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Les Nelson

dblp:11/2971 · DBLP profile ↗
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22ranked-venue papers
5as first author
1since 2021 · last 2021
0000-0001-8556-7644ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 22 · 5 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
14 papers
Collaborative and social computing · 40% Games and playful interaction · 19% Health and well-being technologies · 13%
Databases, data mining, and information retrieval
1 paper
Recommender systems · 50% Web and social media mining · 50%
Computer graphics and multimedia
3 papers
Computer animation and physical simulation · 66% Virtual and augmented reality · 20% Audio and music processing · 15%

Topics — the 21 heaviest of 28, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Health and well-being technologies › self-regulation support
stress management
0.212015
Finding the Adaptive Sweet Spot: Balancing Compliance and Achievement in Automated Stress Reduction · CHI 2015
Collaborative and social computing › computer-mediated communication › virtual communication
avatar-mediated communication
0.112011
Do men heal more when in drag?: conflicting identity cues between user and avatar · CHI 2011
Collaborative and social computing
multi-user virtual environments
0.112011
Introverted elves & conscientious gnomes: the expression of personality in world of warcraft · CHI 2011
Immersive interaction › embodiment
proteus effect
0.112011
Do men heal more when in drag?: conflicting identity cues between user and avatar · CHI 2011
Recommender systems
content recommendation
0.112010
Short and tweet: experiments on recommending content from information streams · CHI 2010
Collaborative and social computing › collaborative learning › knowledge construction
sensemaking
0.112009
With a little help from my friends: examining the impact of social annotations in sensemaking tasks · CHI 2009
Collaborative and social computing › social computing
social annotation
0.112009
With a little help from my friends: examining the impact of social annotations in sensemaking tasks · CHI 2009
Collaborative and social computing
online communities
0.122012
Through the azerothian looking glass: mapping in-game preferences to real world demographics · CHI 2012
Do men heal more when in drag?: conflicting identity cues between user and avatar · CHI 2011
Collaborative and social computing
community building
0.012004
Who cares?: reflecting who is reading what on distributed community bulletin boards · UIST 2004
Ubiquitous computing and smart environments › public displays
public display interaction
0.012004
Who cares?: reflecting who is reading what on distributed community bulletin boards · UIST 2004
Usability and user experience research › scale development
scale validation
0.012012
Online gaming motivations scale: development and validation · CHI 2012
Computer animation and physical simulation
cloth simulation
0.012003
Implementing a paper flier metaphor using cloth simulation · SIGGRAPH 2003
Immersive interaction
3d user interface
0.012003
A fast, interactive 3D paper-flier metaphor for digital bulletin boards · UIST 2003
Collaborative and social computing › social media
social network sites
0.012010
Short and tweet: experiments on recommending content from information streams · CHI 2010
Interaction techniques and input › mobile interaction
mobile phone interaction
0.012001
Quiet calls: talking silently on mobile phones · CHI 2001
Collaborative and social computing
computer-supported cooperative work
0.012000
Anchored conversations: chatting in the context of a document · CHI 2000
Collaborative and social computing › computer-mediated communication
text-based communication
0.012000
Anchored conversations: chatting in the context of a document · CHI 2000
Personal fabrication and tangible interfaces
paper-based interaction
0.011999
Palette: A Paper Interface for Giving Presentations · CHI 1999
Personal fabrication and tangible interfaces
tangible interaction
0.011999
Palette: A Paper Interface for Giving Presentations · CHI 1999
Virtual and augmented reality › immersive interaction
3d interaction
0.012003
A fast, interactive 3D paper-flier metaphor for digital bulletin boards · UIST 2003
Collaborative and social computing › computer-mediated communication
asynchronous communication
0.012000
Anchored conversations: chatting in the context of a document · CHI 2000

Methods — techniques the papers use, named apart from their topics

topic interest modeling · 0.2social voting · 0.2field deployment · 0.2multiple regression · 0.1factor analysis · 0.1cross-cultural validation · 0.1survey · 0.1longitudinal behavioral analysis · 0.1behavioral metrics analysis · 0.1laboratory study · 0.1cloth simulation · 0.0prototype · 0.0evaluation · 0.0
YearPublicationVenuePosition
2021 Scaffolding the Mastery of Healthy Behaviors with Fittle+ Systems: Evidence-Based Interventions and Theory
abstract
We present a series of mHealth applications and studies pursued as part of the Fittle+ project. This program of research has the dual aims of (1) bringing scalable evidence-based behavior-change interventions to mHealth and evaluating them and (2) developing theoretically based predictive models to better understand the dynamics of the impact of these interventions on achieving behavior-change goals. Our approach in the Fittle+ systems rests on the idea that to master the complex fabric of a new healthy lifestyle, one must weave together a new set of healthy habits that over-ride the old unhealthy habits. To achieve these aims, we have developed a series of mHealth platforms that provide scaffolding interventions: Behavior-change techniques and associated mHealth interactions (e.g., SMS reminders; chatbot dialogs; user interface functionality; etc.) that provide additional support to the acquisition and maintenance of healthy habits. We present experimental evidence collected so far for statistically significant improvements in behavior change in eating, exercise, and physical activity for the following scaffolding interventions: guided mastery, teaming, self-affirmation, and implementation intentions. We also present predictive computational ACT-R models of daily individual behavior goal success for data collected in guided mastery and implementation intention studies that address goal-striving and habit formation mechanisms.
