- Child Development and Digital Technology
- Innovative Human-Technology Interaction
- Teaching and Learning Programming
- ICT in Developing Communities
- Innovative Teaching and Learning Methods
- Impact of Technology on Adolescents
- Mobile Learning in Education
- Innovative Approaches in Technology and Social Development
- Persona Design and Applications
- Educational Games and Gamification
- Advanced Software Engineering Methodologies
- Digital Mental Health Interventions
- Data Mining Algorithms and Applications
- Technology Use by Older Adults
- Design Education and Practice
- Advanced Database Systems and Queries
- Social Media and Politics
- Digital Games and Media
- E-Learning and Knowledge Management
- Social Robot Interaction and HRI
- Big Data and Business Intelligence
- Innovative Education and Learning Practices
- Service-Oriented Architecture and Web Services
- Mobile Health and mHealth Applications
- Usability and User Interface Design
University of Washington
2015-2024
Kaiser Permanente Washington Health Research Institute
2022
Seattle University
2016-2019
University of Maryland, College Park
2012-2015
Joan Ganz Cooney Center
2014
Sesame Workshop
2014
University of Alberta
2001-2005
University of Calgary
2000-2003
We investigate how families repair communication breakdowns with digital home assistants. recruited 10 diverse to use an Amazon Echo Dot in their homes for four weeks. All had at least one child between and 17 years old. Each family participated pre- post- deployment interviews. Their interactions the (Alexa) were audio recorded throughout study. analyzed 59 breakdown members Alexa, framing our analysis concepts from HCI speech-language pathology. Our findings indicate that collaborate using...
In families composed of parents and children, the health children is often interrelated: can have an impact on parents, vice versa. However, design tracking technologies typically focuses individual self-tracking self-management, not yet addressing family in a unified way. To examine opportunities for family-centered informatics, we interviewed 14 healthy families, 10 with child chronic condition, conducted three participatory sessions aged 7 to 11. Although identified similarities between...
In this paper, we present a framework that describes commonly used design techniques for Participatory Design with children. Although there are many currently designing children, researchers working in differing contexts and changing technological landscape find themselves facing difficult situations. The FACIT PD presented paper can aid choosing existing or developing new regardless of the stage cycle, technology being developed, philosophical approach to method. consists eight dimensions,...
Prior studies have focused on child interactions in participatory design (PD) with adults and children, but less is known about what specific adult-child constitute a partnership. In this study, we unpack constitutes an "equal partnership" PD between children. On the basis of prior literature, created new framework that examines complementary roles children adults. Next, analyzed case study year-long intergenerational team (ages 7-11) From analysis, determined partnerships are composed four...
Though prior work shows parents worry about screen media experiences displacing physical activity and time outdoors, this research does not account for location-based mobile games like Pokémon GO, which specifically facilitate outdoor activity. To fill gap in the research, we surveyed interviewed to understand (1) their values perceptions of type gameplay (2) how they co-play GO with children. Our findings provide empirical evidence that, addition appreciating increased exercise valued play...
Smart speakers have become pervasive in family homes, creating the potential for these devices to influence parent-child dynamics and parenting behaviors. We investigate impact of introducing a smart speaker 10 families with children, over four weeks. use pre- post- deployment interviews whole in-home audio capture interactions our analysis. Despite causing occasional conflict home, we observed that parents lever-aged further goals. found three forms has on dynamics: 1) fostering...
Co-designing with children in an online environment is increasingly important due to external factors, such as the COVID-19 pandemic, and diversification inclusion of youth participants. Many prior studies about co-design focus on co-located or asynchronous sessions. However, conducting synchronous sessions adds layers complexity uncertainty collaboration. This paper introduces a model explicating factors consider when co-designing synchronously space. We examined ten consecutive...
Researchers often utilize the method of Participatory Design to work together with users enhance technology. In particular, Cooperative Inquiry is a children that involves full partnership between researchers and children. One important challenge designers face in creating learning technologies these are situated specific activities contexts. While involved may have subject expertise (e.g., science inquiry process), they not design aesthetics, usability). contrast, be familiar how...
In HCI, adult concerns about technologies for children have been studied extensively. However, less is known what themselves find concerning in everyday technologies. We examine children's technology-related fears by probing their use of the colloquial term "creepy." To understand perceptions "creepy technologies," we conducted four participatory design sessions with (ages 7 - 11) to and evaluate creepy technologies, followed interviews same children. found that fear reactions emphasized...
Abstract Children from lower socioeconomic status (SES) backgrounds tend to have more negative self-perceptions. More self-perceptions are often related academic achievement. Linking these findings, we asked: Do children’s help explain disparities in achievement around the world? We addressed this question using data 2018 Programme for International Student Assessment (PISA) survey, including n = 520,729 records of 15-year-old students 70 countries. studied five (self-perceived competency,...
