66 results on '"Julie A. Kientz"'
Search Results
2. Translational IDC
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Lucas Colusso, Saba Kawas, Emily Schlemmer, Meagan Rothschild, Alissa N. Antle, Julie A. Kientz, Nikita Soni, and Andrea Tartaro
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Knowledge management ,Bridging (networking) ,Work (electrical) ,business.industry ,05 social sciences ,0202 electrical engineering, electronic engineering, information engineering ,ComputingMilieux_COMPUTERSANDSOCIETY ,020207 software engineering ,0501 psychology and cognitive sciences ,02 engineering and technology ,business ,Sustainable process ,050107 human factors - Abstract
This workshop aims to bring together IDC authors, academic researchers, and industry practitioners to collaborate in identifying translation practices to reduce IDC's research-practice gap. To achieve this, we will (1) share successes and challenges in translational IDC research, (2) explore current IDC authors’ practices and needs to share their evidence-based research with practitioners, and (3) derive ideas with and feedback from IDC authors with hands-on activities and lightweight processes to translate their IDC research to meet the needs of industry practitioners who work on children's media and technologies. This workshop will bring together IDC community members with practitioners in industry to envision and develop pathways to a sustainable process to share IDC research.
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- 2021
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3. 'This just felt to me like the right thing to do'
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Julie A. Kientz, Sean A. Munson, Rebecca Michelson, Susanne Kirchner, and Dawn K. Sakaguchi-Tang
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Lived experience ,05 social sciences ,Intuition (Bergson) ,0202 electrical engineering, electronic engineering, information engineering ,020207 software engineering ,0501 psychology and cognitive sciences ,02 engineering and technology ,Space (commercial competition) ,Psychology ,Interactive technology ,050107 human factors ,Developmental psychology - Abstract
Parenting comes with many responsibilities, one of which is making ongoing decisions affecting their child's health. While today's parents have access to an abundance of parenting advice and data-both offline and online-little is known about their lived experience with these resources and how it interacts with other aspects of decision-making like intuition. Drawing on a survey of 65 parents and interviews of 12 parents of children aged 0-5 in the U.S., we provide the following contributions: an analysis of parents' experiences and needs when using different resources to make health and wellbeing decisions for their child; a definition of parents' lived experiences with intuition throughout the decision-making process; and a discussion of tensions and opportunities for designing in this sensitive space. Our findings can inform new design directions for interactive technology-based parenting support, particularly the potential to consider intuition and make parenting information and data more socially oriented.
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- 2020
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4. Interaction design & children toolkit
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Meghna Nayak, XueYan (Sue) Chen, Tiffany C Wong, Julie A. Kientz, and Saba Kawas
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Computer science ,business.industry ,media_common.quotation_subject ,05 social sciences ,020207 software engineering ,02 engineering and technology ,Interaction design ,Research findings ,Human–computer interaction ,Stem learning ,0202 electrical engineering, electronic engineering, information engineering ,Research studies ,0501 psychology and cognitive sciences ,Project management ,Dimension (data warehouse) ,business ,Function (engineering) ,Engineering design process ,050107 human factors ,media_common - Abstract
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 and guidelines. The toolkit translates the research studies into a digestible format that can be easily accessed and used by industry practitioners of children's interactive technologies and applications. The toolkit arranges the translated research under qualities (dimensions) that the research aims to support in children, such as privacy and security, STEM learning, or executive function. Research findings under each dimension are organized in a way that aligns with the design process and project phases.
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- 2020
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5. Designing an online sex education resource for gender-diverse youth
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Julie A. Kientz, David J. Inwards-Breland, Katie Albertson, Calvin Liang, Florence Williams, Sean A. Munson, and Kym R. Ahrens
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business.industry ,05 social sciences ,Applied psychology ,ComputingMilieux_PERSONALCOMPUTING ,020207 software engineering ,02 engineering and technology ,Sex education ,Identification (information) ,Resource (project management) ,Asynchronous communication ,Transgender ,ComputingMilieux_COMPUTERSANDEDUCATION ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,business ,Design methods ,Psychology ,050107 human factors ,Reproductive health - Abstract
Transgender and gender-diverse youth deserve proper sex education, but current educational and clinical structures largely ignore their developmental experiences. As a result, many of these teens go online to seek crucial information. Designers and researchers alike can benefit from an understanding of the design needs of gender-diverse youth for sex education online resources. We recruited 19 gender-diverse youth, ages 15 to 21, to participate in a mix of in-person and online design methods. This research makes three contributions; 1) identification of preferences for where gender-diverse teens prefer to get certain kinds of sexual health information, 2) design considerations for an online resource, 3a) a new method for eliciting preferences, the Four Corners Exercise, and 3b) a new method for combining the Asynchronous Remote Community (ARC) method with in-person sessions. Through this research, we provide key considerations in developing an online sex education resource for gender-diverse youth.
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- 2020
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6. Another decade of IDC research
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Ethan Grantham, Andrea Tartaro, Julie A. Kientz, Akeiylah DeWitt, Qiao Jin, Saba Kawas, Svetlana Yarosh, Abigail Bilger, Ye Yuan, and Susanne Kirchner
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Value (ethics) ,media_common.quotation_subject ,05 social sciences ,020207 software engineering ,02 engineering and technology ,Technical design ,Work (electrical) ,Content analysis ,Multidisciplinary approach ,Agency (sociology) ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Engineering ethics ,Sociology ,Empowerment ,050107 human factors ,Autonomy ,media_common - Abstract
Examining the values inherent in papers published at IDC provides a lens to our research community and informs the path of future research needs and opportunities. We conducted a content analysis of the values expressed in all full IDC papers between 2011 and 2019 and a survey with the first authors of 20% of these papers. We examine the types of IDC research contributions, the qualities and behaviors the research seeks to support in children, the role of the child and other stakeholders in the design process, the theories that inform IDC research, and the criteria that guide the technical design choices. We discuss the research contributions and the core value trends over the past two decades of IDC full published papers. We also present the ethical considerations central to the surveyed authors' work. Based on our analysis, we discuss implications and opportunities for future contributions, such as explicit attention to inclusivity in research, encouraging multidisciplinary collaborations, and expanding the qualities our community aims to support in children. These qualities include: focusing on children's sense of autonomy, agency, and empowerment; and children's participation in research as active creators of technology.