Peter Pirolli, G. Michael Youngblood, Honglu Du, Artie Konrad, Les Nelson, Aaron Springer
Hum. Comput. Interact.5
2015 Finding the Adaptive Sweet Spot: Balancing Compliance and Achievement in Automated Stress Reduction
abstract
Automated coaching systems offer a convenient, cost-effective way to reduce stress, which can be a serious health issue. However, one concern with such systems is compliance; users fail to achieve daily stress reduction goals because goals are too easy or too difficult. To address this, we built DStress (Design for Stress), a theoretically grounded system that sets adaptive goals in three coaching dimensions: Exercise, Meditation and Accessibility. DStress modifies goal-difficulty based on the individual's immediately previous performance. In a 28-day deployment with 65 users, DStress reduced scores on one direct measure of stress almost in half, significantly more than two other non-adaptive coaching strategies. However, on a second direct stress measure, no improvement was found. There were also no improvements on other indirect stress measures. Analysis of 2842 user-generated reports suggests our findings were the result of DStress balancing compliance against the degree of challenge of the goals it would set.
Artie Konrad, Victoria Bellotti, Nicole Crenshaw, Simon Tucker, Les Nelson, Honglu Du, Peter Pirolli, Steve Whittaker 0001
CHI5
2012 Online gaming motivations scale: development and validation
abstract
Understanding gaming motivations is important given the growing trend of incorporating game-based mechanisms in non-gaming applications. In this paper, we describe the development and validation of an online gaming motivations scale based on a 3-factor model. Data from 2,071 US participants and 645 Hong Kong and Taiwan participants is used to provide a cross-cultural validation of the developed scale. Analysis of actual in-game behavioral metrics is also provided to demonstrate predictive validity of the scale.
Nick Yee, Nicolas Ducheneaut, Les Nelson
CHI3
2012 Through the azerothian looking glass: mapping in-game preferences to real world demographics
abstract
Examining how in-game behavior preferences map onto real world demographics provides important empirically-derived insights into how to match game-based mechanisms to target demographic segments. Using behavioral and demographic data from 1,037 World of Warcraft players, we use multiple regressions to provide this mapping. Given current interest in "gamifying" applications, we believe these findings are relevant for both gaming and non-gaming research.
Nick Yee, Nicolas Ducheneaut, Han-Tai Shiao, Les Nelson
CHI4
2011 Introverted elves & conscientious gnomes: the expression of personality in world of warcraft
abstract
Personality inference can be used for dynamic personalization of content or system customization. In this study, we examined whether and how personality is expressed in Virtual Worlds (VWs). Survey data from 1,040 World of Warcraft players containing demographic and personality variables was paired with their VW behavioral metrics over a four-month period. Many behavioral cues in VWs were found to be related to personality. For example, Extraverts prefer group activities over solo activities. We also found that these behavioral indicators can be used to infer a player's personality.
