- Innovative Human-Technology Interaction
- Interactive and Immersive Displays
- Innovative Teaching and Learning Methods
- Species Distribution and Climate Change
- Innovative Approaches in Technology and Social Development
- Design Education and Practice
- Data Visualization and Analytics
- Mobile Learning in Education
- Museums and Cultural Heritage
- Teaching and Learning Programming
- Higher Education Research Studies
- Creativity in Education and Neuroscience
- Virtual Reality Applications and Impacts
- Architecture, Art, Education
- ICT in Developing Communities
- Experimental Learning in Engineering
- Aesthetic Perception and Analysis
- Image Retrieval and Classification Techniques
- E-Learning and Knowledge Management
- Discourse Analysis in Language Studies
- QR Code Applications and Technologies
- Smart Cities and Technologies
- Augmented Reality Applications
- School Choice and Performance
- Context-Aware Activity Recognition Systems
Carnegie Mellon University
2003-2024
University of Pittsburgh
2008-2013
Institute for Learning and Development
2013
In this paper we examine the Neighborhood Networks project: a community-based participatory design project. The goal of project is to facilitate and investigate use prompt critical engagements between people, technology, urban environment, enable production creative expressions local issues by residents, using robotics sensing technologies. We describe activities outcomes first workshop, discuss how participants used technology in rhetorical sense, that is, discover, invent, deliver...
This paper describes six creativity support tools we developed to foster community engagement and expression with robotics sensing, assessing the benefits shortcomings of each tool. From descriptions these their uses, highlight two issues. The first is challenge of, a general strategy for, enabling informed speculation unfamiliar technologies. second issue that in such speculation, research process opened significant shifts trajectory. These concomitantly serve as markers technological...
Abstract This article describes a series of demonstration projects that use multiscalar gigapixel image technology to iteratively design, test, and study how visitors learn observe more scientifically in museums, online, through museum‐based programming. We consider the particular affordances systems like these can move science communication learning from didactic approaches centered on one‐way toward platforms encourage shared observation, dialogue, engagement.
Abstract Multiple reasons shape how young people and families choose to participate in informal learning programs at museums other settings. Youth interest is likely a factor, but so might be geographic proximity, institutional affiliation, household income, race/ethnicity. We examined the relative impact of these factors through comparative study two art programs; one small, neighborhood‐based organization focused on STEM, program well‐established museum. The smaller tended draw youth from...
This research examines how maker-based teaching and learning impact the ways students practice value process documentation. Educational environments like design studios makerspaces rely heavily on physicality of students' work in hands-on, creative mediums. Transitioning making to remote formats due pandemic provided an opportune moment reflect curricula its relationship space, tools, materials. Using a research-through-design approach, we deployed probe examine current understanding,...
The Discovery Point prototype allows art museum visitors to hear stories about a work of without burdening them with lengthy commentary. It is simple and compact; it has only four buttons can be worn around the neck. nearly invisible addition experience, but one that fills need deliver right amount information visitors. To develop this concept, we observed interviewed visitors, constructed prototype, then evaluated through two rounds user tests at museum.
This design case explores the affordances of gigapixel image technology for science communication and learning in museum settings through iterative development an explorable viewer to engage visitors archaeological exhibit. We reflect on series user studies, prototype iterations, decisions taken optimize navigation, annotation exploration this zoomable interface. highlight a set precedents, interaction frameworks, content structuring approaches, while detailing media rich digital strategy...
There is widespread societal concern regarding the reduction in amount of time that we all spend playing outdoors. Outdoor play can be important for our social and physical well-being moreover helps us to connect space, place environment. Of course, CHI community continues explore across many contexts; however, specifically designing outdoor remains underexplored. This workshop aims bring together those who are interested technological, design aspects ages. We will use participants'...
Abstract Within creative domains in studio- and project-based education, documentation is often central to demonstrating outcomes, process, progress. Despite much prior work into the instructional practices, technologies, tools that support cultivating no explores student valuing perception of documentation. To address this, we deploy a design probe elicit externalize conceptions with same cohort students two semesters. Eleven participants engaged higher education undergraduate programs...
Physical computing is a materially rich practice that connects across skills in STEM, design, arts, and creativity. It also offers learners means of making personally meaningful, computational artifacts support creative development, resonate with personal identities, access history craft culture. Yet, physical instruction remains complex instructional requires navigating computation reasoning, engineering mechanisms, creativity problem-solving between virtual spaces. Spurred by the pandemic,...
This paper offers a case study of the co-design and evaluation learning support tools resulting from design-based research engagement with facilitators year-long high school self-directed (SDL) experience. As team, we developed an integrated set physical digital documentation - SDL kit to student reflection on their articulation skills while building evidence base that they could use apply for competency-based micro-credentials. The consisted QR-linked manipulable poster, upload form,...
Abstract Scientific observation is a disciplinary‐informed way of looking at the world that requires coordination domain knowledge and perceptual skills with specialized tools techniques to systematically identify objects, organisms, specimens, or phenomena interest. Identification particular form skilled observational practice where observer recognizes key features for classification. Learning see like scientist crucial many citizen science activities, yet participants often have limited...
Traditionally, the setting for maker education has been a physical space where students can engage in hands-on learning and often work collaboratively. However, as many schools adopt remote model due to COVID pandemic conditions, pressing need arisen instructional practices tools that facilitate project-based distance learning. This progress presents design process of QR-code enabled tool instructors working with electronics introductory computing courses. Through iterative research...
An exhaustively illustrated case study analysis of the development and conservation options generated by one alternative futures project.Using an innovative GIS-based simulation modeling strategy, researchers consider demographic, economic, physical environmental processes to project impact on area.The is a detailed but interesting look at how creative visualization can help form sustainable future.Bob Baxley.Making Web Work: Designing Effective Applications.Indianapolis, IN: New Riders,...
Within creative domains, documentation is often central to demonstrating outcomes, process and progress.We deployed a design probe elicit externalize conceptions of across the same cohort 11 students in two semesters.We demonstrate values be coherent background, time, experience student participants.We also share insights on nine main roles plays for discuss how an important role communicating work building selfconfidence motivation project-based work.
The Discovery Point prototype allows art museum visitors to hear stories about a work of without burdening them with lengthy commentary. It is simple and compact; it has only four buttons can be worn around the neck. nearly invisible addition experience, but one that fills need deliver right amount information visitors. To develop this concept, we observed interviewed visitors, constructed prototype, then evaluated through two rounds user tests at museum.