Alisha Pradhan

dblp:207/1940 · DBLP profile ↗
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18ranked-venue papers
7as first author
11since 2021 · last 2026
0000-0003-3419-9735ORCID · verified

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

Human-computer interaction and ubiquitous computing · 18 · 7 first-author · 11 since 2021
YearPublicationVenuePosition
2026 Crafting Remembrance Beyond the Self: Older Adults' Digital and Material Legacies
abstract
Artifacts encode memories and shape how one is remembered after death. Older adults, given their life stage, are often engaged in intentional end-of-life planning, making their perspectives on curation for remembrance post-mortem valuable. While HCI has examined older adults’ curation of memory artifacts (e.g., to support well-being), little is known about their curation preferences with the intent of shaping how one is remembered after death. Drawing on interviews with older adults, our work provides insights into how individuals think about remembrance after death, including who is remembered (subject) and who remembers (audience), and how physical, temporal, or relational traces captured in artifacts mediate remembrance. These findings offer design implications for legacy crafting systems to support remembrance that transcends the self, account for the intentional legacy crafting work for distinct audiences, and support hybrid artifacts that allow memories to move across physical and digital spaces.
Ramprabu Thangaraj, Jed R. Brubaker, Emma Dixon, Alisha Pradhan
CHI4
2026 Exploring the Role of Generative AI in Dementia Resilience Building Activities: Uncovering Opportunities and Challenges
abstract
Research to date in AI and dementia has primarily focused on medical and care-giver applications. This study complements prior work by collecting qualitative data from individuals with Mild Cognitive Impairment (MCI), and mild-to-moderate dementia, uncovering their perspectives, envisioned use cases, and anticipated challenges with generative AI applications. Findings uncover ways people with MCI and dementia want to use AI to engage in resilience building activities related to fostering wellness, building social connections, and finding purpose. However, each of these use cases came with tradeoffs in embracing healthy thinking. Based on these findings, we discuss directions for future work in AI for resilience building in dementia. We intend for this work to lay the groundwork for future research in AI design and development to empower people living with dementia to engage in resilience building activities, which may have lasting positive impacts on their mental health and well-being.
Sushant Kot, Margi Engineer, Elizabeth S. Gilman, Christopher Flathmann, Alisha Pradhan, Emma Dixon
ACM Trans. Comput. Hum. Interact.5
2025 "That's something that as a senior person you have to consider now": Unpacking Older Adults' Preferences for End-of-Life Data Planning
abstract
What happens to a person's data after they pass away?Designing for digital legacy requires input from individuals across all life stages, as motivations to plan vary with age.Yet, the specific perspectives that older adults have on end-of-life data management have not been investigated in depth.Through interviews with 16 older adults, we examine their preferences and motivations for managing everyday digital data (e.g., text messages, social media, photos) after death.Our findings surface several implications for end-of-life data planning, including creating awareness about digital legacy and associated risks.We also unpack and discuss how older adults' life stage and familiarity with end-of-life planning uniquely positions them to identify barriers and opportunities in managing digital legacy, such as how post-mortem data can encode societal norms of a period or be donated for the greater good. CCS Concepts• Human-centered computing → Human computer interaction (HCI); • Social and professional topics → Seniors.
Ramprabu Thangaraj, Jed R. Brubaker, Nathan Malkin, Alisha Pradhan
Conference on Designing Interactive Systems4
2025 Examining Age-Bias and Stereotypes of Aging in LLMs
abstract
Large Language Models (LLMs) are increasingly being used across applications, ranging from content generation to decision-making, raising concerns about biases embedded in them.While biases related to gender, race, and culture have been studied extensively, understanding age-bias and stereotypes of aging in LLMs remain underexplored.This study analyzes LLM-generated responses to prompts related to aging, revealing stereotypical biases about aging pertaining to technology proficiency, cognitive and physical decline, and job roles.We noted that even responses without explicit age bias also had mentions of ageist stereotypes.We discuss considerations for involving older adults' perspectives through human-in-the-loop methodologies yet exercising caution about aspects like internalized ageism. CCS Concepts• Social and professional topics →
Sherwin Dewan, Ismail Shaikh, Connie Shaw, Abhilash Sahoo, Akshita Jha, Alisha Pradhan
ASSETS6
2025 Understanding Older Adults' (Dis)Engagement with Design Materials
abstract
Design workshops are a popular approach to include older adults in the technology design process. However, formative design sessions with older adults have had unexpected outcomes such as the non-use of traditional design materials like craft-based prototyping supplies or disengagement from design activities. Analyzing the engagement of 32 older adults across two design workshops, this paper sheds insights on some of these outcomes. Contributing to a growing body of HCI research on understanding older adults' participation in design, we provide an understanding of how design materials can shape older adults' engagement in formative design activities. Our discussion furthers research on understanding who older adults design for and why, argues for a different understanding of creative expression, and offers considerations for choosing design materials.
