Kori Inkpen

ORCID: 0000-0001-5661-4659
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About
Contact & Profiles
Research Areas
  • Usability and User Interface Design
  • Interactive and Immersive Displays
  • Innovative Human-Technology Interaction
  • Multimedia Communication and Technology
  • Digital Games and Media
  • Child Development and Digital Technology
  • Impact of Technology on Adolescents
  • Augmented Reality Applications
  • Tactile and Sensory Interactions
  • Personal Information Management and User Behavior
  • Virtual Reality Applications and Impacts
  • Data Visualization and Analytics
  • Ethics and Social Impacts of AI
  • Video Analysis and Summarization
  • Team Dynamics and Performance
  • Mobile Crowdsensing and Crowdsourcing
  • ICT in Developing Communities
  • Privacy, Security, and Data Protection
  • Human-Automation Interaction and Safety
  • Context-Aware Activity Recognition Systems
  • Geographic Information Systems Studies
  • User Authentication and Security Systems
  • Explainable Artificial Intelligence (XAI)
  • Innovative Teaching and Learning Methods
  • Knowledge Management and Sharing

Microsoft (United States)
2015-2024

Microsoft Research (United Kingdom)
2009-2023

University of British Columbia
1994-2016

Dalhousie University
2001-2008

Microsoft (Canada)
2008

Simon Fraser University
1998-2002

Advances in artificial intelligence (AI) frame opportunities and challenges for user interface design. Principles human-AI interaction have been discussed the human-computer community over two decades, but more study innovation are needed light of advances AI growing uses technologies human-facing applications. We propose 18 generally applicable design guidelines interaction. These validated through multiple rounds evaluation including a with 49 practitioners who tested against 20 popular...

10.1145/3290605.3300233 article EN 2019-04-29

Researchers seeking alternatives to traditional desktop computers have begun exploring the potential collaborative benefits of digital tabletop displays. However, there are still many open issues related design interfaces, such as whether these systems should automatically orient workspace items or enforce ownership content. Understanding natural interaction practices that people use during collaboration with media (e.g., pen and paper) can help address issues. Interfaces modeled on will...

10.1145/1031607.1031655 article EN 2004-11-06

Emerging technologies offer exciting new ways of using entertainment technology to create fantastic play experiences and foster interactions between players. Evaluating is challenging because success isn't defined in terms productivity performance, but enjoyment interaction. Current subjective methods evaluating aren't sufficiently robust. This paper describes two experiments designed test the efficacy physiological measures as evaluators user experience with technologies. We found evidence...

10.1080/01449290500331156 article EN Behaviour and Information Technology 2006-01-03

We conducted a mixed methods study of the use Meerkat and Periscope apps for live streaming video audio broadcasts from mobile device. crowdsourced task to describe content, setting, other characteristics 767 streams. also interviewed 20 frequent streamers explore their motivations experiences. Together, data provide snapshot early practices. found diverse range activities broadcast, which interviewees said were used build personal brand. They described as providing an authentic, unedited...

10.1145/2858036.2858374 article EN 2016-05-05

Human-AI collaboration for decision-making strives to achieve team performance that exceeds the of humans or AI alone. However, many factors can impact success teams, including a user’s domain expertise, mental models an system, trust in recommendations, and more. This article reports on study examines users’ interactions with three simulated algorithmic models, all equivalent accuracy rates but each tuned differently terms true positive negative rates. Our examined user non-trivial blood...

10.1145/3534561 article EN ACM Transactions on Computer-Human Interaction 2023-03-10

Researchers are using emerging technologies to develop novel play environments, while established computer and console game markets continue grow rapidly. Even so, evaluating the success of interactive environments is still an open research challenge. Both subjective objective techniques fall short due limited evaluative bandwidth; there remains no corollary in task performance with productivity systems. This paper presents a method modeling user emotional state, based on user's physiology,...

10.1145/1124772.1124926 article EN 2006-04-22

Emerging technologies offer new ways of using entertainment technology to foster interactions between players and connect people. Evaluating collaborative is challenging because success not defined in terms productivity performance, but enjoyment interaction. Current subjective methods are sufficiently robust this context. This paper describes an experiment designed test the efficacy physiological measures as evaluators technologies. We found evidence that there a different response body...

10.1145/1031607.1031625 article EN 2004-11-06

10.1016/j.ijhcs.2008.09.007 article EN International Journal of Human-Computer Studies 2008-09-28

Co-located collaboration can be extremely valuable during complex visual analytics tasks. We present an exploratory study of a system designed to support collaborative analysis tasks on digital tabletop display. Fifteen participant pairs employed Cambiera, system, solve problem involving 240 documents. Our analysis, supported by observations, logs, questionnaires, and interview data, explores how approached the around table. contribute unique, rich understanding users worked together table...

