. We further qualitatively analyze a sample of these contributions. We outline the dominant themes, the majority of which engage the global oil crisis for its effects on commute options and present micro-sustainability solutions in response. We further draw on the quantitative and qualitative analysis of this space to discuss how the design of the game, specifically its framing of the problem, feedback mechanism, and absence of subject-matter expertise, counter its aim of generating collective intelligence, making it conducive to groupthink.
[9]

Crafting Meaningful Participation: Analyzing Contribution Patterns in an Alternate Reality Game.
Nassim Jafarinaimi, Eric Meyers, Allison Trumble | in the International Conference for Group Work (GROUP ‘14), (Sanibel Island, Florida, USA: ACM 2014). [abstract] [download]

This article presents an analysis of participation patterns of an Alternate Reality game World Without Oil. This game aims to bring people together in an online environment to reflect and share insights about oil dependence. We present a series of participation profiles based on a quantitative analysis of 1554 contributions to the game narrative made by 322 players. We build on these profiles to suggest a preliminary outline of design challenges for building effective interactive learning environments that foster meaningful participation.
[10]

Interactive Visualizations for Teaching Quantum Mechanics and Semiconductor Physics.
Rose Peng, Bill Dorn, Azad Naeemi, and Nassim JafariNaimi | in the 2014 Frontiers in Education (FIE), (Madrid, Spain: IEEE 2014). [abstract]

The theory of Quantum Mechanics (QM) provides a foundation for many fields of science and engineering; however, its abstract nature and technical difficulty make QM a challenging subject for students to approach and grasp. This is partly because complex mathematical concepts involved in QM are difficult to visualize for students and the existing visualization are minimal and limited. We propose that many of these concepts can be communicated and experienced through interactive visualizations and games, drawing on the strengths and affordances of digital media. A game environment can make QM concepts more accessible and understandable by immersing students in nano-sized worlds governed by unique QM rules. Furthermore, replayability of games allows students to experience the probabilistic nature of QM concepts. In this paper, we present a game and a series of interactive visualizations that we are developing to provide students with an experiential environment to learn quantum mechanics. We will discuss how these visualizations and games can enable students to experiment with QM concepts, compare QM with classical physics, and get accustomed to the often counterintuitive laws of QM.
[11]

Exploring the Character of Participation in Social Media: The Case of Google Image Labeler.
Nassim JafariNaimi | in Proceedings of the 2012 iConference, (Toronto, Canada: ACM 2012), 72–79. [abstract] [download]

Social media are transforming interpersonal and social interactions, enabling new forms of engagement and participation. However, we know little about how the specific design qualities of social media affect social interaction in these environments. Considering the diversity of social media today, there is a need to engage with specific cases to discern possible patterns of relationship between designed characteristics of social media and the character of participation in them. To illustrate, this paper draws on a case study of the game, "Google Image Labeler." The design of the game is studied through a close reading of arguments made by its designers followed by an Internet study of what users and critics say about their interactions with the game. These studies, in conjunction with theories of social interaction by John Dewey and Robert Putnam, provide a foundation for a critical stance toward the quality of participation in this game that informs design theory and practice.
[12]

Breakaway: An Ambient Display Designed to Change Human Behavior.
Nassim JafariNaimi, Jodi Forlizzi, Amy Hurst, and John Zimmerman | in Conference on Human Factors in Computing Systems (CHI’05), (Portland, OR, USA: ACM, 2005), 1945–48. [abstract] [download]

This article presents Breakaway, an ambient display that encourages people, whose job requires them to sit for long periods of time, to take breaks more frequently. Breakaway uses the information from sensors placed on an office chair to communicate in a non-obtrusive manner how long the user has been sitting. Breakaway is a small sculpture placed on the desk. Its design is inspired by animation arts and theater, which rely heavily on body language to express emotions. Its shape and movement reflect the form of the human body; an upright position reflecting the body's refreshed pose, and a slouching position reflecting the body's pose after sitting for a long time. An initial evaluation shows a correlation between the movement of the sculpture and when participants took breaks, suggesting that ambient displays that make use of aesthetic and lifelike form might be promising for making positive changes in human behavior.
 

Refereed Conference Presentations

[1]

Smart Technologies and Feminist Intelligence.
Nassim Parvin | 2019 Annual Meeting of the Society for Social Studies of Science (4S), September 2019 (New Orleans).

