Publications
Publications relating to the Swarm are below. A complete list of publications can be found at Google Scholar
The Swarm: Facilitating Control and Fluidity in Young People’s Use of Mobile Phones
The original Swarm research paper provided a future use scenario which demonstrated the functionality of the patent and the way in which it would provide users with a more seamless mobile experience.
Satchell, Christine (2003) The Swarm: Facilitating Control and Fluidity in Young People’s Use of Mobile Phones. In OzCHI, November, Brisbane.
http://eprints.qut.edu.au/12596/1/12596.pdf
CHI Paper: Cultural Theory and Real World Design
Published at CHI, the world’s most competitive and respected design conference. CHI states that only work that represents ‘a significant contribution and step forward to the design of new technology’ will be included in the proceedings. This particular paper describes the innovation of the philosophically and critically inform design methodology that led to the Swarm.
Satchell, C. (2008). Cultural Theory and Real World Design: Dystopian and Utopian Outcomes. Proceedings of CHI 2008. April, Florence, Italy.
http://eprints.qut.edu.au/12589/1/12589.pdf
Interactions Publication: Cultural theory and Design
After the success of the CHI paper above, this publication was invited to be published as a feature article in the respected Interactions Magazine which is designed for cutting edge design practitioners. The paper describes how cultural theory helps us understand users' needs and desires; it sheds light on why people are likely to adopt one trend but not another and helps indicate what cultural influences are shaping society at any given time. It points out things like why our love for the iPod extends beyond its functionality as an MP3 player and includes our collective embrace of its distinctive white headphone cords.
Satchell, Christine (2008) Cultural theory and design : identifying trends by looking at the action in the periphery. Interactions, 15(6), pp. 23-25.
http://eprints.qut.edu.au/14713/
The Mobile Phone as a Globalising Artefact
The focus of this paper is on how the social dynamic resulting from the use of mobile phones has created a paradigm shift that has changed the nature of inter-human relations. Mobile facilitated interaction is driving a fundamental change in social mores with respect to engagement and commitment, to notions of fluid time versus fixed time and ultimately to urban mobility. Connectivity is becoming central to what it means to have a social identity and users are responding to this by merging bits of data to create their ‘ideal digital self’ through which they communicate socially. This calls into question the nature of ‘digital identity’, indicating it is not only about how much information can be restricted, but rather, what is revealed. While the results are based on a localized study, it is proposed that this phenomenon is happening across societies and that mobile phones themselves are becoming the globalizing icon of youth culture in the early 21st Century.
Satchell, Christine & Singh, Supriya (2005) The Mobile Phone as a Globalising Artefact. In HCI International : The 11th International Conference on Human-Computer Interaction, 22-27 July 2005, Las Vegas.
http://eprints.qut.edu.au/12603/
Creating the Ideal Digital Self: 3G Mobile Phone Content Production and Distribution as Social Communication
This paper described how the convergence of 3G mobile phones, digital cameras and the Internet, leads to users taking advantage of the best of all three communication channels to create, circulate, distribute and archive content in new and dynamic ways. Through this process users are creating the 'ideal digital self' by which to communicate socially. However, the effectiveness of these new practices is eroded by specific design and technological limitations, thus a distinct set of user problems emerged.
Satchell, Christine, Singh, Supriya, & Zic, John (2005) Creating the Ideal Digital Self: 3G Mobile Phone Content Production and Distribution as Social Communication. In Workshop on Pervasive Image Capture and Sharing · Ubicomp 2005, September 11th 2005, Tokyo.
http://eprints.qut.edu.au/12618/
Designing for Non Users of Technology
This paper has gone on to be a widely quoted and seminal text that examines the many ways in which users do not engage with technology as the designer intended. It uses the Swarm to challenge notions of ubiquitous computing, specifically, the sharing of location based presence information.
Satchell, Christine & Dourish, Paul (2009) Beyond the user : use and non-use in HCI. In OZCHI 2009 : Design: Open 24/7 : 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group (CHISIG) of the Human Factors and Ergonomics Society of Australia (HFESA), 23-27 November 2009, The University of Melbourne.
http://eprints.qut.edu.au/29923/2/29923.pdf
Contextualising Mobile Presence with Digital Images
This paper describes how the Swarm prototypes take cues from user led innovation and provide multiple avatars that allow individuals to define and manage their own virtual identity.
