Demo Data from VLDB 2026 / reviewers in the wild / expert
Leyla Norooz
dblp:131/3601
· DBLP profile ↗
14ranked-venue papers
2as first author
0since 2021 · last 2020
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 14 · 2 first-author
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
6 papers |
Learning and educational technologies · 26% Wearable and physiological sensing · 22% Immersive interaction · 19% | |
| Databases, data mining, and information retrieval
1 paper |
Information retrieval · 100% | |
| Computer graphics and multimedia
1 paper |
Multimedia analysis and retrieval · 100% |
Topics — the 8 heaviest of 13, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
augmented reality interaction |
0.4 | 1 | 2020 | ARMath: Augmenting Everyday Life with Math Learning · CHI 2020 |
Collaborative and social computing › collaborative design
participatory design with children |
0.3 | 1 | 2018 | Co-designing Mobile Online Safety Applications with Children · CHI 2018 |
Information retrieval
information seeking |
0.3 | 1 | 2017 | Internet Search Roles of Adults in their Homes · CHI 2017 |
Information retrieval
web search |
0.3 | 1 | 2017 | Internet Search Roles of Adults in their Homes · CHI 2017 |
Multimedia analysis and retrieval
object recognition |
0.1 | 1 | 2020 | ARMath: Augmenting Everyday Life with Math Learning · CHI 2020 |
Ubiquitous computing and smart environments › domestic technology
domestic computing |
0.1 | 1 | 2017 | Internet Search Roles of Adults in their Homes · CHI 2017 |
Energy systems and smart grids › building energy
building energy efficiency |
0.1 | 1 | 2015 | Understanding the Role of Thermography in Energy Auditing: Current Practices and the Potential for Automated Solutions · CHI 2015 |
Learning and educational technologies › medical education
anatomy education |
0.1 | 1 | 2015 | BodyVis: A New Approach to Body Learning Through Wearable Sensing and Visualization · CHI 2015 |
Methods — techniques the papers use, named apart from their topics
participatory design · 1.1exploratory evaluation · 0.9computer vision · 0.9design probe · 0.7observation · 0.6interviews · 0.6observational case study · 0.4co-design sessions · 0.3deployment study · 0.3activity theory · 0.3semi-structured interviews · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | ARMath: Augmenting Everyday Life with Math LearningabstractWe introduce ARMath, a mobile Augmented Reality (AR) system that allows ch ildren to discover mathematical concepts in familiar, ord inary objects and engage with math problems in meaningful contexts. Leveraging advanced computer vision, ARMath recognizes everyday objects, visualizes their mathematical attributes, and turns them into tangible or virtual manipulatives. Using the manipulatives, children can solve problems that situate math operations or concepts in specific everyday contexts. Informed by four participatory design sessions with teachers and children, we developed five ARMath modules to support basic arithmetic and 2D geometry. We also conducted an exploratory evaluation of ARMath with 27 children (ages 5-8) at a local children's museum. Our findings demonstrate how ARMath engages children in math learning, how failures in AI can be used as learning opportunities, and challenges that children face when using ARMath. Seokbin Kang, Ekta Shokeen, Virginia Byrne, Leyla Norooz, Elizabeth M. Bonsignore, Caro Williams-Pierce, Jon Froehlich |
CHI | 4 |
| 2019 | PrototypAR: Prototyping and Simulating Complex Systems with Paper Craft and Augmented RealityabstractWe introduce PrototypAR, an Augmented Reality (AR) system that allows children to rapidly build complex systems using paper crafts and to test their designs in a digital environment. PrototypAR combines lo-fidelity prototyping to facilitate iterative design, real-time AR feedback to scaffold learning, and a virtual simulation environment to support personalized experiments. Informed by three participatory design sessions, we developed three PrototypAR applications: build-a-bike, build-a-camera, and build-an-aquarium---each highlights different aspects of our system. To evaluate PrototypAR, we conducted four single-session qualitative evaluations with 21 children working in teams. Our findings show how children build and explore complex systems models, how they use AR scaffolds, and the challenges they face when conducting experiments with their own prototypes. Seokbin Kang, Leyla Norooz, Elizabeth M. Bonsignore, Virginia Byrne, Tamara L. Clegg, Jon Froehlich |
IDC | 2 |