Nick Yee, Nicolas Ducheneaut, Les Nelson, Peter Likarish
CHI3
2011 Do men heal more when in drag?: conflicting identity cues between user and avatar
abstract
Studies in the Proteus Effect have shown that users conform to stereotypes associated with their avatar's appearance. In this study, we used longitudinal behavioral data from 1,040 users in a virtual world to examine the behavioral outcome of conflicting gender cues between user and avatar. We found that virtual gender had a significant effect on in-game behaviors for both healing and player-vs-player activity.
Nick Yee, Nicolas Ducheneaut, Mike Yao 0001, Les Nelson
CHI4
2011 Studying the Adoption of Mail2Tag: an Enterprise2.0 Tool for Sharing
Les Nelson, Gregorio Convertino, Ed H. Chi, Rowan Nairn
ECSCW1
2010 Short and tweet: experiments on recommending content from information streams
abstract
More and more web users keep up with newest information through information streams such as the popular micro-blogging website Twitter. In this paper we studied content recommendation on Twitter to better direct user attention. In a modular approach, we explored three separate dimensions in designing such a recommender: content sources, topic interest models for users, and social voting. We implemented 12 recommendation engines in the design space we formulated, and deployed them to a recommender service on the web to gather feedback from real Twitter users. The best performing algorithm improved the percentage of interesting content to 72% from a baseline of 33%. We conclude this work by discussing the implications of our recommender design and how our design can generalize to other information streams.
Jilin Chen, Rowan Nairn, Les Nelson, Michael S. Bernstein, Ed H. Chi
CHI3
2009 With a little help from my friends: examining the impact of social annotations in sensemaking tasks
abstract
In prior work we reported on the design of a social annotation system, SparTag.us, for use in sensemaking activities such as work-group reading and report writing. Previous studies of note-taking systems have demonstrated behavioral differences in social annotation practices, but are not clear in the actual performance gains provided by social features. This paper presents a laboratory study aimed at evaluating the learning effect of social features in SparTag.us. We found significant learning gains, and consider implications for design and for understanding the underlying mechanisms in play when people use social annotation systems.
Les Nelson, Christoph Held, Peter Pirolli, Lichan Hong, Diane J. Schiano, Ed H. Chi
CHI1
2008 SparTag.us: a low cost tagging system for foraging of web content
abstract
Tagging systems such as del.icio.us and Diigo have become important ways for users to organize information gathered from the Web. However, despite their popularity among early adopters, tagging still incurs a relatively high interaction cost for the general users. We introduce a new tagging system called SparTag.us, which uses an intuitive Click2Tag technique to provide in situ, low cost tagging of web content. SparTag.us also lets users highlight text snippets and automatically collects tagged or highlighted paragraphs into a system-created notebook, which can be later browsed and searched. We report several user studies aimed at evaluating Click2Tag and SparTag.us.
Lichan Hong, Ed H. Chi, Raluca Budiu, Peter Pirolli, Les Nelson
AVI5
2004 Sharing multimedia content with interactive public displays: a case study
abstract
Plasma Posters are large screen, digital, interactive poster-boards situated in public spaces, designed to facilitate informal content sharing within teams, groups, organizations and communities. While interest i interactive community poster boards has grown recently, few successful examples have been reported. In this paper we describe an ongoing installation of Plasma Posters within our organization, and report qualitative and quantitative data from 20 months of use showing the Posters have become an integral part of information sharing, complementing email and Web-based sharing. Success factors include our design process, the reliability and flexibility of the technology and the social setting of our organization. We briefly describe three external installations of the Plasma Poster Network in public places. We then reflect on content posting as "information staging" and the ways in which the public space itself becomes part of the "interface" to content.
Elizabeth F. Churchill, Les Nelson, Laurent Denoue, Jonathan Helfman, Paul Murphy 0002
Conference on Designing Interactive Systems2
2004 Who cares?: reflecting who is reading what on distributed community bulletin boards
abstract
In this paper, we describe the YeTi information sharing system that has been designed to foster community building through informal digital content sharing. The YeTi system is a general information parsing, hosting and distribution infrastructure, with interfaces designed for individual and public content reading. In this paper we describe the YeTi public display interface, with a particular focus on tools we have designed to provide lightweight awareness of others' interactions with posted content. Our tools augment content with metadata that reflect people's reading of content - captured video clips of who's reading and interacting with content, tools to allow people to leave explicit freehand annotations about content, and a visualization of the content access history to show when content is interacted with. Results from an initial evaluation are presented and discussed.
