- Child Development and Digital Technology
- Innovative Human-Technology Interaction
- Impact of Technology on Adolescents
- ICT in Developing Communities
- Mobile Learning in Education
- Technology Use by Older Adults
- Digital Accessibility for Disabilities
- Online Learning and Analytics
- Environmental Education and Sustainability
- Design Education and Practice
- Multimedia Communication and Technology
- Web and Library Services
- Neuroethics, Human Enhancement, Biomedical Innovations
- Hearing Impairment and Communication
- E-Learning and Knowledge Management
- Subtitles and Audiovisual Media
- Library Science and Administration
- Library Science and Information Literacy
- Interpreting and Communication in Healthcare
- Augmented Reality Applications
- Usability and User Interface Design
- Literacy, Media, and Education
- Autism Spectrum Disorder Research
- Educational Methods and Impacts
- Urban Green Space and Health
University of Minnesota System
2024
University of Minnesota
2023-2024
University of Washington
2015-2023
Behavioral Tech Research, Inc.
2016
Industry demand for software developers with knowledge of accessibility has increased substantially in recent years. However, there is little about the prevalence higher education teaching or faculty's perceived barriers to accessibility. To address this gap, we surveyed 14,176 computing and information science faculty United States. We received a representative sample at least one response from 318 352 institutions surveyed, totaling 1,857 responses. found that 175 (50%) had instructor no...
We take a qualitative approach to understanding deaf and hard of hearing (DHH) students' experiences with real-time captioning as an access technology in mainstream university classrooms. consider both existing human-based well new machine-based solutions that use automatic speech recognition (ASR). employed variety research methods gather data about including in-class observations, interviews, diary studies, usability evaluations. also conducted co-design workshop 8 stakeholders after our...
This paper examines design workshops as research practice: how bind time and participation in ways that privilege certain types of action foreclose others. In five we facilitated, asked members to a new item from two existing items need repair studied their acts appropriation reuse. Although hoped explore possibilities for collaborative practice, more clearly saw what happens when garments with rich histories meet the blunt instrument workshop interventions. Members aligned anticipated...
Prior research indicates that many adolescents struggle to use social media intentionally, with negative impacts on well-being. This presents an important but under-researched opportunity improve youth well-being through interaction design. We developed Locus, a mobile application shapes adolescents' entry experiences into the apps their phones by prompting them reflect intentions before they open app and at end of day. In designing we combined psychology theories—to identify design...
Most CS students learn little about accessibility in higher education; this is partly because most faculty know accessibility. Unfortunately, education lack a model of professional development for learning to teach new topics. Therefore, we investigated the feasibility "micro" teaching courses that could be used at scale. We conducted 18 semi-structured interviews with U.S. faculty, asking them explore prototype web-based tool linked topics found many organizational factors limited faculty's...
Examining the values inherent in papers published at IDC provides a lens to our research community and informs path of future needs opportunities. We conducted content analysis expressed all full between 2011 2019 survey with first authors 20% these papers. examine types contributions, qualities behaviors seeks support children, role child other stakeholders design process, theories that inform research, criteria guide technical choices. discuss contributions core value trends over past two...
This article extends prior work investigating public youth librarians' efforts to incorporate digital media technologies into programming. We conducted interviews and focus groups with 92 youth-serving library staff working in libraries across the United States. Using connected learning as a theoretical framework, our analysis revealed various ways that technology is used youth-focused programming, providing opportunities collaborate peers adults, pursue their interests, exercise creativity...
Can a mobile application encourage children to spend more time outdoors and promote their connectedness nature? In this paper, we present results from three-week experimental deployment study of NatureCollections, that allows users build, curate, share nature photo collections. Twenty-eight (aged 9-12) parents participated in the study; 15 used NatureCollections app, 13 basic Photo app. We found app significantly increased spent compared Children both groups said they felt happy excited...
We investigated the experiences of 15 parents and their tween children (ages 8-12, n=23) during nature explorations using NatureCollections app, a mobile application that connects with nature. Drawing on parent interviews in-app audio recordings from 2-week deployment study, we found tweens' app were influenced by tensions surrounding how tweens negotiate technology use more broadly. Despite these tensions, succeeded in engaging outdoor explorations, valued shared family around Parents...
Most senior citizens in the U.S. use Internet on a regular basis yet frequently run into basic issues they cannot solve themselves. We conducted contextual inquiry with 6 participants and an online survey 25 to determine difficulties frustrations these users face. From research findings we designed Tipper, browser-based system provide help for seniors Web. Usability testing shows Tipper be simple powerful solution make more competent comfortable This paper reports current progress of...
This SIG will provide child-computer interaction researchers and practitioners, as well other interested CSCW attendees, an opportunity to discuss topics related the ethics of emerging communication collaboration technologies for children. The ...
This workshop aims to bring together IDC authors, academic researchers, and industry practitioners collaborate in identifying translation practices reduce IDC's research-practice gap. To achieve this, we will (1) share successes challenges translational research, (2) explore current authors' needs their evidence-based research with practitioners, (3) derive ideas feedback from authors hands-on activities lightweight processes translate meet the of who work on children's media technologies....
With today's increased interest in advanced digital networking and social online communities, many higher educational institutes have been exploring three-dimensional virtual environments as a new medium for distance learning. These technologies provide multiple features interaction collaboration, visual cyberspace text voice communication, the ability to manipulate multimedia real time with group of individuals, opportunity link users Web sites.
Interaction Design & Children Toolkit is an online tool that aims to present research findings and practical insights from published IDC conference papers into actionable design tips guidelines. The toolkit translates the studies a digestible format can be easily accessed used by industry practitioners of children's interactive technologies applications. arranges translated under qualities (dimensions) support in children, such as privacy security, STEM learning, or executive function....