| 2018 | Co-designing Mobile Online Safety Applications with ChildrenabstractParents use mobile monitoring software to observe and restrict their children's activities in order to minimize the risks associated with Internet-enabled mobile devices. As children are stakeholders in such technologies, recent research has called for their inclusion in its design process. To investigate children's perceptions of parental mobile monitoring technologies and explore their interaction preferences, we held two co-design sessions with 12 children ages 7-12. Children first reviewed and redesigned an existing mobile monitoring application. Next, they designed ways children could use monitoring software when they encounter mobile risks (e.g., cyberbullying, inappropriate content). Results showed that children acknowledged safety needs and accepted certain parental controls. They preferred and designed controls that emphasized restriction over monitoring, taught risk coping, promoted parent-child communication, and automated interactions. Our results benefit designers looking to develop parental mobile monitoring technologies in ways that children will both accept and can actively benefit from. Brenna McNally, Priya Kumar 0001, Chelsea Hordatt, Matthew Louis Mauriello, Shalmali Naik, Leyla Norooz, Alazandra Shorter, Evan Golub, Allison Druin |
CHI | 6 |
| 2018 | Prototyping and Simulating Complex Systems with Paper Craft and Augmented Reality: An Initial InvestigationabstractWe present early work developing an Augmented Reality (AR) system that allows young children to design and experiment with complex systems (e.g., bicycle gears, human circulatory system). Our novel approach combines low-fidelity prototyping to help children represent creative ideas, AR visualization to scaffold iterative design, and virtual simulation to support personalized experiments. To evaluate our approach, we conducted an exploratory study with eight children (ages 8-11) using an initial prototype. Our findings demonstrate the viability of our approach, uncover usability challenges, and suggest opportunities for future work. We also distill additional design implications from a follow-up participatory design session with children. Seokbin Kang, Leyla Norooz, Virginia Byrne, Tamara L. Clegg, Jon Froehlich |
TEI | 2 |
| 2017 | Toward Understanding Children's Perspectives on Using 3D Printing Technologies in their Everyday LivesabstractChildren are currently using 3D printers in schools, libraries, and maker-oriented spaces. As in-home use of 3D printing becomes more common, children's access to this technology will increase. Research has investigated challenges and educational opportunities around children's use of 3D printers, and has speculated on their desires. So far, little research has investigated how children perceive the opportunities of 3D printing in their everyday lives. This exploratory work presents results from a series of three Cooperative Inquiry design sessions that investigated children's anticipated everyday uses of 3D printing and how 3D printing technologies may need to adapt to meet this envisioned future. We found that children welcomed the idea of 3D printing in their everyday lives, envisioning diverse uses spanning utilitarian needs, promoting social good, encouraging play, and providing rapid interventions. We discuss the implications of these outcomes for future designers of 3D printing and modeling technologies. Brenna McNally, Leyla Norooz, Alazandra Shorter, Evan Golub |
IDC | 2 |
| 2017 | Live Physiological Sensing and Visualization Ecosystems: An Activity Theory AnalysisabstractWearable sensing poses new opportunities to enhance personal connections to learning and authentic scientific inquiry experiences. In our work, we leverage the body and physical action as an engaging platform for learning through live physiological sensing and visualization (LPSV). Prior research suggests the potential of this approach, but was limited to single-session evaluations in informal environments. In this paper, we examine LPSV tools in a classroom environment during a four-day deployment. To highlight the complex interconnections between space, teachers, curriculum, and tool use, we analyze our data through the lens of Activity Theory. Our findings show the importance of integrating model-based representations for supporting exploration and analytic representations for scaffolding scientific inquiry. Activity Theory highlights leveraging life-relevant connections available within a physical space and considering policies and norms related to learners' physical bodies. Tamara L. Clegg, Leyla Norooz, Seokbin Kang, Virginia Byrne, Monica Katzen, Rafael Valez, Angelisa C. Plane, Vanessa Oguamanam, Thomas Outing, Jason C. Yip 0001, Elizabeth M. Bonsignore, Jon Froehlich |
CHI | 2 |