Toshiya Yamada, Jun Shingu, Elizabeth F. Churchill, Les Nelson, Jonathan Helfman, Paul Murphy 0002
UIST4
2003 Weaving Between Online & Offline Community Participation
Elizabeth F. Churchill, Andreas Girgensohn, Les Nelson, Alison Lee
INTERACT3
2003 The Plasma Poster Network: Posting Multimedia Content in Public Places
Elizabeth F. Churchill, Les Nelson, Laurent Denoue, Andreas Girgensohn
INTERACT2
2003 AttrActive windows: active windows for pervasive computing applications
abstract
We introduce the AttrActive Windows user interface, a novel approach for presenting interactive content on large screen, interactive, digital, bulletin boards. Moving away from the desktop metaphor, AttrActive Windows are dynamic, non-uniform windows that can appear in different orientations and have autonomous behaviours to attract passers-by and invite interactions.
Les Nelson, Laurent Denoue, Elizabeth F. Churchill
IUI1
2003 Implementing a paper flier metaphor using cloth simulation
abstract
No abstract available.
Laurent Denoue, Les Nelson, Elizabeth F. Churchill
SIGGRAPH2
2003 A fast, interactive 3D paper-flier metaphor for digital bulletin boards
abstract
No abstract available.
Laurent Denoue, Les Nelson, Elizabeth F. Churchill
UIST2
2002 Low-Resolution Supplementary Tactile Cues for Navigational Assistance
Tomas Sokoler, Les Nelson, Elin Rønby Pedersen
Mobile HCI2
2001 Quiet calls: talking silently on mobile phones
abstract
Quiet Calls is a technology allowing mobile telephone users to respond to telephone conversations without talking aloud. QC-Hold, a Quiet Calls prototype, combines three buttons for responding to calls with a PDA/mobile phone unit to silently send pre-recorded audio directly into the phone. This permits a mixed-mode communication where callers in public settings use a quiet means of communication, and other callers experience a voice telephone call. An evaluation of QC-Hold shows that it is easily used and suggests ways in which Quiet Calls offers a new form of communication, extending the choices offered by synchronous phone calling and asynchronous voicemail.
Les Nelson, Sara A. Bly, Tomas Sokoler
CHI1
2000 Anchored conversations: chatting in the context of a document
abstract
This paper describes an application-independent tool called Anchored Conversations that brings together text-based conversations and documents. The design of Anchored Conversations is based on our observations of the use of documents and text chats in collaborative settings. We observed that chat spaces support work conversations, but they do not allow the close integration of conversations with work documents that can be seen when people are working together face-to-face. Anchored Conversations directly addresses this problem by allowing text chats to be anchored into documents. Anchored Conversations also facilitates document sharing; accepting an invitation to an anchored conversation results in the document being automatically uploaded. In addition, Anchored Conversations provides support for review, catch-up and asynchronous communications through a database. In this paper we describe motivating fieldwork, the design of Anchored Conversations, a scenario of use, and some preliminary results from a user study.
Elizabeth F. Churchill, Jonathan Trevor, Sara A. Bly, Les Nelson, Davor Cubranic
CHI4
2000 StickyChats: remote conversations over digital documents
abstract
No abstract available.
Elizabeth F. Churchill, Jonathan Trevor, Sara A. Bly, Les Nelson
CSCW4
1999 Palette: A Paper Interface for Giving Presentations
abstract
The Palette is a digital appliance designed for intuitive control of electronic slide shows. Current interfaces demand too much of our attention to permit effective computer use in situations where we can not give the technology our fullest concentration. The Palette uses index cards that are printed with slide content that is easily identified by both humans and computers. The presenter controls the presentation by directly manipulating the cards. The Palette design is based on our observation of presentations given in a real work setting. Our experiences using the system are described, including new practices (e.g., collaborative presentation, enhanced notetaking) that arise from the affordances of this new approach. This system is an example of a new interaction paradigm called tacit interaction that supports users who can spare very little attention to a computer interface.
Les Nelson, Satoshi Ichimura, Elin Rønby Pedersen, Lia Adams
CHI1