Caroline Pitt

dblp:183/7914 · DBLP profile ↗
← Back
15ranked-venue papers
5as first author
8since 2021 · last 2026
0000-0001-6975-1900ORCID · verified

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

Human-computer interaction and ubiquitous computing · 15 · 5 first-author · 8 since 2021
YearPublicationVenuePosition
2026 Towards Understanding Children's Collaborative Interaction Patterns in Child-AI Co-creative Interfaces
abstract
Children are increasingly using generative AI for co-creative activities, such as storytelling. While co-creativity is inherently about collaboration between children and AI, little is known about how children naturally engage, respond, and negotiate collaboration with AI. To address this gap, we conducted a participatory design study with children (ages 8–13) to examine the roles children and AI take and the strategies children use to align AI’s output with their intent. Our findings introduce four novel child–AI collaboration profiles. We found that children were open to technical AI refinements (e.g., adding details to their drawings) as scaffolds for developing drawing skills, but resisted conceptual transformations (e.g., changing objects) that altered their original ideas. We introduce the Child-Centered Co-creative AI (CCAI, “Kai”) framework, grounded in children’s natural collaborative behaviors during co-creation with AI, to inform the design of future child–AI co-creativity interfaces.
Francesca Fusco, Caroline Pitt, Michele Newman, Jason C. Yip 0001, Nikita Soni 0001
CHI2
2026 Generative AI in Children's Creative Collaboration: Impact, Perception, and Design Guidelines
abstract
The advent of Generative AI (GenAI) has raised discussions about its effects on individuals. However, little is known about its impact on children’s creative collaboration, despite its importance for social and cognitive development. We examined GenAI’s role in children’s creative collaboration through five co-design sessions with 28 children (ages 5-11) using diverse GenAI tools (text, image, video, voice); 17 parents participated in focus group interviews. Our findings show that GenAI can foster positive social dynamics by enabling “Human vs. AI” teaming and children’s co-creation with shared ownership. However, GenAI disrupted collaborations when roles between children were unclear, AI ignored group dialogue, and AI dominated children’s agency. Children and parents envisioned socially attuned AI that could play an “older sibling” role–scaffolding while allowing playful disagreement–while raising concerns about children’s overreliance on GenAI. This work advances understanding of GenAI in collaboration and proposes design implications for designing AI systems that support child-centered collaboration.
Daeun Yoo, Michele Newman, Caroline Pitt, Kevin Huu Vo, Michelle Zhang, Michelle Kim, Katie Davis 0001, Jason C. Yip 0001
CHI3
2025 Let's test it!: Designing peer-to-peer engineering games with and for children
abstract
STEM digital games are an engaging way for children to explore engineering beyond the classroom, but many games do not incorporate children's perspectives or encourage collaborative learning through gaming experiences. Additionally, much of the research on joint media engagement (JME) focuses on parents and children rather than children engaging together. Beginning in fall 2023, KidsTeam UW – an intergenerational participatory design group at University of Washington – and GBH Kids – Boston's public media station and producer of children's media – collaborated on three digital engineering games focusing on peer-to-peer learning and JME. Over 18 months, the team worked with youth co-designers to develop several game concepts. We discuss our process and prototypes, as well as an ongoing technology probe study, focused on in-home family testing. Initial findings suggest that involving children throughout the design process can facilitate the development of games that are accessible, engaging, and encourage peer-to-peer creative problem solving.
Caroline Pitt, Jessica Andrews, Melissa Carlson, Anessa Roth, Jason C. Yip 0001
IDC1
2024 Mediating Culture: Cultivating Socio-cultural Understanding of AI in Children through Participatory Design
abstract
The surge in access to and awareness of Generative Artificial Intelligence (GenAI) such as ChatGPT has sparked discussion over the necessary technological literacies and competencies needed to effectively engage with these systems. In this context, we explore AI as a tool that mediates cultural understanding and remediates human values – that are often influenced by biases and inequities. Using participatory design for learning with a group of 13 children (ages 8-13), we engaged in five co-design sessions featuring different modalities for socio-cultural approaches to AI literacy. We found that children were more aware of the cultural mediation aspect of AI when the content of the interaction aligned with their cultural background and context. This underscored the significance of aligning the representation of culture in these GenAI systems with people’s socio-cultural ecosystems in modern technological literacies. We conclude with design principles for a more critical and holistic approach to AI literacy.