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- 2020
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7. SleepApp
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Ruth Ravichandran, Julie A. Kientz, and Shwetak N. Patel
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Alertness ,Self-experimentation ,Working memory ,Applied psychology ,Cognition ,Sleep (system call) ,Duration (project management) ,Affect (psychology) ,Psychology ,Follow up survey - Abstract
Most commercial sleep sensors typically rely on population-level data and focus on recommendations based on objective metrics such as sleep duration or sleep efficiency. However, there is inter-individual trait-variability to sleep and people's sleep habits are individualized. To prompt users to adopt habits that improve sleep health, meaningful sleep feedback must not only provide evidence of how users' behaviors affect their sleep quality, as objectified by some of the metrics, but also show how carry-over effects of sleep affect daytime cognitive function. In this paper, we propose and validate an approach that combines both subjective and objective measures of sleep, accounting for a person's lifestyle and ties it to meaningful and measurable carryover effects such as daytime alertness and working memory. Our approach is based on the medical community's Ru-SATED framework, which characterizes sleep through six dimensions: Regularity, Satisfaction, Alertness, Timing, Efficiency and Duration. Using data collected by a smart phone app: SleepApp, with a suite of ecological momentary assessment tests from 9 participants over 14 days, we demonstrate how sleep health can be contextualized to the individual lifestyle and actionable feedback can be generated. In a follow up survey with 57 respondents, we show how the actionable feedback generated by SleepApp can encourage in users the intent to make adjustments to their sleep habits that may impact their daytime cognitive function
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- 2020
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8. 'It Should Be a Game for Fun, Not Exercise': Tensions in Designing Health-Related Features for Pokémon GO
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Julie A. Kientz, Yoojung Kim, Jin Ha Lee, and Arpita Bhattacharya
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business.industry ,05 social sciences ,Social anxiety ,Internet privacy ,ComputingMilieux_PERSONALCOMPUTING ,Appeal ,Health technology ,Health related ,020207 software engineering ,Context (language use) ,02 engineering and technology ,Health promotion ,Game design ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Sociology ,business ,050107 human factors ,Health needs - Abstract
Leveraging existing popular games such as Pokemon GO to promote health can engage people in healthy activities without sacrificing gaming appeal. However, little is known about what potential tensions arise from incorporating new health-related features to already existing and popular games and how to resolve those tensions from players' perspectives. In this paper, we identify design tensions surrounding the appeals of Pokemon GO, perspectives on different health needs, and mobile health technologies. By conducting surveys and design workshops with 20 avid Pokemon GO players, we demonstrate four design tensions: (1) diverse goals and rewards vs. data accuracy, (2) strong bonds between players and characters vs. gaming obsession, (3) collaborative play vs. social anxiety, and (4) connection of in-real-life experiences with the game vs. different individual contexts. We provide design implications to resolve these tensions in Pokemon GO and discuss how to extend our findings to the broader context of health promotion in location-based games.
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- 2020
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9. Parenting with Alexa: Exploring the Introduction of Smart Speakers on Family Dynamics
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Ashley Boone, Jason C. Yip, Yuxing Wu, Alexis Hiniker, Julie A. Kientz, and Erin Beneteau
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business.industry ,Interface (Java) ,05 social sciences ,Internet privacy ,020207 software engineering ,02 engineering and technology ,Child development ,Family dynamics ,Dynamics (music) ,Software deployment ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Parental mediation ,business ,Psychology ,050107 human factors - Abstract
Smart speakers have become pervasive in family homes, creating the potential for these devices to influence parent-child dynamics and parenting behaviors. We investigate the impact of introducing a smart speaker to 10 families with children, over four weeks. We use pre- and post- deployment interviews with the whole family and in-home audio capture of parent-child interactions with the smart speaker for our analysis. Despite the smart speaker causing occasional conflict in the home, we observed that parents lever-aged the smart speaker to further parenting goals. We found three forms of influence the smart speaker has on family dynamics: 1) fostering communication, 2) disrupting access, and 3) augmenting parenting. All of these influences arise from a communally accessible, stand-alone voice interface which democratizes family access to technology. We discuss design implications in furthering parenting practices and behaviors as the capabilities of the technology continue to improve.
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- 2020
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10. Group Interactions in Location-Based Gaming
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Travis W. Windleharth, Ivy M. Acevedo, Cecilia Aragon, Jason C. Yip, Jin Ha Lee, Arpita Bhattacharya, Julie A. Kientz, and Rio Anthony Ishii
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Social group ,business.industry ,Social phenomenon ,Internet privacy ,Arrow ,In real life ,Sociology ,business ,Affordance ,Mixed reality - Abstract
Raiding is a format in digital gaming that requires groups of people to collaborate and/or compete for a common goal. In 2017, the raiding format was introduced in the location-based mobile game Pokemon GO, which offers a mixed reality experience to friends and strangers coordinating for in-person raids. To understand this technology-mediated social phenomenon, we conducted over a year of participant observations, surveys with 510 players, and interviews with 25 players who raid in Pokemon GO. Using the analytical lens of Arrow, McGrath, and Berdahl's theory of small groups as complex systems, we identify global, local, and contextual dynamics in location-based raiding that support and challenge ad-hoc group formation in real life. Based on this empirical and theoretical understanding, we discuss implications to design for transparency, social affordances, and bridging gaps between global and contextual dynamics for increased positive and inclusive community interactions.
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- 2019
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11. Communication Breakdowns Between Families and Alexa
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Olivia K. Richards, Alexis Hiniker, Jason C. Yip, Julie A. Kientz, Mingrui Zhang, and Erin Beneteau
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Software deployment ,business.industry ,05 social sciences ,Internet privacy ,0202 electrical engineering, electronic engineering, information engineering ,020207 software engineering ,0501 psychology and cognitive sciences ,02 engineering and technology ,Psychology ,business ,050107 human factors - Abstract
We investigate how families repair communication breakdowns with digital home assistants. We recruited 10 diverse families to use an Amazon Echo Dot in their homes for four weeks. All families had at least one child between four and 17 years old. Each family participated in pre- and post- deployment interviews. Their interactions with the Echo Dot (Alexa) were audio recorded throughout the study. We analyzed 59 communication breakdown interactions between family members and Alexa, framing our analysis with concepts from HCI and speech-language pathology. Our findings indicate that family members collaborate using discourse scaffolding (supportive communication guidance) and a variety of speech and language modifications in their attempts to repair communication breakdowns with Alexa. Alexa's responses also influence the repair strategies that families use. Designers can relieve the communication repair burden that primarily rests with families by increasing digital home assistants' abilities to collaborate together with users to repair communication breakdowns.
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- 2019
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12. Nurture
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Rajesh Chandwani, Julie A. Kientz, and Neha Kumar
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03 medical and health sciences ,Medical education ,0302 clinical medicine ,Process (engineering) ,030225 pediatrics ,Intervention (counseling) ,05 social sciences ,Early detection ,0501 psychology and cognitive sciences ,Affordance ,Psychology ,050107 human factors ,Nature versus nurture - Abstract
Early detection of developmental and growth deviations enables early intervention so that children and parents suffer minimal irreversible physical and financial damage. In India however, pediatricians operate within acute time constraints that keep them from performing comprehensive developmental assessments for their patients. Parents' lack of awareness regarding growth and development milestones further hinders early detection. Our paper contributes the design and evaluation of a probe that seeks to understand the needs of variously resource-constrained middle-class parents in India for monitoring their children's growth, development, and immunization milestones. Our findings highlight the potential of mobile information-based applications to engage, assist, and empower Indian parents. In addition, we describe the affordances of a design process that originated amidst a richly resourced hackerspace organized to address the needs of under-resourced settings, and discuss the consequences of this process on our design.
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- 2019
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13. Let's Play!
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Julie A. Kientz, Bongshin Lee, Alexis Hiniker, and Jenny S. Radesky
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Child computer interaction ,Mechanism (biology) ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,Parent-child interaction ,0501 psychology and cognitive sciences ,Observational study ,Early childhood ,Psychology ,050107 human factors ,050104 developmental & child psychology ,Developmental psychology - Abstract
Play is an enjoyable and developmentally useful part of early childhood, and parent-child play is a highly productive mechanism by which children learn to participate in the world. We conducted an observational lab study to examine how 15 parent-child pairs (children age 4-6) respond to and play with tablet apps as compared to analog toys. We found that parents and children were less likely to engage with each other or to respond to each other's bids for attention during play sessions with tab-lets versus play sessions with toys. We also observed that specific design features of tablet devices and children's apps-such as one-sided interfaces, game paradigms that demand continual attention, and lack of support for parallel interaction-are the primary mechanism shaping these differences. We provide guidance suggesting how children's apps might be re-designed to preserve the ad-vantages of digital play experiences while also evolving to build in the advantages of traditional toys.