[2]

Heart Time: Reflections on Physiology and Embodiment.
Nassim JafariNaimi and Anne Pollock | 2017 Meeting of the Society for Literature, Science and the Arts (SLSA), November 2017 (Tempe, Arizona).

[3]

Smart yet (in)Sensible? Feminist Critical Perspectives on “Smart Cities.”
Nassim JafariNaimi, Kathi Kittner, Beth Coleman | (Open Panel, 2017 Annual Meeting of the Society for Social Studies of Science (4S), August 2017).

[4]

Communicating Evidence toward Policy Change: An Intervention Approach to Address the Science to Service Gap.
Kim Isett and Nassim JafariNaimi | International Research Society for Public Management Conference (Birmingham, England, 2015)

[5]

Seeing through time – The Sweet Auburn Digital Media Initiative.
Dean Baker, Jennifer Ball, Jeanne Cyriaque, Jay Bolter, Nassim JafariNaimi, and Colin Freeman | National Trust for Historic Preservation Conference (Savannah, GA 2014).

[6]

Experience and Conversation in Making (Critical Making: Material Practices, Design, and STS I: Experiences and Experiments).
Nassim JafariNaimi | Paper presented at the 2013 Annual Meeting of the Society for Social Studies of Science (4S), 2013. San Diego, USA. October 2013.

[7]

World Without Oil and the Challenge of Cultivating Educational Experiences.
Nassim JafariNaimi and Eric Meyres | Paper presented at the Digital Games Research Association (DiGRA 2013). Atlanta, Georgia. August 2013.

[8]

Entertained but Misinformed? Play and Prevarication in Alternate Reality Games..
Nassim JafariNaimi, Eric Meyres, and Lisa Nathan | Paper presented at the 41st Annual Conference of the Canadian Association of Information Science: Tales from the Edge: Narrative Voices in Information Research and Practice (CAIS-ACSI 2013). Victoria, British Columbia. June 2013).

[9]

Writing, Performance, Design: Frameworks for Understanding & Creating New Narratives in Augmented Reality.
Rebecca Rouse, Nassim JafariNaimi, Maria Engberg, and Jay Bolter | Paper presented at HASTAC 2013 – The Storm of Progress: New Horizions, New Narratives, New Codes. York University, Toronto, Canada. April 2013.

[10]

Civic Logon: Exploring Technologies for Civic Engagement.
Ingrid Erickson and Nassim JafariNaimi | 2012 Annual Meeting of the Society for Social Studies of Science (4S).

[11]

Design Theory and Ethics: Affinities and Connections.
Nassim JafariNaimi | Paper presented at the AAAS Interdisciplinary Graduate Student Conference: Science and Technology in Society, Washington, D.C., April 2008.

[12]

Design Principles and Experiences of Use.
Nassim JafariNaimi | Paper presented at the AAAS Interdisciplinary Graduate Student Conference: Science and Technology in Society, Washington, D.C., March 2007.

 

Invited Presentations and Panels

[1]

New Technologies, Old Dogmas: Why We Need to Ignite Our Ethical Imagination.
Nassim Parvin | 2019 ACM Communities and Technologies Conference Keynote Address, Vienna, May 2019.

[2]

Generic Codes, Storied Care.
Nassim Parvin | Coding Caring: Human Values for an Intimate AI, Stanford, May 2019.

[3]

Cars, Fashion, and the False Promise of Algorithmic Judgement.
Nassim Parvin | Design@Large Speaker Series, UCSD, March 2019.

[4]

Algorithms, Mobility, & Justice.
Nassim Parvin | Science & Justice Research Center, UCSC, November 2018.

[5]

Heart Beats: Biological Data and Feminist Sciences.
Nassim Parvin & Anne Pollock| Goldsmiths, University of London, November 2018.

[6]

Ethical Inquiry and Design Imagination.
Nassim Parvin | Royal College of Art, November 2018.

[7]

AI, Work and Leadership.
Nassim JafariNaimi | The Google School for Leaders, Google, June 2018.

[8]

Design, Ethics, and the Smart City.
Nassim JafariNaimi | Institute of Design, Illinois Institute of Technology, March 2018.

[9]

Ethical Inquiry and Design Imagination.
Nassim JafariNaimi | Stamps School of Art and Design, University of Michigan, December 2017.