10.1109/tvcg.2011.287 article EN IEEE Transactions on Visualization and Computer Graphics 2011-12-13

Studies have shown positive impact of video blogs (vlogs) on patient education. However, we know little how patient-initiated vlogs shape the relationships among vloggers and viewers. We qualitatively analyzed 72 YouTube by users diagnosed with HIV, diabetes, or cancer 1,274 comments posted to understand viewers' perspectives vlogs. found that unique medium allowed intense enriched personal contextual disclosure viewers, leading strong community-building activities social support commenters,...

10.1145/2630067 article EN ACM Transactions on Computer-Human Interaction 2014-08-01

Details of the designs and mechanisms in support human-AI collaboration must be considered real-world fielding AI technologies. A critical aspect interaction design for AI-assisted human decision making are policies about display sequencing inferences within larger decision-making workflows. We have a poor understanding influences available before versus after review diagnostic task at hand. explore effects providing assistance start session radiology radiologist has made provisional...

10.1145/3531146.3533193 article EN 2022 ACM Conference on Fairness, Accountability, and Transparency 2022-06-20

This paper describes a project to explore issues surrouding the development of collaborative handheld educational application for children. A user-centered, iterative design process was used develop GeneyTM, problem solving help children genetic concepts using PalmTM computers. The methodology utilized mock-ups representative tasks and scenarios, pre-design meetings with targets users, prototype development, feedback sessions target users. results this work identify an effective way...

10.1145/365024.365303 article EN 2001-03-01

Article Playing together beats playing apart, especially for girls Share on Authors: Kori Inkpen View Profile , Kellogg S. Booth Maria Klawe Rena Upitis Authors Info & Claims CSCL '95: The first international conference Computer support collaborative learningOctober 1995 Pages 177–181https://doi.org/10.3115/222020.222164Published:01 October 32citation460DownloadsMetricsTotal Citations32Total Downloads460Last 12 Months4Last 6 weeks0 Get Citation AlertsNew Alert added!This alert has been...

10.3115/222020.222164 article EN 1995-01-01

Traditional computer technology offers limited support for face‐to‐face, synchronous collaboration. Consequently, children who wish to collaborate while using computers must adapt their interactions the single‐user paradigm of most personal computers. Recent technological advances have enabled development co‐located groupware systems offering concurrent, multi–user around a shared display. These provide unique collaboration environment in which users share both physical and virtual...

10.1046/j.0266-4909.2003.00022.x article EN Journal of Computer Assisted Learning 2003-06-01

Current business conditions have given rise to distributed teams that are mostly collocated except for one remote member. These "hub-and-satellite" face the challenge of satellite colleague being out-of-sight and out-of-mind. We developed a telepresence device, called an Embodied Social Proxy (ESP), which represents coworker 24x7. Beyond using ESPs in our own group, we deployed ESP four product within company six weeks. studied how was used through ethnographic observations, surveys, usage...

10.1145/1753326.1753482 article EN 2010-04-10

Co-located collaboration can be extremely valuable during complex visual analytics tasks. This paper presents an exploratory study of a system designed to support collaborative analysis tasks on digital tabletop display. Fifteen participant pairs employed Cam-biera, system, solve problem involving 240 documents. Our analysis, supported by observations, logs, questionnaires, and interview data, explores how approached the around table. We contribute unique, rich understanding users worked...

10.1109/vast.2010.5652880 article EN 2010-10-01

Health video blogs (vlogs) allow individuals with chronic illnesses to share their stories, experiences, and knowledge the general public. Furthermore, health vlogs help in creating a connection between vlogger viewers. In this work, we present qualitative study examining various methods that vloggers use establish We found used genres express specific messages viewers while using uniqueness of deeper also explicitly sought interaction Based on these results, design implications facilitate...

10.1145/2470654.2470663 article EN 2013-04-27

Video communication is moving beyond face-to-face discussions on desktop computers to sharing experiences out in the real world. We explored how mobile video could enable distributed family members share wherever they occurred - kids' sporting events, birthday parties, etc. investigated people used two technology probes activities outside home: an iPad running Skype and our Experiences2Go prototype composed of a networked slate camcorder tripod. observed their use field with nine families...

10.1145/2441776.2441926 article EN 2013-02-22

We present an empirical investigation of video-mediated free play between 13 pairs friends (ages 7 and 8). The spent 10 minutes playing with each four different prototypes we developed to support over videoconferencing. coded interaction for the types amount social observed. children in our study were largely successful together across videoconferencing, though challenges managing visibility, attention, intersubjectivity made it more difficult than face-to-face play. also found that...

10.1145/1753326.1753514 article EN 2010-04-10

We explore the design of a system for three-way collaboration over shared visual workspace, specifically in how to support three channels communication: person, reference, and task-space. In two studies, we implications extending designs intended dyadic three-person groups, role each communication channel. Our studies illustrate utility multiple configurations users around distributed subtleties traditional notions identity, awareness, spatial metaphor, corporeal embodiments as they relate...

10.1145/1718918.1718969 article EN 2010-02-06
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