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- 2018
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14. Coco's Videos
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Sharon S. Heung, Sung-Soo Hong, Alexis Hiniker, and Julie A. Kientz
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Video player ,Computer science ,media_common.quotation_subject ,05 social sciences ,Parent intervention ,Media consumption ,03 medical and health sciences ,0302 clinical medicine ,Human–computer interaction ,Software deployment ,030225 pediatrics ,Media use ,Coco ,0501 psychology and cognitive sciences ,Set (psychology) ,050107 human factors ,Autonomy ,media_common - Abstract
In this study, we present Coco's Videos, a video-viewing platform for preschoolers designed to support them in learning to self-manage their media consumption. We report results from a three-week experimental deployment in 24 homes in which preschoolers used three different versions of the platform: one that is neutral to the limits they set, one that enforces the limits they set, and one that attempts to erode the limits they set by automatically playing additional content after the planned content is finished ("post-play"). We found that post-play significantly reduced children's autonomy and likelihood of self-regulation, extended video-viewing time, and led to increases in parent intervention. We found that the lock-out mechanism did not reduce video-viewing time or the likelihood of parent intervention. Together, our results suggest that avoiding platforms that work to undermine the user's intentions is more likely to help children self-regulate their media use than rigid parental controls.
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- 2018
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15. Reflektor
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Julie A. Kientz, Jared S. Bauer, and Aubury L. Jellenek
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InformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.,HCI) ,Computer science ,05 social sciences ,Social environment ,020207 software engineering ,02 engineering and technology ,Mood board ,Recommender system ,World Wide Web ,Metadata ,Work (electrical) ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Social role ,050107 human factors - Abstract
Music is intrinsically linked to our social lives. As more music becomes available through streaming services, deciding what music is appropriate for social events becomes increasingly challenging and nuanced. While prior work has considered the social role of music and the creation of music playlists for user contexts, how individuals utilize music to create social contexts is an area that has largely gone unexplored. To investigate this topic, we created and evaluated a prototype music recommender system called Reflektor. Reflektor interactively visualizes users' chat conversations to generate music playlists. Our analysis of user conversations with Reflektor uncovered distinct strategies participants use to create the ambiance and conduct for social contexts. Our findings help to illuminate mismatches in the way metadata and recommendation systems align with user strategies to create social context. We elaborate on these strategies and discuss design implications for future collaborative music recommender systems.
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- 2018
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16. Equity & Inclusivity at IDC
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Carmen Gonzalez, Jason C. Yip, Tamara Clegg, Julie A. Kientz, and Kiley Sobel
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Equity (economics) ,business.industry ,05 social sciences ,Pedagogy ,0202 electrical engineering, electronic engineering, information engineering ,020207 software engineering ,0501 psychology and cognitive sciences ,02 engineering and technology ,Interaction design ,Sociology ,Public relations ,business ,050107 human factors - Abstract
In this one-day workshop, we aim to bring together a community of researchers at the Interaction Design and Children (IDC) conference who will share how they already make or plan to make equity-promoting fairness by allocating more resources and opportunities to those who need it? and inclusivity? the inclusion and meaningful participation of people who might otherwise be excluded or marginalized? foundational to their research with children and families. By discussing theoretical and practice-based approaches, providing feedback on each other's research, and collectively identifying concerns and challenges in addressing equity and inclusivity when doing and assessing research in IDC, we intend to do twofold. First, we will build our understanding of how our approaches, designs, and/or methods may either be restricting or facilitating equitable access and participation of diverse children and their families. Second, we will work to establish and articulate approaches to our research that forefront equity and inclusivity, taking into account how intersecting identities affect how the children and families with whom we work have or do not have access to various sources of power.
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- 2017
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17. Workshop on Interactive Systems in Healthcare (WISH)
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Julie A. Kientz, Jina Huh, Gabriela Marcu, and Laura Pina
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- 2017
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18. Bridging Communities for Better HIT
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Jing Zhang, Jina Huh, Laura R. Pina, Gabriela Marcu, Julie A. Kientz, Siddhant Ambulkar, and Lena Mamykina
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Knowledge management ,business.industry ,Health information technology ,010102 general mathematics ,Health technology ,Public relations ,01 natural sciences ,Nature versus nurture ,03 medical and health sciences ,0302 clinical medicine ,Community of practice ,User experience design ,Informatics ,Health care ,030212 general & internal medicine ,Sociology ,0101 mathematics ,business ,Discipline - Abstract
Health Information Technology (HIT) has enormous potential to transform healthcare, and optimal design and implementation of HIT has to incorporate diverse fields' perspectives, including medicine, engineering, design, anthropology, and other related disciplinary areas. WISH workshop at CHI 2017 is designed to bring together researchers and practitioners for shared conversations and nurture a common community of practice. This SIG will further facilitate open, cross-disciplinary conversations with diverse CHI participants about the future of WISH, disclosing the closed conversations among steering committee members and organizers of WISH to the CHI audience for additional input. We will discuss methods, study designs, and dissemination within and across communities. We will discuss issues around challenges of designing, implementing, and evaluating interactive health technologies. This SIG will explore opportunities in growing a nurturing community and developing a research agenda that will drive future innovations in healthcare.
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- 2017
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19. Making Sense of Sleep Sensors
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Ruth Ravichandran, Sang-Wha Sien, Shwetak N. Patel, Julie A. Kientz, and Laura R. Pina
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Unconscious mind ,media_common.quotation_subject ,ComputerSystemsOrganization_COMPUTER-COMMUNICATIONNETWORKS ,05 social sciences ,Behavior change ,Applied psychology ,020207 software engineering ,Hardware_PERFORMANCEANDRELIABILITY ,02 engineering and technology ,Personal informatics ,3. Good health ,Qualitative analysis ,Hardware_GENERAL ,Perception ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Sleep (system call) ,Psychology ,050107 human factors ,Simulation ,media_common - Abstract
Sleep is an important aspect of our health, but it is difficult for people to track manually because it is an unconscious activity. The ability to sense sleep has aimed to lower the barriers of tracking sleep. Although sleep sensors are widely available, their usefulness and potential to promote healthy sleep behaviors has not been fully realized. To understand people's perspectives on sleep sensing devices and their potential for promoting sleep health, we surveyed 87 and interviewed 12 people who currently use or have previously used sleep sensors, interviewed 5 sleep medical experts, and conducted an in-depth qualitative analysis of 6986 reviews of the most popular commercial sleep sensing technologies. We found that the feedback provided by current sleep sensing technologies affects users' perceptions of their sleep and encourages goals that are in tension with evidence-based methods for promoting good sleep health. Our research provides design recommendations for improving the feedback of sleep sensing technologies by bridging the gap between expert and user goals.