Aayushi Dangol, Michele Newman, Robert Wolfe, Jin Ha Lee 0001, Julie A. Kientz, Jason C. Yip 0001, Caroline Pitt
Conference on Designing Interactive Systems7
2024 You Are Tilted!: Leveraging Tabletop Gaming to Manage Tilt and Strengthen Team Dynamics in Esports
abstract
Tilt, characterized by heightened frustration, is a prevalent issue in esports, significantly impacting team dynamics and player well-being. Traditional Human-Computer Interaction (HCI) solutions often focus on individual strategies, overlooking the team-based nature of esports. This study introduces 'TILTED', a tabletop game co-designed with youth esports players, aimed at fostering open communication and empathy to collectively manage tilt. Findings from four user testing sessions with collegiate esports teams reveal that team-based interventions like 'TILTED' can enhance team cohesion and provide effective strategies for emotional regulation. The game facilitates understanding and empathy among teammates for managing emotions and maintaining a positive team atmosphere. Our research underscores the importance of resetting strategies and shared mental models in helping to mitigate tilt and offers design implications for future team-based interventions to enhance team dynamics and tilt management strategies as a team.
Yeonhee Cho, Michele Newman, Caroline Pitt, Jason C. Yip 0001, Jin Ha Lee 0001
Proc. ACM Hum. Comput. Interact.3
2023 Supporting Teens' Intentional Social Media Use Through Interaction Design: An exploratory proof-of-concept study
abstract
Prior research indicates that many adolescents struggle to use social media intentionally, with negative impacts on well-being. This presents an important but under-researched opportunity to improve youth well-being through interaction design. We developed Locus, a mobile application that shapes adolescents’ entry experiences into the social media apps on their phones by prompting them to reflect on their social media intentions before they open an app and at the end of the day. In designing Locus, we combined psychology theories—to identify design targets—with co-design approaches—to design around these targets for youth's lived experiences. Following co-design work with nine teens (Mage=15.7 years), we conducted an open trial field deployment (N = 54; Mage=16.2 years) to explore how Locus was used and experienced by adolescents during their daily lives. Results provide preliminary evidence that in-the-moment interventions for self-regulation skills can support adolescents’ intentional social media use.
Katie Davis 0001, Petr Slovák, Rotem Landesman, Caroline Pitt, Abdullatif Ghajar, Jessica Schleider, Saba Kawas, Andrea Guadalupe Perez Portillo, Nicole S. Kuhn
IDC4
2021 Connected Learning, Collapsed Contexts: Examining Teens' Sociotechnical Ecosystems Through the Lens of Digital Badges
abstract
Researchers and designers have incorporated social media affordances into learning technologies to engage young people and support personally relevant learning, but youth may reject these attempts because they do not meet user expectations. Through in-depth case studies, we explore the sociotechnical ecosystems of six teens (ages 15-18) working at a science center that had recently introduced a digital badge system to track and recognize their learning. By analyzing interviews, observations, ecological momentary assessments, and system data, we examined tensions in how badges as connected learning technologies operate in teens' sociotechnical ecosystems. We found that, due to issues of unwanted context collapse and incongruent identity representations, youth only used certain affordances of the system and did so sporadically. Additionally, we noted that some features seemed to prioritize values of adult stakeholders over youth. Using badges as a lens, we reveal critical tensions and offer design recommendations for networked learning technologies.