Alisha Pradhan, Ben Jelen, Ramprabu Thangaraj, Katie A. Siek, Shannon Jette, Amanda Lazar
CHI1
2025 'No, not that voice again!': Engaging Older Adults in Design of Anthropomorphic Voice Assistants
abstract
Conversational voice assistants are often imbued with personality and human-like characteristics (e.g., gender). While researchers have begun to examine and design for the downstream societal impacts of voice assistants encoding characteristics such as gender, we know little about other human-like characteristics such as age that are encoded in an artificial, yet, anthropomorphic voice. As older adults continue to adopt voice assistants, we brought older adults into an activity to customize human-like characteristics for their voice assistant. Our findings reveal the different stereotypes and assumptions individuals associated with voice assistant characteristics (e.g., age, gender, race). We also describe individuals' motivations behind customizing or not customizing these characteristics. We discuss how biases get encoded through our design process, marginalizing older adults and other non-dominant user groups and call for a need to examine the systemic, yet unspoken, power structures encoded in anthropomorphic technologies.
Alisha Pradhan, Sheena Lewis Erete, Shaan Chopra, Pooja Upadhyay, Oluwaseun Sule, Amanda Lazar
Proc. ACM Hum. Comput. Interact.1
2024 Sustaining the Usefulness and Appeal of an Older Adult-led Makerspace through Developing and Adapting Resources
abstract
Researchers are studying makerspaces as one way to support older adults in learning about and using new technologies and tools. In this paper, through a long-term (34 months), ethnographic approach, we study the ways that older adults arranged sociotechnical resources to sustain the community use of a makerspace. Our analysis identifies three interconnected resources that were developed: an adaptive staffing approach that could withstand constant personnel shifts and shortages; structured activities to draw interest and overcome challenges associated with learning to use the machines; and reference materials to support individuals in independent usage of the space. We describe the issues that arose as time went on with each of these resource types, and how individuals affiliated with the makerspace adapted the resources to address these issues. In the discussion, we extend best practices by reflecting on strategies that worked well in the makerspace, such as drawing interest through introductory classes, as well as different purposes for reference materials to support technology use.
Ruipu Hu, Alisha Pradhan, Elizabeth M. Bonsignore, Amanda Lazar
Proc. ACM Hum. Comput. Interact.2
2023 Towards a System Architecture for Connected Physical and Digital Reminders Using Embodied Objects for People with Dementia
abstract
Numerous digital reminder solutions have been created on smartphones, tablets, and smart home devices, to support people with dementia. Yet, these digital reminder systems often overlook the importance of non-digital memory aids, such as paper calendars, diaries, and household objects, in the lives of people with dementia. Given recent work suggests that with progression of dementia, users are likely to minimize use of digital devices, accounting for non-digital practices around remembering presents an opportunity that can be leveraged when designing reminder technologies for people with dementia. This poster proposes a voice-based reminder system that connects both physical and digital reminders through embodied home objects and can be customized to the unique routines of the individual with dementia. We present the system architecture and usage scenarios that we implemented for feedback and iteration in future participatory design studies.
Alisha Pradhan, James Gallier, Raymond Domjan, Emma Dixon, Robert Bao, Hanuma Teja Maddali, Amanda Lazar
ASSETS1
2023 Speaking from Experience: Co-designing E-textile Projects with Older Adult Fiber Crafters
abstract
Researchers support race, gender, and age diverse groups of people to create with maker electronics. These groups include older adults, who are often overlooked as not interested or capable of learning new technologies due to ageist stereotypes. One approach, often involving e-textiles, leverages crafting as a bridge to broaden participation in making. We investigated ways to broaden participation in maker electronics for older adults by remotely co-designing e-textile projects with 6 older adult crafters over the course of 5 workshop sessions for a total of 45 hours. We developed a deeper understanding of their practices, identifying a Planner-Improviser Spectrum for how they approached their craft, and created medium fidelity prototypes. Our design implications draw on our participants’ crafting experience and their experience in the workshop to highlight what e-textile toolkit designers can learn from skilled older adult crafters, such as selecting familiar materials, supporting aesthetic goals, and making electronics more attainable.