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- 2017
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20. It wasn't really about the Pokémon
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Julie A. Kientz, Jason C. Yip, Jin Ha Lee, Arpita Bhattacharya, Kiley Sobel, and Alexis Hiniker
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media_common.quotation_subject ,Internet privacy ,Context (language use) ,02 engineering and technology ,computer.software_genre ,Screen time ,Perception ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Outdoor activity ,Empirical evidence ,050107 human factors ,media_common ,Multimedia ,business.industry ,interests ,05 social sciences ,interests.interest ,ComputingMilieux_PERSONALCOMPUTING ,020207 software engineering ,Normative ,Worry ,business ,Psychology ,Mobile device ,computer - Abstract
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 Pokemon GO, which specifically facilitate outdoor activity. To fill this gap in the research, we surveyed and interviewed parents to understand (1) their values and perceptions of this type of gameplay and (2) how they co-play Pokemon GO with their children. Our findings provide empirical evidence that, in addition to appreciating the increased exercise and time outdoors, parents valued how play led to family bonding experiences. Furthermore, some traditional concerns about screen time persisted in this context, and new concerns about safety in real-world environments emerged. Parents mitigated these concerns with rules and gameplay choices, such as maintaining control of the mobile device, to ensure children were safe. This work contributes an empirical understanding of families as co-users of technology and offers a generative lens to study and design for joint media engagement among family members where gameplay differs from normative notions of screen time.
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- 2017
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21. Lessons from Practice
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Arpita Bhattacharya, Julie A. Kientz, Sean A. Munson, and Roger Vilardaga
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Medical education ,Knowledge management ,020205 medical informatics ,business.industry ,medicine.medical_treatment ,Behavior change ,Context (language use) ,02 engineering and technology ,Article ,Personalization ,Variety (cybernetics) ,03 medical and health sciences ,Social support ,0302 clinical medicine ,Brainstorming ,Health care ,0202 electrical engineering, electronic engineering, information engineering ,medicine ,Smoking cessation ,030212 general & internal medicine ,business ,Psychology - Abstract
Many health care providers, with a variety of trainings, counsel clients on quitting smoking on a day-to-day basis. In their clinical practice, they draw from and adapt guidelines and research-based strategies to fit individual client situations and challenges. Designers of technologies to support quitting smoking can learn from these real world practices to create tools that better adapt to individual differences. We present findings from interviews with 28 providers with diverse experiences in smoking cessation counselling. Through analysis of their individualization strategies, challenges, and perceptions of technology, we find that providers: (1) individualize context appropriate coping strategies by involving clients in brainstorming, (2) emphasize the need to support nicotine withdrawal in clients, (3) mitigate social triggers and mediate social support for clients, and (4) need to navigate dependencies with other providers for managing medications and comorbid health conditions of clients. With this empirical understanding, we extend the discussion on the design of technology to support quitting smoking, highlight current barriers to individualization, and suggest future opportunities to address these barriers.
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- 2017
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22. The Relevance of Theories and Models of Collaboration to Child Development Support Activities
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Hyewon Suh, Julie A. Kientz, and Sean P. Mikles
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Knowledge management ,business.industry ,Space (commercial competition) ,computer.software_genre ,Child development ,Social relation ,03 medical and health sciences ,0302 clinical medicine ,Work (electrical) ,Order (exchange) ,030225 pediatrics ,Relevance (information retrieval) ,Collaboration ,030212 general & internal medicine ,Psychology ,business ,computer ,Electronic systems - Abstract
Many stakeholders with different social and professional backgrounds can be involved in supporting a child's development. Experts note the importance of collaboration between all of these stakeholders in order to adequately support a child. Electronic systems have the potential to facilitate collaboration, and experts have suggested that models and theories relevant to collaboration can guide the design of collaborative systems. In this early exploratory work we investigate the relevance of various models and theories of collaboration and social interaction to the complex child development space.
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- 2017
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23. From Personal Informatics to Family Informatics
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Jason C. Yip, Teresa M. Ward, Julie A. Kientz, Sean A. Munson, Sang-Wha Sien, Laura R. Pina, and James Fogarty
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Family health ,Medical education ,Chronic condition ,business.industry ,05 social sciences ,020207 software engineering ,02 engineering and technology ,Health informatics ,Personal informatics ,Informatics ,Participatory design ,0202 electrical engineering, electronic engineering, information engineering ,Self-monitoring ,0501 psychology and cognitive sciences ,Tracking (education) ,business ,Psychology ,050107 human factors - Abstract
In families composed of parents and children, the health of parents and children is often interrelated: the health of children can have an impact on the health of parents, and vice versa. However, the design of health tracking technologies typically focuses on individual self-tracking and self-management, not yet addressing family health in a unified way. To examine opportunities for family-centered health informatics, we interviewed 14 typically healthy families, interviewed 10 families with a child with a chronic condition, and conducted three participatory design sessions with children aged 7 to 11. Although we identified similarities between family-centered tracking and personal self-tracking, we also found families want to: (1) identify ripple effects between family members; (2) consider both caregivers and children as trackers to support distributing the burdens of tracking across family members; and (3) identify and pursue health guidelines that consider the state of their family (e.g., specific health guidelines for families that include a child with a chronic condition). We contribute to expanding the design lens from self-tracking to family-centered health tracking.
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- 2017
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24. Why would you do that? predicting the uses and gratifications behind smartphone-usage behaviors
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Julie A. Kientz, Alexis Hiniker, Shwetak N. Patel, and Tadayoshi Kohno
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Computer science ,business.industry ,media_common.quotation_subject ,05 social sciences ,Internet privacy ,050801 communication & media studies ,02 engineering and technology ,Recommender system ,0508 media and communications ,0202 electrical engineering, electronic engineering, information engineering ,Survey data collection ,020201 artificial intelligence & image processing ,Social media ,Habit ,business ,media_common ,Uses and gratifications theory - Abstract
While people often use smartphones to achieve specific goals, at other times they use them out of habit or to pass the time. Uses and Gratifications Theory explains that users' motivations for engaging with technology can be divided into instrumental and ritualistic purposes. Instrumental uses of technology are goal-directed and purposeful, while ritualistic uses are habitual and diversionary. In this paper, we provide an empirical account of the nature of instrumental vs. ritualistic use of smartphones based on data collected from 43 Android users over 2 weeks through logging application use and collecting ESM survey data about the purpose of use. We describe the phone-use behaviors users exhibit when seeking instrumental and ritualistic gratifications, and we develop a classification scheme for predicting ritualistic vs. instrumental use with an accuracy of 77% for a general model, increasing to more than 97% with a sliding confidence threshold. We discuss how such a model might be used to improve the experience of smartphone users in application areas such as recommender systems and social media.
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- 2016
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25. MyTime
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Julie A. Kientz, Alexis Hiniker, Sung-Soo Hong, and Tadayoshi Kohno
- Subjects
Mindfulness ,Multimedia ,Computer science ,05 social sciences ,Behavior change ,Applied psychology ,Psychological intervention ,020207 software engineering ,02 engineering and technology ,computer.software_genre ,Software deployment ,Taxonomy (general) ,Intervention (counseling) ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Set (psychology) ,computer ,050107 human factors - Abstract
Though many people report an interest in self-limiting certain aspects of their phone use, challenges adhering to self-defined limits are common. We conducted a design exercise and online survey to map the design space of interventions for smartphone non-use and distilled these into a small taxonomy of intervention categories. Using these findings, we implemented "MyTime," an intervention to support people in achieving goals related to smartphone non-use. We conducted a deployment study with 23 participants over two weeks and found that participants reduced their time with the apps they feel are a poor use of time by 21% while their use of the apps they feel are a good use of time remained unchanged. We found that a small taxonomy describes users' diverse set of desired behavior changes relating to smartphone non-use, and that these desired changes predict: 1) the hypothetical features they are interested in trying, 2) the extent to which they engage with these features in practice, and 3) their changes in behavior in response to the intervention. We link users' desired behaviors to the categories of our design taxonomy, providing a foundation for a theoretical model of designing for smartphone non-use.