| 2017 | Internet Search Roles of Adults in their HomesabstractInternet search is one of the major activities that American adults engage in online. Building on studies of youth Internet search roles, this paper investigates adults' online information seeking processes within the home. Through in-home interviews and observations of search task performance with 40 adult participants, we identify and describe characteristics of 9 search roles. By comparing these roles with those of youths, we explain how previously identified roles, such as Power Searcher and Social Searcher, have evolved in adult populations, and how new roles, such as Efficient Searcher and Interest-driven Searcher, have emerged. We also review the challenges and benefits associated with search roles and their potential impacts on search performance. The findings of this study provide a better understanding of how contextual factors influence search roles in relation to ELIS, what can be learned from search roles, and opportunities to support different search roles. Brenna McNally, Leyla Norooz, Allison Druin |
CHI | 3 |
| 2016 | SharedPhys: Live Physiological Sensing, Whole-Body Interaction, and Large-Screen Visualizations to Support Shared Inquiry ExperiencesabstractWe present and evaluate a new mixed-reality tool called SharedPhys, which tightly integrates real-time physiological sensing, whole-body interaction, and responsive large-screen visualizations to support new forms of embodied interaction and collaborative learning. While our primary content area is the human body, we use the body and physical activity as a pathway to other STEM areas such as biology, health, and mathematics. We describe our participatory design process with 20 elementary school teachers, the development of three contrasting SharedPhys prototypes, and results from six exploratory evaluations in two after-school programs. Our findings suggest that the tight coupling between physical interaction, sensing, and visualization in a multi-user environment helps promote engagement, allows children to easily explore cause-and-effect relationships, supports and shapes social interactions, and promotes playful experiences. Seokbin Kang, Leyla Norooz, Vanessa Oguamanam, Angelisa C. Plane, Tamara L. Clegg, Jon Froehlich |
IDC | 2 |
| 2015 | MakerShoe: towards a wearable e-textile construction kit to support creativity, playful making, and self-expressionabstractElectronic textile (e-textile) toolkits have been successful in broadening participation in STEAM-related activities, in expanding perceptions of computing, and in engaging users in creative, expressive, and meaningful digital-physical design. While a range of well-designed e-textile toolkits exist (e.g., LilyPad), they cater primarily to adults and older children and have a high barrier of entry for some users. We are investigating new approaches to support younger children (K-4) in the creative design, play, and customization of e-textiles and wearables without requiring the creation of code. This demo paper presents one such example of ongoing work: MakerShoe, an e-textile platform for designing shoe-based interactive wearable experiences. We discuss our two participatory design sessions as well as our initial prototype, which uses single-function magnetically attachable electronic modules to support circuit creation and the design of responsive, interactive behaviors. Majeed Kazemitabaar, Leyla Norooz, Mona Leigh Guha, Jon Froehlich |
IDC | 2 |
| 2015 | Understanding the Role of Thermography in Energy Auditing: Current Practices and the Potential for Automated SolutionsabstractThe building sector accounts for 41% of primary energy consumption in the US, contributing an increasing portion of the country's carbon dioxide emissions. With recent sensor improvements and falling costs, auditors are increasingly using thermography-infrared (IR) cameras-to detect thermal defects and analyze building efficiency. Research in automated thermography has grown commensurately, aimed at reducing manual labor and improving thermal models. Though promising, we could find no prior work exploring the professional auditor's perspectives of thermography or reactions to emerging automation. To address this gap, we present results from two studies: a semi-structured interview with 10 professional energy auditors, which includes design probes of five automated thermography scenarios, and an observational case study of a residential audit. We report on common perspectives, concerns, and benefits related to thermography and summarize reactions to our automated scenarios. Our findings have implications for thermography tool designers as well as researchers working on automated solutions in robotics, computer science, and engineering. Matthew Louis Mauriello, Leyla Norooz, Jon Froehlich |
CHI | 2 |