Prior work has shown that intelligent user interfaces (IUIs) use modalities such as speech, gesture, and writing pose challenges for children due to their developing cognitive motor skills. Research focused on improving recognition accuracy by accommodating children's specific interaction behaviors. Understanding expectations of IUIs is also important decrease the impact errors occur. To understand conceptual model IUIs, we completed four consecutive participatory design sessions designing...
Partnering with parents and children in the design process can be important for producing technologies that take into consideration rich context of family life. However, to date, few studies have examined actual designing families their children. Without understanding process, we risk making poor choices user-interactive experiences account dynamics. The purpose this investigation is understand how parent-child relationships shape co-design processes they are reshaped through co-design. We...
Co-design methods have involved older adults in the design process to fill knowledge gap that younger adult designers might encounter when designing for an aging population. A focus of co-design means establishing equal and equitable relationships between users designers. To understand factors contribute collaborations student designers, we conducted 12 sessions with 16 11 We examined their interactions by adapting a framework initially aimed child-adult partnership. also analyzed designers'...
Deceptive design patterns (known as dark patterns) are interface characteristics which modify users' choice architecture to gain attention, data, and money. have yet be documented in safety technologies despite evidence that designers of make decisions can powerfully influence user behavior. To address this gap, we conduct a case study the Citizen app, commercially available technology notifies users about local incidents. We bound our Atlanta triangulate interview data with an analysis...
We prove that every planar graph is contained in $H_1\boxtimes H_2\boxtimes K_2$ for some graphs $H_1$ and $H_2$ both with treewidth 2. This resolves a question of Liu, Norin Wood [arXiv:2410.20333]. also show this result best possible: any $c \in \mathbb{N}$, there $G$ such tree $T$ $H$ $\text{tw}(H) \leqslant 2$, not $H \boxtimes T K_c$. Comment: arXiv admin note: text overlap arXiv:2410.20333
Face-to-face design with child and adult partners is not always possible due to distant geographical locations or time differences. Yet we believe that the designs of children in areas co-located system builders, who live easily accessed, are just as important valid accessible especially when designing for a multinational audience. This paper reports on prototype process DisCo, computer-based tool enables intergenerational co-designers collaborate online asynchronously while being...
Approximately 8 million U.S. children have at least one immigrant parent. Lower-socioeconomic (SES) parents often rely on their children's language skills to problem-solve family needs-a practice known as brokering. Yet it is unknown how use and digital literacy search broker information online. This paper examines with lower-SES We focused Latino families they are the fastest growing minority group. conducted in-home interviews observations of tasks 23 parent-child dyads. demonstrate: (1)...
Raiding is a format in digital gaming that requires groups of people to collaborate and/or compete for common goal. In 2017, the raiding was introduced location-based mobile game Pokémon GO, which offers mixed reality experience friends and strangers coordinating in-person raids. To understand this technology-mediated social phenomenon, we conducted over year participant observations, surveys with 510 players, interviews 25 players who raid GO. Using analytical lens Arrow, McGrath, Berdahl's...
Guided by a human-centered design focus on users' needs, Computer-Supported Collaborative Work (CSCW) research and practice have increasingly explored how to address the multiple inequities affecting historically marginalized groups. A growing body of CSCW Human-Computer Interaction (HCI) research, building upon education community development literature, argues that centering needs dismisses capacity for driving change. Needs-based views often lead designs "here now,'' further marginalizing...
The COVID-19 pandemic was stressful for everyone, particularly families who had to supervise and support children, facilitate remote schooling, manage work home life. We consider how coped with pandemic-related stress using the video game Animal Crossing: New Horizons. Combining a family coping framework theorizing about media as tool, this interview study of 27 (33 parents 37 children) found that children individual media. Parents engaged in protective buffering their media, taking on...
Children's fears and hopes regarding technology play a crucial role in influencing its development, impact, social acceptance. Although studies investigate children's perceptions of robots, there is need to better understand how influence views the future. In this paper, we present outcomes study which explored 60 (aged 8-14) robots using ten fictional scenarios. From data analysis, elicited four major themes that become pillars model represent perception (agency, comprehension,...
In this article, we present an in‐home observation and in‐context research study investigating how 38 adolescents aged 14–17 search on the Internet. We trends display develop a framework of roles that these help define. compare to similar found in prior work with children ages 7, 9, 11. use comparisons make recommendations adult stakeholders such as researchers, designers, information literacy educators about best ways design tools for adolescents, well searching find better methods...