Ben Jelen, Amanda Lazar, Christina N. Harrington, Alisha Pradhan, Katie A. Siek
TEI4
2021 Studying the Formation of an Older Adult-Led Makerspace
abstract
Makerspaces are being introduced in a wide variety of settings, including community settings such as schools and libraries. Older adults are one group for whom making agendas are being pursued, with envisioned outcomes such as supporting agency and well-being. However, research on making and DIY with older adults typically study individuals who are already engaged in making practices or bring individuals in to a technology environment that has already been created. In this paper, we study the older adult-driven formation of a makerspace in an independent living community. Through an ethnographically-informed approach, we studied the ways that individuals considered appropriate allocation of resources towards a makerspace, scoped activities, evaluated goals, and made trade-ofs. Our analysis is centered around describing the way that this makerspace formed as well as three ways that individuals made sense of the makerspace as the planning unfolded: the openness of a space that promises to cater to interests of the population; the promise of a makerspace to involve more residents in technology, but the need to obscure the technology to make it appealing; and a valuation of the return on investment for limited fnancial and space resources. Our discussion contributes to supporting and studying early adoption of technology by older adults, complicates visions of "making for all," and presents considerations regarding the often under-specifed community of a makerspace.
Amanda Lazar, Alisha Pradhan, Ben Jelen, Katie A. Siek, Alex Leitch
CHI2
2021 Adopting Diffractive Reading to Advance HCI Research: A Case Study on Technology for Aging
abstract
Researchers in Human-Computer Interaction (HCI) have long developed technologies for older adults. Recently, researchers are engaging in critical reflections of these approaches. IoT for aging in place is one area around which these conflicting discourses have converged, likely in part driven by government and industry interest. This article introduces diffractive analysis as an approach that examines difference to yield new empirical understandings about our methods and the topics we study. We constructed three analyses of a dataset collected at an IoT design workshop and then conducted a diffractive analysis. We present themes from this analysis regarding the ways that participants are inscribed in our research, considerations related to transferability and novelty between work centered on older adults and other work, and insights about methodologies. Our discussion contributes implications for researchers to form teams and account for their roles in research, as well as recommendations how diffractive analysis can support other research agendas.
Amanda Lazar, Ben Jelen, Alisha Pradhan, Katie A. Siek
ACM Trans. Comput. Hum. Interact.3
2020 Understanding Older Adults' Participation in Design Workshops
abstract
Design workshops are a popular means of including older adults in technology development. However, there are open questions around how to best scaffold this participation, particularly in supporting older adults to associate their designs with themselves, rather than designing for an "other older adult." By conducting workshops focusing on envisioning the future of internet of things (IoT) technologies at home, we provide an understanding of how older individuals participate in group activities to conceptualize technology for themselves. We find that at different stages of the design process, individuals shift in who they envision the end user of the technology: at first, they think about common older adult needs, then turn to designing for themselves. Individuals' attitudes towards technology also impact group dynamics along with final design ideas. Our discussion contributes to an understanding of how to support older adults in designing for themselves, new perspectives on aging-in-place technologies, and recommendations for configuring design workshops with older individuals.
Alisha Pradhan, Ben Jelen, Katie A. Siek, Joel Chan, Amanda Lazar
CHI1
2020 Use of Intelligent Voice Assistants by Older Adults with Low Technology Use
abstract
Voice assistants embodied in smart speakers (e.g., Amazon Echo, Google Home) enable voice-based interaction that does not necessarily rely on expertise with mobile or desktop computing. Hence, these voice assistants offer new opportunities to different populations, including individuals who are not interested or able to use traditional computing devices such as computers and smartphones. To understand how older adults who use technology infrequently perceive and use these voice assistants, we conducted a 3-week field deployment of the Amazon Echo Dot in the homes of seven older adults. While some types of usage dropped over the 3-week period (e.g., playing music), we observed consistent usage for finding online information. Given that much of this information was health-related, this finding emphasizes the need to revisit concerns about credibility of information with this new interaction medium. Although features to support memory (e.g., setting timers, reminders) were initially perceived as useful, the actual usage was unexpectedly low due to reliability concerns. We discuss how these findings apply to other user groups along with design implications and recommendations for future work on voice-user interfaces.
Alisha Pradhan, Amanda Lazar, Leah Findlater
ACM Trans. Comput. Hum. Interact.1
2019 Using Modules to Teach Accessibility in a User-Centered Design Course
abstract
Courses in user-centered design, where students learn about centering design on the needs of individuals, is one natural point in which accessibility content can be injected into the curriculum. We describe the approach we have taken with sections in the undergraduate User-Centered Design Course at the University of Maryland, College Park. We initially introduced disability and accessibility in four modules: 1) websites and design portfolios, 2) introduction to understanding user needs, 3) prototyping, and 4) UX evaluation. We present a description of this content that was taught as an extended version in one Fall 2018 section and as an abbreviated version in all sections in Spring 2019. Survey results indicate that students' understanding of accessibility and assistive technology increased with the introduction of these modules.