- Published
- 2016
- Full Text
- View/download PDF
26. Incloodle
- Author
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Susan Toby Evans, Kyle Rector, Julie A. Kientz, and Kiley Sobel
- Subjects
Universal design ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,020207 software engineering ,02 engineering and technology ,Equal opportunity ,Interactive technology ,Developmental psychology ,Child computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Psychology ,Neurodiversity ,Inclusion (education) ,050107 human factors ,Neurotypical - Abstract
Every child should have an equal opportunity to learn, play, and participate in his or her life. In this work, we investigate how interactive technology design features support children with and without disabilities with inclusion during play. We developed four versions of Incloodle, a two-player picture-taking tablet application, designed to be inclusive of children with different abilities and needs. Each version of the application varied in (1) whether or not it enforced co-operation between children; and in (2) whether it prompted interactions through in-app characters or more basic instructions. A laboratory study revealed technology-enforced cooperation was helpful for child pairs who needed scaffolding, but character-based prompting had little effect on children's experiences. We provide an empirical evaluation of interactive technology for inclusive play and offer guidance for designing technology that facilitates inclusive play between young neurotypical and neurodiverse children.
- Published
- 2016
- Full Text
- View/download PDF
27. Developing and Validating the User Burden Scale
- Author
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Hyewon Suh, Julie A. Kientz, Nina Shahriaree, and Eric B. Hekler
- Subjects
Knowledge management ,business.industry ,Computer science ,Process (engineering) ,User modeling ,05 social sciences ,Concurrent validity ,Computer user satisfaction ,Usability ,02 engineering and technology ,Convergent validity ,Risk analysis (engineering) ,User experience design ,020204 information systems ,Scale (social sciences) ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,business ,050107 human factors - Abstract
Computing systems that place a high level of burden on their users can have a negative affect on initial adoption, retention, and overall user experience. Through an iterative process, we have developed a model for user burden that consists of six constructs: 1) difficulty of use, 2) physical, 3) time and social, 4) mental and emotional, 5) privacy, and 6) financial. If researchers and practitioners can have an understanding of the overall level of burden systems may be having on the user, they can have a better sense of whether and where to target future design efforts that can reduce those burdens. To help assist with understanding and measuring user burden, we have also developed and validated a measure of user burden in computing systems called the User Burden Scale (UBS), which is a 20-item scale with 6 individual sub-scales representing each construct. This paper presents the process we followed to develop and validate this scale for use in evaluating user burden in computing systems. Results indicate that the User Burden Scale has good overall inter-item reliability, convergent validity with similar scales, and concurrent validity when compared to systems abandoned vs. those still in use.
- Published
- 2016
- Full Text
- View/download PDF
28. Screen Time Tantrums
- Author
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Alexis Hiniker, Hyewon Suh, Julie A. Kientz, and Sabina Cao
- Subjects
Screen time ,Turn off ,Mediation (Marxist theory and media studies) ,Transition (fiction) ,05 social sciences ,0501 psychology and cognitive sciences ,Psychology ,Set (psychology) ,050107 human factors ,050104 developmental & child psychology ,Developmental psychology - Abstract
Prior work shows that setting limits on young children's screen time is conducive to healthy development but can be a challenge for families. We investigate children's (age 1 - 5) transitions to and from screen-based activities to understand the boundaries families have set and their experiences living within them. We report on interviews with 27 parents and a diary study with a separate 28 families examining these transitions. These families turn on screens primarily to facilitate parents' independent activities. Parents feel this is appropriate but self-audit and express hesitation, as they feel they are benefiting from an activity that can be detrimental to their child's well-being. We found that families turn off screens when parents are ready to give their child their full attention and technology presents a natural stopping point. Transitioning away from screens is often painful, and predictive factors determine the pain of a transition. Technology-mediated transitions are significantly more successful than parent-mediated transitions, suggesting that the design community has the power to make this experience better for parents and children by creating technologies that facilitate boundary-setting and respect families' self-defined limits.
- Published
- 2016
- Full Text
- View/download PDF
29. Not at the Dinner Table
- Author
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Alexis Hiniker, Sarita Schoenebeck, and Julie A. Kientz
- Subjects
05 social sciences ,050801 communication & media studies ,Context (language use) ,Parent practice ,0508 media and communications ,Dinner table ,Work (electrical) ,Phone ,Mediation ,0501 psychology and cognitive sciences ,Family time ,Psychology ,Social psychology ,050107 human factors - Abstract
Parents and children both use technology actively and increasingly, but prior work shows that concerns about attention, family time, and family relationships abound. We conducted a survey with 249 parent-child pairs distributed across 40 U.S. states to understand the types of technology rules (also known as restrictive mediation) they have established in their family and how effective those rules are perceived to be. Our data robustly show that children (age 10-17) are more likely to follow rules that constrain technology activities (e.g., no Snapchat) than rules that constrain technology use in certain contexts (e.g., no phone at the dinner table). Children find context constraints harder to live up to, parents find them harder to enforce, and parents' most common challenge when trying to enforce such rules is that children -can't put it down.- This is consistent with the idea that banning certain technologies is currently easier than setting more nuanced boundaries. Parents and children agree that parents should also unplug when spending time with family, while children alone express frustration with the common parent practice of posting about children online. Together, our results suggest several mechanisms by which designers and families can improve parent-child relationships around technology use.
- Published
- 2016
- Full Text
- View/download PDF
30. ShoulderCam: Evaluating the User Experience of a Depth Camera System to Measure Shoulder Range of Motion
- Author
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Arien Cherones, Julie A. Kientz, Peyton Keeling, Frederick A. Matsen, Alexander Lauder, and Kyle Rector
- Subjects
Measure (data warehouse) ,medicine.medical_specialty ,business.industry ,Computer science ,020207 software engineering ,02 engineering and technology ,Treatment efficacy ,Mental effort ,User experience design ,020204 information systems ,Goniometer ,Orthopedic surgery ,0202 electrical engineering, electronic engineering, information engineering ,medicine ,Medical physics ,business ,Range of motion ,Simulation ,Qualitative research - Abstract
Assessment of patient condition is essential for understanding physical impairment severity and treatment efficacy. It is important that measurements are objective and observer-independent so patient progress can be meaningfully assessed over time. Orthopedic shoulder surgeons typically assess range of motion with a goniometer, a manual measurement tool, which has variability between measurers and techniques. To address these limitations, we developed ShoulderCam, an objective measurement technique utilizing the Microsoft Kinect. ShoulderCam was designed with medical professionals to be integrated into the clinic. After evaluating the utility of ShoulderCam in a qualitative study with 5 medical professionals and 11 patients, we found the majority preferred ShoulderCam due to perceived accuracy, more visual information, and less mental effort. This research can inform future medical clinic assessment technologies.