Caroline Pitt, Adam Bell, Brandyn S. Boyd, Nikki Demmel, Katie Davis 0001
CHI1
2021 The Kids Are / Not / Sort of All Right
abstract
We investigated changes in and factors affecting American adolescents’ subjective wellbeing during the early months (April – August 2020) of the coronavirus pandemic in the United States. Twenty-one teens (14-19 years) participated in interviews at the start and end of the study and completed ecological momentary assessments three times per week between the interviews. There was an aggregate trend toward increased wellbeing, with considerable variation within and across participants. Teens reported greater reliance on networked technologies as their unstructured time increased during lockdown. Using multilevel growth modeling, we found that how much total time teens spent with technology had less bearing on daily fluctuations in wellbeing than the satisfaction and meaning they derived from their technology use. Ultimately, teens felt online communication could not replace face-to-face interactions. We conducted two follow-up participatory design sessions with nine teens to explore these insights in greater depth and reflect on general implications for design to support teens’ meaningful technology experiences and wellbeing during disruptive life events.
Caroline Pitt, Ari Hock, Leila Zelnick, Katie Davis 0001
CHI1
2020 "I Feel Like This is a Bad Thing": Investigating Disassembly in Action for Novices
abstract
Materials are dynamic-they can be shaped and changed. Often however, our tools and technologies appear to fix materials in place. Disassembly is one practice that provides openings to explore and understand the dynamic nature of material. In this research, we investigate possibilities that emerge from disassembly. Specifically, we studied how novices disassembled a common digital artifact-desktop printers. We worked with 21 young people and family members across two evening workshops at a middle school. We report on the workshop interactions, categories of actions of disassembly, and four in-depth vignettes showcasing disassembly in action. In the discussion, we reflect on disassembly and permission, sustainability, the joy of disassembling, and design considerations in support of disassembly. Our contributions include: (1) extending existing theoretical framings about artifacts and materials; (2) an empirical study documenting the process by which novices disassemble; and (3) preliminary design and policy considerations that enable disassembly.
Nick Logler, Caroline Pitt, Allison Marie Hishikawa, Jason C. Yip 0001, Batya Friedman
CHI2
2019 A Badge, Not a Barrier: Designing for-and Throughout-Digital Badge Implementation
abstract
We synthesize insights from a multi-year project involving the design and implementation of a digital badge system with youth co-designers at a science center. Using stakeholder interviews and surveys, participatory design session data, and user analytics, we identify the sociotechnical, sociocultural, and technical challenges of long-term badge implementation and propose several recommendations for the design and implementation of future badge systems. By identifying these challenges and providing recommendations that foreground stakeholder values and participation, we show how to support implementation throughout the entire design-to-implementation cycle.
Caroline Pitt, Adam Bell, Edgar Onofre, Katie Davis 0001
CHI1
2018 Designing to illuminate children's scientific funds of knowledge through social media sharing
abstract
The ubiquitous use of social media by children offers a unique opportunity to view diverse funds of knowledge that may otherwise be overlooked. To leverage this insight, we have coupled the iterative development of our community-focused, Science Everywhere life-relevant science learning program together with an integrated social media app to engage learners aged 6--16 in science with parents, teachers, and mentors throughout their community. We found that learners' scientific funds of knowledge were often not evident in their posts alone; rather, they emerged through our triangulation of posts, interviews with youth and their parents, and observations of their learning experiences in our life-relevant science education program. Our findings suggest that leveraging new social media features to support contextual information, scientific scaffolds and creative expression may make children's implicit and more unconventional scientific funds of knowledge more apparent. Additionally, social media sharing in conjunction with other practices, such as discussing posts with learners and encouraging non-science posts, can uncover the rich contexts of children's social media sharing, which can illuminate their scientific thinking.