Amanda Lazar, Jonathan Lazar, Alisha Pradhan
ASSETS3
2019 "Phantom Friend" or "Just a Box with Information": Personification and Ontological Categorization of Smart Speaker-based Voice Assistants by Older Adults
abstract
As voice-based conversational agents such as Amazon Alexa and Google Assistant move into our homes, researchers have studied the corresponding privacy implications, embeddedness in these complex social environments, and use by specific user groups. Yet it is unknown how users categorize these devices: are they thought of as just another object, like a toaster? As a social companion? Though past work hints to human-like attributes that are ported onto these devices, the anthropomorphization of voice assistants has not been studied in depth. Through a study deploying Amazon Echo Dot Devices in the homes of older adults, we provide a preliminary assessment of how individuals 1) perceive having social interactions with the voice agent, and 2) ontologically categorize the voice assistants. Our discussion contributes to an understanding of how well-developed theories of anthropomorphism apply to voice assistants, such as how the socioemotional context of the user (e.g., loneliness) drives increased anthropomorphism. We conclude with recommendations for designing voice assistants with the ontological category in mind, as well as implications for the design of technologies for social companionship for older adults.
Alisha Pradhan, Leah Findlater, Amanda Lazar
Proc. ACM Hum. Comput. Interact.1
2018 "Accessibility Came by Accident": Use of Voice-Controlled Intelligent Personal Assistants by People with Disabilities
abstract
From an accessibility perspective, voice-controlled, home-based intelligent personal assistants (IPAs) have the potential to greatly expand speech interaction beyond dictation and screen reader output. To examine the accessibility of off-the-shelf IPAs (e.g., Amazon Echo) and to understand how users with disabilities are making use of these devices, we conducted two exploratory studies. The first, broader study is a content analysis of 346 Amazon Echo reviews that include users with disabilities, while the second study more specifically focuses on users with visual impairments, through interviews with 16 current users of home-based IPAs. Findings show that, although some accessibility challenges exist, users with a range of disabilities are using the Amazon Echo, including for unexpected cases such as speech therapy and support for caregivers. Richer voice-based applications and solutions to support discoverability would be particularly useful to users with visual impairments. These findings should inform future work on accessible voice-based IPAs.
Alisha Pradhan, Kanika Mehta, Leah Findlater
CHI1
2017 Evaluating Wrist-Based Haptic Feedback for Non-Visual Target Finding and Path Tracing on a 2D Surface
abstract
Precisely guiding a blind person's hand can be useful for a range of applications from tracing printed text to learning and understanding shapes and gestures. In this paper, we evaluate wrist-worn haptics as a directional hand guide. We implemented and evaluated the following haptic wristband variations: (1) four versus eight vibromotor designs; (2) vibration from only a single motor at a time versus from two adjacent motors using interpolation. To evaluate our designs, we conducted two studies: Study 1 (N=13, 2 blind) showed that participants could non-visually find targets and trace paths more quickly and accurately with single-motor feedback than with interpolated feedback, particularly when only four motors were used. Study 2 (N=14 blind or visually impaired participants) found that single-motor feedback with four motors was faster, more accurate, and most preferred compared to similar feedback with eight motors. We derive implications for the design of wrist-worn directional haptic feedback and discuss future work.
Jonggi Hong, Alisha Pradhan, Jon Froehlich, Leah Findlater
ASSETS2
2017 Investigating Microinteractions for People with Visual Impairments and the Potential Role of On-Body Interaction
abstract
For screenreader users who are blind or visually impaired (VI), today's mobile devices, while reasonably accessible, are not necessarily efficient. This inefficiency may be especially problematic for microinteractions, which are brief but high-frequency interactions that take only a few seconds for sighted users to complete (e.g., checking the weather or for new messages). One potential solution to support efficient non-visual microinteractions is on-body input, which appropriates the user's own body as the interaction medium. In this paper, we address two related research questions: How well are microinteractions currently supported for VI users' How should on-body interaction be designed to best support microinteractions for this user group? We conducted two studies: (1) an online survey to compare current microinteraction use between VI and sighted users (N=117); and (2) an in-person study where 12 VI screenreader users qualitatively evaluated a real-time on-body interaction system that provided three contrasting input designs. Our findings suggest that efficient microinteractions are not currently well-supported for VI users, at least using manual input, which highlights the need for new interaction approaches. On-body input offers this potential and the qualitative evaluation revealed tradeoffs with different on-body interaction techniques in terms of perceived efficiency, learnability, social acceptability, and ability to use on the go.
Uran Oh, Lee Stephan Stearns, Alisha Pradhan, Jon Froehlich, Leah Findlater
ASSETS3