- Published
- 2016
- Full Text
- View/download PDF
31. SleepTight
- Author
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Wanda Pratt, Bongshin Lee, Eun Kyoung Choe, Matthew Kay, and Julie A. Kientz
- Subjects
Multimedia ,Human–computer interaction ,Computer science ,Information access ,Self-monitoring ,Sleep diary ,Android (operating system) ,computer.software_genre ,computer - Abstract
Manual tracking of health behaviors affords many benefits, including increased awareness and engagement. However, the capture burden makes long-term manual tracking challenging. In this study on sleep tracking, we examine ways to reduce the capture burden of manual tracking while leveraging its benefits. We report on the design and evaluation of SleepTight, a low-burden, self-monitoring tool that leverages the Android's widgets both to reduce the capture burden and to improve access to information. Through a four-week deployment study (N = 22), we found that participants who used SleepTight with the widgets enabled had a higher sleep diary compliance rate (92%) than participants who used SleepTight without the widgets (73%). In addition, the widgets improved information access and encouraged self-reflection. We discuss how to leverage widgets to help people collect more data and improve access to information, and more broadly, how to design successful manual self-monitoring tools that support self-reflection.
- Published
- 2015
- Full Text
- View/download PDF
32. DoppleSleep
- Author
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Shwetak N. Patel, Tanzeem Choudhury, Mi Zhang, Alexander T. Adams, Tauhidur Rahman, Ruth Ravichandran, and Julie A. Kientz
- Subjects
medicine.diagnostic_test ,Heartbeat ,business.industry ,Computer science ,Doppler radar ,Real-time computing ,Electroencephalography ,law.invention ,law ,Breathing ,medicine ,Sleep (system call) ,Sleep onset latency ,Telecommunications ,business - Abstract
In this paper, we present DoppleSleep -- a contactless sleep sensing system that continuously and unobtrusively tracks sleep quality using commercial off-the-shelf radar modules. DoppleSleep provides a single sensor solution to track sleep-related physical and physiological variables including coarse body movements and subtle and fine-grained chest, heart movements due to breathing and heartbeat. By integrating vital signals and body movement sensing, DoppleSleep achieves 89.6% recall with Sleep vs. Wake classification and 80.2% recall with REM vs. Non-REM classification compared to EEG-based sleep sensing. Lastly, it provides several objective sleep quality measurements including sleep onset latency, number of awakenings, and sleep efficiency. The contactless nature of DoppleSleep obviates the need to instrument the user's body with sensors. Lastly, DoppleSleep is implemented on an ARM microcontroller and a smartphone application that are benchmarked in terms of power and resource usage.
- Published
- 2015
- Full Text
- View/download PDF
33. Maximizing children's opportunities with inclusive play
- Author
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Katie O'Leary, Kiley Sobel, and Julie A. Kientz
- Subjects
media_common.quotation_subject ,Transparency (graphic) ,Universal design ,Pedagogy ,ComputingMilieux_PERSONALCOMPUTING ,Empathy ,Design ethnography ,Psychology ,Interactive technology ,Inclusion (education) ,Design space ,User-centered design ,media_common - Abstract
Inclusive play, defined as play among children with and without disabilities, provides learning opportunities that challenge stereotypes, foster strong friendships, and help children develop empathy and other social and emotional skills. Designing technologies to support inclusive play are understudied in Human-Computer Interaction. We synthesized literature, conducted design ethnography in an inclusive classroom, and interviewed and surveyed parents and teachers to explore this problem. Our research contributes an empirical understanding of the current state of inclusive play and a characterization of the design space for interactive technologies that can support children and adults with inclusive play. We identify key facilitators of inclusive play: direct and embedded supports, transparency, adjustability, emphasis on children's interests and strengths, and current technology use. We also describe significant barriers to inclusive play: effort required to facilitate inclusive play, children's preferences, parental inexperience, and inappropriate technology. Through our discussion, we conclude that interactive technologies should be designed to harness the facilitators and help overcome the barriers in order to maximize children's opportunities with inclusive play.
- Published
- 2015
- Full Text
- View/download PDF
34. Touchscreen prompts for preschoolers
- Author
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Julie A. Kientz, Alexis Hiniker, Hyewon Suh, Sung-Soo Hong, India Irish, Kiley Sobel, and Daniella Kim
- Subjects
Point (typography) ,Multimedia ,business.industry ,education ,Developmentally Appropriate Practice ,Usability ,computer.software_genre ,law.invention ,Touchscreen ,law ,Cognitive development ,Psychology ,business ,computer ,Cognitive psychology ,Gesture ,Fine motor - Abstract
Though toddlers and preschoolers are regular touchscreen users, relatively little is known about how they learn to perform unfamiliar gestures. In this paper we assess the responses of 34 children, aged 2 to 5, to the most common in-app prompting techniques for eliciting specific gestures. By reviewing 100 touchscreen apps for preschoolers, we determined the types of prompts that children are likely to encounter. We then evaluated their relative effectiveness in teaching children to perform simple gestures. We found that children under 3 were only able to interpret instructions when they came from an adult model, but that children made rapid gains between age 3 and 3-and-a-half, at which point they were able to follow in-app audio instructions and on-screen demonstrations. The common technique of using visual state changes to prompt gestures was ineffective across this age range. Given that prior work in this space has primarily focused on children's fine motor control, our findings point to a need for increased attention to the design of prompts that accommodate children's cognitive development as well.
- Published
- 2015
- Full Text
- View/download PDF
35. Texting while Parenting
- Author
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Hyewon Suh, Alexis Hiniker, Julie A. Kientz, Yi-Chen Sung, Charlotte P. Lee, and Kiley Sobel
- Subjects
Value (ethics) ,Mindfulness ,Phone ,Context (language use) ,Disengagement theory ,Space (commercial competition) ,Appropriate use ,Psychology ,Child development ,Developmental psychology - Abstract
Child development research suggests that using phones while caring for children can be problematic, but limited prior work in this space makes defining appropriate use challenging. We conducted the first exploration of whether adults feel pressure to limit phone use in this context and whether they choose to do so. Through mixed methods, we collected data from 466 adult caregivers at playgrounds. We found that phone use was a small part of playground time, yet a notable source of guilt. Adults engaged in systematic and specific phone-use and phone-non-use behaviors in order to prioritize their children above themselves. Our results indicate that caregiver values and self-control together predict behavior and can be used to model phone use in this context. Users' mixed success with engaging in intentional periods of non-use suggests that a design agenda which prioritizes cycles of engagement, disengagement, and re-engagement may be of value to this group.
- Published
- 2015
- Full Text
- View/download PDF
36. How Good is 85%?
- Author
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Shwetak N. Patel, Julie A. Kientz, and Matthew W. Kay
- Subjects
Computer science ,business.industry ,Inference ,Survey tool ,Data mining ,Artificial intelligence ,Machine learning ,computer.software_genre ,Precision and recall ,business ,Classifier (UML) ,computer - Abstract
Many HCI and ubiquitous computing systems are characterized by two important properties: their output is uncertain-it has an associated accuracy that researchers attempt to optimize-and this uncertainty is user-facing-it directly affects the quality of the user experience. Novel classifiers are typically evaluated using measures like the F1 score-but given an F-score of (e.g.) 0.85, how do we know whether this performance is good enough? Is this level of uncertainty actually tolerable to users of the intended application-and do people weight precision and recall equally? We set out to develop a survey instrument that can systematically answer such questions. We introduce a new measure, acceptability of accuracy, and show how to predict it based on measures of classifier accuracy. Out tool allows us to systematically select an objective function to optimize during classifier evaluation, but can also offer new insights into how to design feedback for user-facing classification systems (e.g., by combining a seemingly-low-performing classifier with appropriate feedback to make a highly usable system). It also reveals potential issues with the ubiquitous F1-measure as applied to user-facing systems.
