IN BRIEF
PAPERS / PRESS / PRESENTATIONS
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Recent
- Justin Megahan. Scaling without losing focus ... how Twitch gets it right." September 2015, Mixpanel's Grow + Tell Series.
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Drew Harry. What PhDs do wrong and right when applying for data science jobs. July 2015, Medium.
- Drew Harry. Past and Future Game Spectating. April 2014, Invited talk at Are We Game? Video Games Beyond Entertainment.
- "The MIT-Made Platform Providing an Accessible Alternative to the Reddit AMA" Lauren Landry, BostInno, Feb 2, 2014.
- Drew Harry. "Designing Complementary Communication Systems." (PhD Thesis, Massachusetts Institute of Technology, 2012).
- Drew Harry, Eric Gordon, Chris Schmandt. "Setting the Stage for Interaction: A Tablet Application to Augment Group Discussion in a Seminar Class" In Computer Supported Cooperative Work, 2012.
All
- Michael S. Bernstein, Andrés Monroy-Hernández, Drew Harry, Paul André, Katrina Panovich, Greg Vargas. "4chan and /b/: An Analysis of Anonymity and Ephemerality in a Large Online Community". In International Conference on Weblogs and Social Media (Best Paper Award, Lecture Video)
- Drew Harry. Designing Grounded Interfaces, invited talk at BostonCHI.
- Drew Harry. Information Spaces. Part of Experimental Graphical Chat Spaces in Connections, an MIT Museum Exhibit. Showing until September 2009.
- Drew Harry, Joshua Green, Judith Donath. "backchan.nl: Integrating Backchannels in Physical Space." In Proceedings of the SIGCHI conference on Human Factors in Computing Systems (CHI 2009) (Boston, MA)
- Drew Harry. "Algorithmic Architecture & Why People Build Houses in Second Life" Social Computing Symposium. October 2008, Redmond, WA.
- Drew Harry. "Algorithmic Architecture in Virtual Worlds." (MS Thesis, Massachusetts Institute of Technology, 2008).
- Drew Harry, Dietmar Offenhuber, Orkan Telhan, Judith Donath. Stiff People's League. In Homo Ludens Ludens. LABoral Centro de Arte y Creacion Industrial, Gijon, Spain. April-September 2008.
- Drew Harry, Judith Donath. "Information Spaces - Building Meeting Rooms in Virtual Environments" (Works in Progress) In Proceedings of the SIGCHI conference on Human Factors in Computing Systems (CHI 2008) (Florence, Italy).
- Drew Harry, Dan Gutierrez, Joshua Green, Judith Donath. "backchan.nl - Integrating Backchannels With Physical Space." (Works in Progress) In Proceedings of the SIGCHI conference on Human Factors in Computing Systems (CHI 2008) (Florence, Italy).
- Drew Harry, Dietmar Offenhuber, Judith Donath. Function Follows Form - The Social Roles of Virtual Architecture in Architecture's Second Life, S. Doesinger, Editor. 2007, Prestel.
- The Stiff People's League debuted at the Ars Electronica Festival as part of an invited exhibition about Second Life. More info.
- "The Projects - towards a sociable architecture for virtual worlds." Drew Harry, Dietmar Offenhuber. Design of User Experience, 2007.
- "Unreal Meetings", Erica Naone. Technology Review, 11 July 2007.
- A time to glance: Studying the use of mobile ambient information. Frank Bentley, Joe Tullio, Crysta Metcalf, Drew Harry, Noel Massey. Pervasive 2007 Workshop on the Design and Evaluation of Ambient Information Systems. May, 2007.
Six Questions explores a variety of product and business model variants around social question and answer formats: a Q&A site for learning about careers video, a consumer-oriented Q&A site with notable people, and a platform for fostering honest and open communication between executives and employees. Cofounded with Frances Yun.
Unhangout is an open source platform for running large scale online un-conferences. I was the founding technical lead, and helped guide the design for the first six months of the project. In collaboration with the MIT Media Lab, with funding from the Macarthur Foundation.