| 2015 | BodyVis: A New Approach to Body Learning Through Wearable Sensing and VisualizationabstractInternal organs are hidden and untouchable, making it difficult for children to learn their size, position, and function. Traditionally, human anatomy (body form) and physiology (body function) are taught using techniques ranging from worksheets to three-dimensional models. We present a new approach called BodyVis, an e-textile shirt that combines biometric sensing and wearable visualizations to reveal otherwise invisible body parts and functions. We describe our 15-month iterative design process including lessons learned through the development of three prototypes using participatory design and two evaluations of the final prototype: a design probe interview with seven elementary school teachers and three single-session deployments in after-school programs. Our findings have implications for the growing area of wearables and tangibles for learning. Leyla Norooz, Matthew Louis Mauriello, Anita Jorgensen, Brenna McNally, Jon Froehlich |
CHI | 1 |
| 2014 | Incorporating peephole interactions into children's second language learning activities on mobile devicesabstractPhysical movement has the potential to enhance learning activities. To investigate how movement can be incorporated into children's mobile language learning, we designed and evaluated two versions of a German vocabulary game called Scenic Words. The first version used movementbased dynamic peephole navigation, which requires physical movement of the arms, while the second version used touchbased static peephole navigation, which only requires standard touchscreen interactions; static peepholes are the status quo interaction technique for navigation, commonly found, for example, in map applications and games. To compare the two types of navigation and to assess children's reactions to dynamic peepholes, we conducted an inhome study with 16 children (ages 89). The children participated in pairs but individually played each version of the game on a mobile device. While results showed that the more familiar static peepholes were the preferred interaction style overall, participants became accustomed to the movementbased dynamic peepholes during the study. Participants noted that the dynamic peephole interaction became easier over time, and that it had some advantages such as for dragginganddropping elements in the game. Brenna McNally, Mona Leigh Guha, Leyla Norooz, Emily Rhodes, Leah Findlater |
IDC | 3 |
| 2013 | Exploring early designs for teaching anatomy and physiology to children using wearable e-textilesabstractUnlike external body parts, organs are invisible and untouchable, making it difficult for children to learn their size, position, and function. Traditionally, human anatomy (body form) and physiology (body function) are taught using a mixture of techniques from worksheets to three-dimensional models. With the advent of low-cost sensing, ubiquitous computation, and emerging e-textiles, new teaching approaches are developing that link the physical and virtual worlds. In this demo, we explore and illustrate the use of a custom wearable e-textile shirt to teach anatomy and physiology to children. Our current implementation uses dyed fabric to show the size and position of body organs and a mixture of electronic sensors and visualizations to dynamically exhibit the wearer's physiology (e.g., heart beat). Though we are still in an early design stage, we discuss our design process, our progress thus far, and plans for future iterations. Leyla Norooz, Jon Froehlich |
IDC | 1 |
| 2013 | Children initiating and leading cooperative inquiry sessionsabstractCooperative Inquiry is a Participatory Design method that involves children (typically 7--11 years old) as full partners with adults in the design of technologies intended for use by children. For many years, child designers have worked together with adults in Cooperative Inquiry approaches. However, in the past children have not typically initiated the design problems tackled by the intergenerational team, nor have they acted in leadership roles by conducting design sessions-- until now. In this paper, we detail three case studies of Cooperative Inquiry in which children led the process of design, from initial problem formulation through one iteration of design review and elaboration. We frame our analysis from three perspectives on the design process: behaviors exhibited by child leaders and their fellow co-designers; supports required for child leaders; and views expressed by child leaders and their co-design cohort about the sessions that they led. Jason C. Yip 0001, Elizabeth Foss, Elizabeth M. Bonsignore, Mona Leigh Guha, Leyla Norooz, Emily Rhodes, Brenna McNally, Panagis Papadatos, Evan Golub, Allison Druin |
IDC | 5 |