- Published
- 2015
- Full Text
- View/download PDF
37. Understanding quantified-selfers' practices in collecting and exploring personal data
- Author
-
Bongshin Lee, Wanda Pratt, Nicole Lee, Julie A. Kientz, and Eun Kyoung Choe
- Subjects
Knowledge management ,Quantitative analysis (finance) ,business.industry ,Computer science ,Best practice ,Workaround ,Context (language use) ,business ,computer.software_genre ,Data science ,computer ,Data integration - Abstract
Researchers have studied how people use self-tracking technologies and discovered a long list of barriers including lack of time and motivation as well as difficulty in data integration and interpretation. Despite the barriers, an increasing number of Quantified-Selfers diligently track many kinds of data about themselves, and some of them share their best practices and mistakes through Meetup talks, blogging, and conferences. In this work, we aim to gain insights from these "extreme users," who have used existing technologies and built their own workarounds to overcome different barriers. We conducted a qualitative and quantitative analysis of 52 video recordings of Quantified Self Meetup talks to understand what they did, how they did it, and what they learned. We highlight several common pitfalls to self-tracking, including tracking too many things, not tracking triggers and context, and insufficient scientific rigor. We identify future research efforts that could help make progress toward addressing these pitfalls. We also discuss how our findings can have broad implications in designing and developing self-tracking technologies.
- Published
- 2014
- Full Text
- View/download PDF
38. @BabySteps
- Author
-
John R. Porter, Julie A. Kientz, Hyewon Suh, and Alexis Hiniker
- Subjects
World Wide Web ,Syntax (programming languages) ,Multimedia ,Computer science ,Component (UML) ,Developmental Milestone ,Social media ,Tracking (education) ,computer.software_genre ,computer - Abstract
The tracking of developmental milestones in young children is an important public health goal for ensuring early detection and treatment for developmental delay. While numerous paper-based and web-based solutions are available for tracking milestones, many busy parents often forget to enter information on a regular basis. To help address this need, we have developed an interactive system called @BabySteps for allowing parents who use Twitter to track and respond to tweets about developmental milestones using a special hashtag syntax. Parent responses are parsed automatically and written into a central database that can be accessed via the web. We deployed @BabySteps with 14 parents over a 3-week period and found that parents were able to learn how to use the system to track their children's progress, with some using it to communicate with other parents. The study helped to identify a number of ways to improve the approach, including simplifying the hashtag syntax, allowing for private responses via direct messaging, and improving the social component. We provide a discussion of lessons learned and suggestions for the design of interactive public health systems.
- Published
- 2014
- Full Text
- View/download PDF
39. Eyes-free yoga
- Author
-
Cynthia L. Bennett, Kyle Rector, and Julie A. Kientz
- Subjects
Low vision ,Auditory feedback ,Multimedia ,Computer science ,Work (physics) ,Body position ,Audio feedback ,Tracking (education) ,Visual feedback ,computer.software_genre ,computer - Abstract
People who are blind or low vision may have a harder time participating in exercise classes due to inaccessibility, travel difficulties, or lack of experience. Exergames can encourage exercise at home and help lower the barrier to trying new activities, but there are often accessibility issues since they rely on visual feedback to help align body positions. To address this, we developed Eyes-Free Yoga, an exergame using the Microsoft Kinect that acts as a yoga instructor, teaches six yoga poses, and has customized auditory-only feedback based on skeletal tracking. We ran a controlled study with 16 people who are blind or low vision to evaluate the feasibility and feedback of Eyes-Free Yoga. We found participants enjoyed the game, and the extra auditory feedback helped their understanding of each pose. The findings of this work have implications for improving auditory-only feedback and on the design of exergames using depth cameras.
- Published
- 2013
- Full Text
- View/download PDF
40. An empirical study of issues and barriers to mainstream video game accessibility
- Author
-
John R. Porter and Julie A. Kientz
- Subjects
World Wide Web ,Knowledge management ,Empirical research ,Video game development ,Standardization ,business.industry ,Information and Communications Technology ,Context (language use) ,Sociology ,Thematic analysis ,business ,Video game ,Web accessibility - Abstract
A gap between the academic human-computer interaction community and the game development industry has led to games not being as thoroughly influenced by accessibility standards as most other facets of information and communication technology. As a result, individuals with disabilities are unable to fully, if at all, engage with many commercial games. This paper presents the findings of a pair of complementary empirical studies intended to understand the current state of game accessibility in a grounded, real-world context and identify issues and barriers. The first study involved an online survey of 55 gamers with disabilities to elicit information about their play habits, experiences, and accessibility issues. The second study consisted of a series of semi-structured interviews with individuals from the game industry to better understand accessibility's situation in their design and development processes. Through quantitative and qualitative thematic analysis, we derive high-level insights from the data, such as the prevalence of assistive technology incompatibility and the value of middleware for implementing accessibility standardization. Finally, we discuss specific implications and how these insights can be used to define future work which may help to narrow the gap.
- Published
- 2013
- Full Text
- View/download PDF
41. DesignLibs
- Author
-
Julie A. Kientz and Jared S. Bauer
- Subjects
Computer science ,Process (engineering) ,Human–computer interaction ,Management science ,media_common.quotation_subject ,Context (language use) ,Ideation ,Creativity ,Scenario based design ,Design methods ,media_common ,User-centered design ,Diversity (business) - Abstract
Generating potential design ideas through ideation often benefits from the spontaneity of random ideas. Having potential users participate in this process can be beneficial, but is often difficult to implement. We present a new method for generating design ideas with potential users. The method uses scenarios with missing words, which potential users fill in to generate ideas for features and attributes of new technology designs, similar to the children's game of Mad Libs. We developed three different formats of DesignLibs, including 1) "Mad Libs-style": blanks presented before seeing the scenario, 2) "Fill-in-the-Blanks": blanks presented within the context of the scenario, and 3) "Q&A": blanks presented as questions and answers. We found that Design-Libs generated a number of new ideas, with the Fill-in-the-Blanks method providing the highest ratings for usefulness, feasibility, and diversity of answers. All three formats provided equal ratings for creativity.
- Published
- 2013
- Full Text
- View/download PDF
42. A web-based collaborative translation management system for public health workers
- Author
-
Katrin Kirchhoff, Megumu Brownstein, Adrian Laurenzi, Anne M. Turner, and Julie A. Kientz
- Subjects
medicine.medical_specialty ,Knowledge management ,Iterative design ,Machine translation ,business.industry ,Computer science ,Public health ,Usability ,computer.software_genre ,World Wide Web ,Workflow ,Management system ,medicine ,Web application ,business ,Health communication ,computer - Abstract
This paper reports on the design process of a web-based collaborative system for the production of multilingual health communication materials. The system is based on a workflow combining machine translation and human post-editing and has been designed for public health professionals who are bilingual domain experts but not necessarily trained translators. Our initial data gathering phase involved interviews and focus groups with local and regional public health Dept.s. Based on the design recommendations extracted from the data, we implemented a web-based prototype collaborative translation management system. We further refined the system through an iterative design process that included informal user testing with multilingual participants. Future work will include usability studies with public health workers and the integration of additional collaborative features.