Satchell, Christine (2006) Contextualising Mobile Presence with Digital Images. In PICS 2006: Workshop on Pervasive Image Capture and Sharing - Ubicomp, 18th September 2006, California.
http://eprints.qut.edu.au/12616/
The Moral Economy of Social Media
This paper which critically examined the moral economy of social media was printed in Satchell's MIT Press published Book: From Social Butterfly to Engaged Citizen : Urban Informatics, Social Media, Ubiquitous Computing, and Mobile Technology to Support Citizen Engagement.
Dourish, Paul & Satchell, Christine (2011) The moral economy of social media. In Foth, Marcus, Forlano, Laura, Satchell, Christine, & Gibbs, Martin (Eds.) From Social Butterfly to Engaged Citizen : Urban Informatics, Social Media, Ubiquitous Computing, and Mobile Technology to Support Citizen Engagement. MIT Press, Cambridge, Mass., pp. 21-37.
http://eprints.qut.edu.au/47158/
Giving Serendipity a Nudge by Sharing Everyday Mobile Content
This paper examines the capturing and sharing of digital images in everyday life. It finds that this practice not only gives serendipity a nudge by allowing groups to come together more easily, it provides contextual information that can reduce gratuitous contact.
Satchell, Christine (2007) Giving Serendipity a Nudge by Sharing Everyday Mobile Content. In Graham, Connor & Rouncefield, Mark (Eds.) Simtech : Social Interaction and Mundane Technologies, 26-27 November 2007, Melbourne.
http://eprints.qut.edu.au/14040/1/14040.pdf
Decreasing Gratuitous Mobile Interaction by Increasing Digital Content
This paper was published here after winning Best Paper at OzCHI. It describes how the Swarm not only gives serendipity a nudge by allowing groups to come together more easily, it provides contextual information that can reduce gratuitous contact.
Satchell, Christine (2007) The Swarm: Decreasing Gratuitous Mobile Interaction by Increasing Digital Content. The Telecommunications Journal of Australia.
http://eprints.qut.edu.au/12597/
3G Multimedia Content Production as Social Communication
Another paper reprinted as an invited publication after winning Best Paper at OzCHI. The paper describes how with the convergence of 3G mobile phones, digital cameras and the Internet, users are taking advantage of the best of all three communication channels to create, circulate, distribute and archive content in new and dynamic ways. Through this process users are creating the ‘ideal digital self’ by which to communicate. However, the effectiveness of these new practices is eroded by specific design and technological limitations, thus a distinct set of user problems emerged.
Satchell, Christine, Singh, Supriya, & Zic, John (2004) 3G Multimedia Content Production as Social Communication. Australian Journal of Information Systems. Best of OZCHI Special Edition, 11(2).
http://eprints.qut.edu.au/12599/
Masters Thesis: Imaging Cyberspace as a Rhizome 2001-2002
This text published as a Masters Thesis demonstrates pre-Swarm research and highlights the philosophy behind the ensuing PhD research. It demonstrates an early awareness of the importance of allowing the user to define their own presence. 'Imaging Cyberspace as a Rhizome' provided an integral philosophical perspective for understanding user needs based on the book "A Thousand Plateaus' by Deleuze and Guatarri. It critically examined from a political and philosophical perspective the new emerging digital space and the potential journey of the users who will inhabit it. The study looked at the utopian and dystopian outcomes that might evolve from the inclusion or exclusion of various interactive elements of users. The key themes identified as either enhancing or detracting from user experience being i) user defined rather than fixed identities, ii) the need to support multiplicity connections and iii) the importance of supporting active content protection as opposed to one way passive consumption. The imagination of these user centred problems led to the philosophical and ideological constructs that underpinned the development of the Swarm as part of Christine Satchell’s PhD.
PhD Thesis: A Young Nomad's Guide to New Digital Terrains 2003-2007
In the early twenty first century, the mobile phone plays an integral role in helping young people shape their identity and achieve social goals. This means that designers of mobile phones are not only creating an artefact that will have a functional purpose for the end user, but one that will be saturated with cultural meanings. In response, the research conducted for this thesis aims to investigate the use of mobile phones in youth cultures so the social and cultural intricacies of interactions can be understood. Consistent with a user centred design approach, the insights from the user study are applied to the development of new technology. The result is the development of The Swarm; a mobile phone prototype that meets the specific social and cultural needs of the young users in the study. Integral to this is the development of a methodological approach that embeds cultural theory within Human Computer Interaction and more specifically, the user centred design process.
https://researchbank.rmit.edu.au/eserv/rmit:9883/Satchell.pdf
The original Swarm research paper provided a future use scenario which demonstrated the functionality of the patent and the way in which it would provide users with a more seamless mobile experience.