[10]

Heart Sense: Design as a Catalyst for Feminist Reflections on Embodiment.
Nassim JafariNaimi and Anne Pollock | Stamps School of Art and Design, University of Michigan, December 2017.

[11]

Moral Algorithms: the New Media of Mobility.
Nassim JafariNaimi | Faculty of Culture and Society, Malmö University, Malmö, Sweden, November 2016.

[12]

Exposing the Myth of Algorithmic Morality or, why self-driving cars should *not* be programmed to kill.
Nassim JafariNaimi | Value Sensitive Design: Charting the Next Decade, Lorentz International center for scientific workshops, The Netherlands, November 2016.

[13]

Probing Design and Democracy through the Lens of Participatory Media.
Nassim JafariNaimi | Faculty of Industrial Design Engineering, Delft University of Technology, Delft, The Netherlands, June 2016.

[14]

The Data of Experience and the Experience of Data: A Design 
Perspective on Digital Scholarship.
Nassim JafariNaimi (Invited Panelist) | Doing Sport History in the Digital Present Workshop, School of History and Sociology, Georgia Tech, May 2016.

[15]

Participatory Media and Democracy: a Critical Perspective.
Nassim JafariNaimi | IT University of Copenhagen, Copenhagen, Denmark, November 2015.

[16]

Tracing the Challenges and Opportunities of Locative Participatory Media.
Nassim JafariNaimi | Centre for User Experience Research (CUO) Institute for Media Studies, KU Leuven, Leuven, Belgium, May 2015.

[17]

Feminism and Feminist Approaches in Social Computing Workshop.
Nassim JafariNaimi (Invited Panelist) | Computer Supported Cooperative Work Conference (CSCW ‘15), Vancouver, Canada: ACM 2015.

[18]

Participatory Media and Democracy: a Critical Perspective.
Nassim JafariNaimi | Centre for User Experience Research (CUO) Institute for Media Studies, KU Leuven, Leuven, Belgium, July 2014.

[19]

Engaging the Concept and Ideal of Democracy in Contemporary Design Discourse.
Nassim JafariNaimi | UBC iSchool, Vancouver, BC, Canada, June 2014.

[20]

Examining the Quality of Social Interaction in Participatory Media.
Nassim JafariNaimi | GVU Invited Talks, Georgia Tech Atlanta, GA, Nov 2103.

[21]

Design and Democracy: Expression, Participation, and Community in Contemporary Products.
Nassim JafariNaimi | MIT Civic Media, Cambridge, MA, Oct. 2013.

[22]

The Social Dimension of Augmented Reality.
Nassim JafariNaimi | Qualcomm Inc. San Diego, CA, July 2010.

[23]

Organizations and Social Media: Hypotheses for Organizing.
Nassim JafariNaimi | Weatherhead School of Management, Cleveland, OH, June 18–19, 2010.

[24]

The Idea of Liberty and the Form of Social Interaction.
Nassim JafariNaimi | Weatherhead School of Management and The Cleveland Institute of Art, Cleveland, OH, March 27–29, 2009.

 

Public Scholarship and Book Reviews

[1]

A story of paradise: interactive, digitally enhanced, and radioactive.
Lisa Nathan and Nassim ParvinInteractions Volume 27, Issue 1, pp. 74–76.

[2]

Review of World Without Mind: The Existential Threat of Big Tech by Frank Foer.
Design Issues Volume 35, Issue 3, pp. 76–77.

[3]

Smart yet (in)Sensible? Feminist Critical Perspectives on Smart Cities.
Nassim JafariNaimi, Kathi R. Kitner and Beth Coleman, Transmissions: An S|S|S blog September 2017.

[4]

Society for Social Studies of Science Backchannels Interview on the Future of Self-driving Cars.
with Aleka Gurel, August 2017

[5]

Play It Seriously: Engaging the Sustainability Agenda with Alternate Reality Games.
Nassim JafariNaimi and Eric Meyers | Interactions. ACM Press, New York, NY, USA. Volume 22, Issue 1, 2015.

[6]

Meta-making: Crafting the Conversation of Values and Design.
Ingrid Erickson, Lisa Nathan, Nassim JafariNaimi, Cory Knobel, Matthew Ratto | Interactions. ACM Press, New York, NY, USA. Volume 19, Issue 3, 2012.