- Published
- 2013
- Full Text
- View/download PDF
43. Investigating receptiveness to sensing and inference in the home using sensor proxies
- Author
-
Eun Kyoung Choe, Jaeyeon Jung, Sunny Consolvo, Beverly Harrison, Julie A. Kientz, and Shwetak N. Patel
- Subjects
Empirical research ,Ubiquitous computing ,Computer science ,business.industry ,Perception ,media_common.quotation_subject ,Internet privacy ,Inference ,business ,Affect (psychology) ,media_common ,Qualitative research - Abstract
In-home sensing and inference systems impose privacy risks and social tensions, which can be substantial barriers for the wide adoption of these systems. To understand what might affect people's perceptions and acceptance of in-home sensing and inference systems, we conducted an empirical study with 22 participants from 11 households. The study included in-lab activities, four weeks using sensor proxies in situ, and exit interviews. We report on participants' perceived benefits and concerns of in-home sensing applications and the observed changes of their perceptions throughout the study. We also report on tensions amongst stakeholders around the adoption and use of such systems. We conclude with a discussion on how the ubicomp design space might be sensitized to people's perceived concerns and tensions regarding sensing and inference in the home.
- Published
- 2012
- Full Text
- View/download PDF
44. Lullaby
- Author
-
Matthew Kay, Sunny Consolvo, Julie A. Kientz, Benjamin Greenstein, Jesse Shepherd, Eun Kyoung Choe, and Nathaniel F. Watson
- Subjects
Multimedia ,Computer science ,media_common.quotation_subject ,Disrupted sleep ,Quality (business) ,Sleep (system call) ,computer.software_genre ,computer ,Bedroom ,media_common - Abstract
The bedroom environment can have a significant impact on the quality of a person's sleep. Experts recommend sleeping in a room that is cool, dark, quiet, and free from disruptors to ensure the best quality sleep. However, it is sometimes difficult for a person to assess which factors in the environment may be causing disrupted sleep. In this paper, we present the design, implementation, and initial evaluation of a capture and access system, called Lullaby. Lullaby combines temperature, light, and motion sensors, audio and photos, and an off-the-shelf sleep sensor to provide a comprehensive recording of a person's sleep. Lullaby allows users to review graphs and access recordings of factors relating to their sleep quality and environmental conditions to look for trends and potential causes of sleep disruptions. In this paper, we report results of a feasibility study where participants (N=4) used Lullaby in their homes for two weeks. Based on our experiences, we discuss design insights for sleep technologies, capture and access applications, and personal informatics tools.
- Published
- 2012
- Full Text
- View/download PDF
45. Session details: Health & children
- Author
-
Julie A. Kientz
- Subjects
Medical education ,Session (computer science) ,Psychology - Published
- 2012
- Full Text
- View/download PDF
46. ShutEye
- Author
-
Sunny Consolvo, Jared S. Bauer, Nathaniel F. Watson, Eric Wu, Jonathan W. Schooler, Julie A. Kientz, and Benjamin Greenstein
- Subjects
Mindfulness ,Sleep hygiene ,Sleep quality ,Mobile phone ,Process (engineering) ,Applied psychology ,Sleep (system call) ,Psychology ,Affect (psychology) ,Simulation - Abstract
Sleep is a basic physiological process essential for good health. However, 40 million people in the U.S. are diagnosed with sleep disorders, with many more undiagnosed. To help address this problem, we developed an application, ShutEye, which provides a peripheral display on the wall-paper of the user's mobile phone to promote awareness about recommended activities that promote good sleep quality. Based on preferences about the user's desired bed-time and activities' for example - consuming caffeine or performing vigorous exercise - ShutEye displays guidance about when engaging in those activities is likely to affect sleep without requiring any explicit interaction from the user. In this paper, we describe ShutEye and results from a four-week field study with 12 participants. Results indicate that a simple, recommendation-based peripheral display can be a very low-effort but still effective method for improving awareness of healthy sleep habits. We also provide recommendations about designing peripheral displays and extend insights for designing health-based mobile applications.
- Published
- 2012
- Full Text
- View/download PDF
47. Living in a glass house
- Author
-
Jaeyeon Jung, Julie A. Kientz, Sunny Consolvo, Beverly L. Harrison, and Eun Kyoung Choe
- Subjects
Entertainment ,Ubiquitous computing ,Computer science ,business.industry ,Internet privacy ,Computer security ,computer.software_genre ,business ,computer - Abstract
As advances in technology accelerate, sensors and recording devices are increasingly being integrated into homes. Although the added benefit of sensing is often clear (e.g., entertainment, security, encouraging sustainable behaviors, etc.), the home is a private and intimate place, with multiple stakeholders who may have competing priorities and tolerances for what is acceptable and useful. In an effort to develop systems that account for the needs and concerns of householders, we conducted an anonymous survey (N = 475) focusing on the activities and habits that people do at home that they would not want to be recorded. In this paper, we discuss those activities and where in the home they are performed, and offer suggestions for the design of UbiComp systems that rely on sensing and recording.
- Published
- 2011
- Full Text
- View/download PDF
48. Session details: Health 3: online communities & social interaction
- Author
-
Julie A. Kientz
- Subjects
Applied psychology ,Session (computer science) ,Psychology ,Social relation - Published
- 2011
- Full Text
- View/download PDF
49. Opportunities for computing technologies to support healthy sleep behaviors
- Author
-
Julie A. Kientz, Nathaniel F. Watson, Eun Kyoung Choe, and Sunny Consolvo
- Subjects
Design framework ,business.industry ,media_common.quotation_subject ,Applied psychology ,Persuasive technology ,Health informatics ,Formative assessment ,Human–computer interaction ,Quality (business) ,Sleep (system call) ,InformationSystems_MISCELLANEOUS ,Psychology ,business ,Design space ,Qualitative research ,media_common - Abstract
Getting the right amount of quality sleep is a key aspect of good health, along with a healthy diet and regular exercise. Human-computer interaction (HCI) researchers have recently designed systems to support diet and exercise, but sleep has been relatively under-studied in the HCI community. We conducted a literature review and formative study aimed at uncovering opportunities for computing to support the important area of promoting healthy sleep. We present results from interviews with sleep experts, as well as a survey (N = 230) and interviews with potential users (N = 16) to indicate what people would find practical and useful for sleep. Based on these results, we identify a number of design considerations, challenges, and opportunities for using computing to support healthy sleep behaviors, as well as a design framework for mapping the design space of technologies for sleep.
- Published
- 2011
- Full Text
- View/download PDF
50. Post-traumatic stress disorder
- Author
-
Brian M. Landry, Julie A. Kientz, Eun Kyoung Choe, and Stephen R. McCutcheon
- Subjects
medicine.medical_specialty ,Psychotherapist ,business.industry ,media_common.quotation_subject ,Traumatic stress ,Learned helplessness ,behavioral disciplines and activities ,Mental health ,Physical abuse ,Feeling ,Health care ,medicine ,Mobile technology ,Content (Freudian dream analysis) ,Psychiatry ,business ,Psychology ,media_common - Abstract
Post-Traumatic Stress Disorder (PTSD) is a condition in which a person responds to a traumatic event, such as war, a car accident, or physical abuse, with prolonged feelings of fear, helplessness, or horror. This disorder can have a significant detrimental impact on the lives of those affected by PTSD as well as their friends and family. In this paper, we outline the potential for computing technologies to assist with all aspects of the experience of Post-Traumatic Stress Disorder, including recognizing the pre-trauma disposition for PTSD, identifying the symptoms, helping with diagnosis, and aiding in the treatment and assessment of treatment. The content of this paper is based upon an extensive review of the literature and our consultations with domain experts and therapists who treat PTSD. We outline a number of opportunities for computing technologies to play a role in improving the lives of those with PTSD as well as challenges for working in this space. We also describe specific design considerations for computing technology designers.
- Published
- 2010
- Full Text
- View/download PDF
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