Satchell, Christine (2003) The Swarm: Facilitating Control and Fluidity in Young People’s Use of Mobile Phones. In OzCHI, November, Brisbane.
http://eprints.qut.edu.au/12596/1/12596.pdf
CHI Paper: Cultural Theory and Real World Design
Published at CHI, the world’s most competitive and respected design conference. CHI states that only work that represents ‘a significant contribution and step forward to the design of new technology’ will be included in the proceedings. This particular paper describes the innovation of the philosophically and critically inform design methodology that led to the Swarm.
Satchell, C. (2008). Cultural Theory and Real World Design: Dystopian and Utopian Outcomes. Proceedings of CHI 2008. April, Florence, Italy.
http://eprints.qut.edu.au/12589/1/12589.pdf
Interactions Publication: Cultural theory and Design
After the success of the CHI paper above, this publication was invited to be published as a feature article in the respected Interactions Magazine which is designed for cutting edge design practitioners. The paper describes how cultural theory helps us understand users' needs and desires; it sheds light on why people are likely to adopt one trend but not another and helps indicate what cultural influences are shaping society at any given time. It points out things like why our love for the iPod extends beyond its functionality as an MP3 player and includes our collective embrace of its distinctive white headphone cords.
Satchell, Christine (2008) Cultural theory and design : identifying trends by looking at the action in the periphery. Interactions, 15(6), pp. 23-25.
http://eprints.qut.edu.au/14713/
The Mobile Phone as a Globalising Artefact
The focus of this paper is on how the social dynamic resulting from the use of mobile phones has created a paradigm shift that has changed the nature of inter-human relations. Mobile facilitated interaction is driving a fundamental change in social mores with respect to engagement and commitment, to notions of fluid time versus fixed time and ultimately to urban mobility. Connectivity is becoming central to what it means to have a social identity and users are responding to this by merging bits of data to create their ‘ideal digital self’ through which they communicate socially. This calls into question the nature of ‘digital identity’, indicating it is not only about how much information can be restricted, but rather, what is revealed. While the results are based on a localized study, it is proposed that this phenomenon is happening across societies and that mobile phones themselves are becoming the globalizing icon of youth culture in the early 21st Century.
Satchell, Christine & Singh, Supriya (2005) The Mobile Phone as a Globalising Artefact. In HCI International : The 11th International Conference on Human-Computer Interaction, 22-27 July 2005, Las Vegas.
http://eprints.qut.edu.au/12603/
Creating the Ideal Digital Self: 3G Mobile Phone Content Production and Distribution as Social Communication
This paper described how the convergence of 3G mobile phones, digital cameras and the Internet, leads to users taking advantage of the best of all three communication channels to create, circulate, distribute and archive content in new and dynamic ways. Through this process users are creating the 'ideal digital self' by which to communicate socially. However, the effectiveness of these new practices is eroded by specific design and technological limitations, thus a distinct set of user problems emerged.
Satchell, Christine, Singh, Supriya, & Zic, John (2005) Creating the Ideal Digital Self: 3G Mobile Phone Content Production and Distribution as Social Communication. In Workshop on Pervasive Image Capture and Sharing · Ubicomp 2005, September 11th 2005, Tokyo.
http://eprints.qut.edu.au/12618/
Designing for Non Users of Technology
This paper has gone on to be a widely quoted and seminal text that examines the many ways in which users do not engage with technology as the designer intended. It uses the Swarm to challenge notions of ubiquitous computing, specifically, the sharing of location based presence information.
Satchell, Christine & Dourish, Paul (2009) Beyond the user : use and non-use in HCI. In OZCHI 2009 : Design: Open 24/7 : 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group (CHISIG) of the Human Factors and Ergonomics Society of Australia (HFESA), 23-27 November 2009, The University of Melbourne.
http://eprints.qut.edu.au/29923/2/29923.pdf
Contextualising Mobile Presence with Digital Images
This paper describes how the Swarm prototypes take cues from user led innovation and provide multiple avatars that allow individuals to define and manage their own virtual identity.