Kelly Mills, Elizabeth M. Bonsignore, Tamara L. Clegg, June Ahn, Jason C. Yip 0001, Daniel Pauw, Lautaro Cabrera, Kenna Hernly, Caroline Pitt
IDC9
2018 Science Everywhere: Designing Public, Tangible Displays to Connect Youth Learning Across Settings
abstract
A major challenge in education is understanding how to connect learning experiences across settings (e.g., school, afterschool, and home) for youth. In this paper, we introduce and describe the participatory design process we undertook to develop Science Everywhere (SE), which is a sociotechnical system where children share their everyday science learning via social media. Public displays installed throughout the neighborhood invite parents, adults, peers, and community members to interact with children's ideas to better develop connections for learning across settings. Our case study of community interactions with the public displays illuminate how these technologies encouraged behaviors such as the noticing of children's ideas, recognition of people in the neighborhood, and bridging to new learning opportunities for youth.
June Ahn, Tamara L. Clegg, Jason C. Yip 0001, Elizabeth M. Bonsignore, Daniel Pauw, Lautaro Cabrera, Kenna Hernly, Caroline Pitt, Kelly Mills, Arturo Salazar, Diana Griffing, Jeff Rick, Rachael Marr
CHI8
2018 Empowering Families Facing English Literacy Challenges to Jointly Engage in Computer Programming
abstract
Research suggests that parental engagement through Joint Media Engagement (JME) is an important factor in children's learning for coding and programming. Unfortunately, parents with limited technology background may have difficulty supporting their children's access to programming. English-language learning (ELL) families from marginalized communities face particular challenges in understanding and supporting programming, as code is primarily authored using English text. We present BlockStudio, a programming tool for empowering ELL families to jointly engage in introductory coding, using an environment embodying two design principles, text-free and visually concrete. We share a case study involving three community centers serving immigrant and refugee populations. Our findings show ELL families can jointly engage in programming without text, via co-creation and flexible roles, and can create a range of artifacts, indicating understanding of aspects of programming within this environment. We conclude with implications for coding together in ELL families and design ideas for text-free programming research.
Rahul Banerjee, Leanne Liu, Kiley Sobel, Caroline Pitt, Kung Jin Lee, Sijin Chen, Lydia Davison, Jason C. Yip 0001, Amy J. Ko, Zoran Popovic
CHI4
2017 Designing Together?: Group Dynamics in Participatory Digital Badge Design with Teens
abstract
Balancing the dynamics between industry, academia, and stakeholders in a participatory design (PD) project can be challenging, particularly with teens as design partners. In this reflective case study of digital badge design, we attempt to untangle complex PD work that incorporates several groups, each with their own vocabulary, area of expertise, and position in a perceived project structure hierarchy. Using participant interviews that reflect on the design process, triangulated with video, field notes, and design artifacts, we determined that the adolescent stakeholders, science center staff, researchers, and industry professionals viewed the design process through distinct lenses based on their communities of practice, which affected how they perceived the project. Our findings contribute new insight into how youth stakeholders perceive their involvement and role in participatory design practices within a complex design project.
Caroline Pitt, Katie Davis 0001
IDC1
2017 Examining Adult-Child Interactions in Intergenerational Participatory Design
abstract
Prior studies have focused on child interactions in participatory design (PD) with adults and children, but less is known about what specific adult-child interactions constitute a partnership. In this study, we unpack what constitutes an "equal partnership" in PD between adults and children. On the basis of prior literature, we created a new framework that examines the complementary roles between children and adults. Next, we analyzed a case study of a year-long intergenerational design team of children (ages 7-11) and adults. From this analysis, we determined that design partnerships are composed of four dimensions that span from unbalanced to balanced interactions: facilitation, relationship building, design-by-doing, and elaborating together. Finally, to demonstrate its utility, we analyzed two focal co-design sessions using our framework. Our analysis suggests that equal partnership in PD is not a single static interaction but a development over time of design interactions influenced by context, experience, and participants.
Jason C. Yip 0001, Kiley Sobel, Caroline Pitt, Kung Jin Lee, Sijin Chen, Kari Nasu, Laura R. Pina
CHI3