As emoji became part of our daily communications, we found ourselves mimicking our favorite emoji face to face. This was, perhaps, a way for us to calibrate and amplify the emotive content in each face against our shared interpretations of them. And it was fun! In collaboration with Lian Chang.
ROAR is designed to allow very large groups of distributed spectators have meaningful conversations with strangers or friends while creating a sense of presence of thousands of other spectators. A conceptual design project. Check out
a hackathon talk about the concept, plus an
esports oriented version.
We have long assumed that being face to face is the best environment for social interaction. But is "being there" the best we can aspire to? My dissertation describes projects that show how we can add mediated communication to face to face contexts in productive ways. The first chapter is a great conceptual overview of my work. (50MB PDF)
A variant of the core Tin Can system designed to work in a seminar context where every student had their own iPad. Students could use the system both for taking personal notes as well as suggesting discussion ideas in a public pool of ideas. We conducted an in-class deployment and qualitative study. In collaboration with
Eric Gordon.
Full paper at CSCW 2012.
Tin Can connects remote meeting participants and visualizes meeting processes on an iPad. The system collects and visualizes background tasks like taking notes, managing the agenda, sharing relevant content, tracking todos, and managing meeting process in a distributed interface.
A web-based system for facilitating question asking and answering in conference situations. Read more in our
CHI paper. (
slides) Trusted by over 1,000 conferences, generating over 30,000 questions and nearly 100,000 votes. In collaboration with Joshua Green, Cherrie Yang, and
Trevor Filter.
Imagine a conference call system where each person has a limited quota of talking time, and could gift that time to other people on the call who they wanted to hear more from. A provocative conceptual experience, this project guided my thinking about equality of participation in collaborative tools.
A virtual world application that uses physical embedded sensor nodes with cameras and displays as portals between the real and virtual world. In collaboration with the
Responsive Environments Group here at the Lab.
I've finished my thesis! Check it out
here (24 Mb). It includes an extended discussion of
*space as well as
Information Spaces. My thesis also includes a broad theoretical discussion about the differences between virtual and physical spaces.
In this three dimensional social space, we use the design of the meeting space itself to give participants a vocabulary for responding to the meeting as well as a technique for visualizing the history of the meeting itself. Read more in our
CHI paper.
I created an avatar that slowly grows out to connect with other avatars around it. Over time, these avatars' colors shift and change to become more like the colors of people near them, visualizing their relationships.
We propose an extensible cellular building structure that provides people with a space to work, play, and socialize. We also describe a set of "social utilities" to support effective navigation, self expression, and visualization in a virtual building, analagous to a social network.
With
Dietmar Offenhuber.
The Tug and Talk device sits on your belt and connects to your shirt. Another Tug and Talk user can tug on the chain coming out of their matching belt and their tugging pattern is replicated as a tug on your own shirt. Presented at alt.chi 2007.
With
Matt Adcock, Matt Boch,
Vanessa Harden, and Retro Poblano.
"Sousreality" is a pair of connected spaces linked through the metaphor of a crystal ball. In the SIGGRAPH gallery is a crystal ball that peers into Second Life, and in Second Life there is a crystal sphere containing a real-time inside-out vision of the gallery.
With
Dietmar Offenhuber and
Orkan Telhan.
Chatterprint is a concept for a sharable visualization that describes the history of a single person's online life through a variety of media including like instant messaging, online forums and social networking sites.
An ethnography of
World of Warcraft players, studying how relationships move between the real and virtual worlds. This work refutes the common misconception that virtual worlds are meritocratic spaces.
My humanities thesis while at
Olin College.
A visualization technique for illustrating changes of tree data structures over time, for instance the organizational chart of a company. Unpublished InfoVis-style paper available
here.
With
Martin Wattenberg while at
IBM Research in Cambridge.
A visualization technique for reducing the complexity of graph visualizations. Uses a fast heuristic to identify complete subgraphs and represents those subgraphs as visually distinct nodes. This system also describes a method for "eroding" nodes at the periphery of the graph to simplify the final representation. With Dan Lindquist while at
Olin College.