Satchell, Christine (2006) Contextualising Mobile Presence with Digital Images. In PICS 2006: Workshop on Pervasive Image Capture and Sharing - Ubicomp, 18th September 2006, California.
http://eprints.qut.edu.au/12616/
The Moral Economy of Social Media
This paper which critically examined the moral economy of social media was printed in Satchell's MIT Press published Book: From Social Butterfly to Engaged Citizen : Urban Informatics, Social Media, Ubiquitous Computing, and Mobile Technology to Support Citizen Engagement.
Dourish, Paul & Satchell, Christine (2011) The moral economy of social media. In Foth, Marcus, Forlano, Laura, Satchell, Christine, & Gibbs, Martin (Eds.) From Social Butterfly to Engaged Citizen : Urban Informatics, Social Media, Ubiquitous Computing, and Mobile Technology to Support Citizen Engagement. MIT Press, Cambridge, Mass., pp. 21-37.
http://eprints.qut.edu.au/47158/
Giving Serendipity a Nudge by Sharing Everyday Mobile Content
This paper examines the capturing and sharing of digital images in everyday life. It finds that this practice not only gives serendipity a nudge by allowing groups to come together more easily, it provides contextual information that can reduce gratuitous contact.
Satchell, Christine (2007) Giving Serendipity a Nudge by Sharing Everyday Mobile Content. In Graham, Connor & Rouncefield, Mark (Eds.) Simtech : Social Interaction and Mundane Technologies, 26-27 November 2007, Melbourne.
http://eprints.qut.edu.au/14040/1/14040.pdf
Decreasing Gratuitous Mobile Interaction by Increasing Digital Content
This paper was published here after winning Best Paper at OzCHI. It describes how the Swarm not only gives serendipity a nudge by allowing groups to come together more easily, it provides contextual information that can reduce gratuitous contact.
Satchell, Christine (2007) The Swarm: Decreasing Gratuitous Mobile Interaction by Increasing Digital Content. The Telecommunications Journal of Australia.
http://eprints.qut.edu.au/12597/
3G Multimedia Content Production as Social Communication
Another paper reprinted as an invited publication after winning Best Paper at OzCHI. The paper describes how with the convergence of 3G mobile phones, digital cameras and the Internet, users are taking advantage of the best of all three communication channels to create, circulate, distribute and archive content in new and dynamic ways. Through this process users are creating the ‘ideal digital self’ by which to communicate. However, the effectiveness of these new practices is eroded by specific design and technological limitations, thus a distinct set of user problems emerged.
Satchell, Christine, Singh, Supriya, & Zic, John (2004) 3G Multimedia Content Production as Social Communication. Australian Journal of Information Systems. Best of OZCHI Special Edition, 11(2).
http://eprints.qut.edu.au/12599/
Masters Thesis: Imaging Cyberspace as a Rhizome 2001-2002
This text published as a Masters Thesis demonstrates pre-Swarm research and highlights the philosophy behind the ensuing PhD research. It demonstrates an early awareness of the importance of allowing the user to define their own presence. 'Imaging Cyberspace as a Rhizome' provided an integral philosophical perspective for understanding user needs based on the book "A Thousand Plateaus' by Deleuze and Guatarri. It critically examined from a political and philosophical perspective the new emerging digital space and the potential journey of the users who will inhabit it. The study looked at the utopian and dystopian outcomes that might evolve from the inclusion or exclusion of various interactive elements of users. The key themes identified as either enhancing or detracting from user experience being i) user defined rather than fixed identities, ii) the need to support multiplicity connections and iii) the importance of supporting active content protection as opposed to one way passive consumption. The imagination of these user centred problems led to the philosophical and ideological constructs that underpinned the development of the Swarm as part of Christine Satchell’s PhD.
PhD Thesis: A Young Nomad's Guide to New Digital Terrains 2003-2007
In the early twenty first century, the mobile phone plays an integral role in helping young people shape their identity and achieve social goals. This means that designers of mobile phones are not only creating an artefact that will have a functional purpose for the end user, but one that will be saturated with cultural meanings. In response, the research conducted for this thesis aims to investigate the use of mobile phones in youth cultures so the social and cultural intricacies of interactions can be understood. Consistent with a user centred design approach, the insights from the user study are applied to the development of new technology. The result is the development of The Swarm; a mobile phone prototype that meets the specific social and cultural needs of the young users in the study. Integral to this is the development of a methodological approach that embeds cultural theory within Human Computer Interaction and more specifically, the user centred design process.
https://researchbank.rmit.edu.au/eserv/rmit:9883/Satchell.pdf





