Chelsea Mills

dblp:304/5493 · DBLP profile ↗
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4ranked-venue papers
1as first author
4since 2021 · last 2024
0000-0002-2690-5735ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 4 · 1 first-author · 4 since 2021
YearPublicationVenuePosition
2024 Untangling Cables: A Case Study of the Life & Afterlife of Digital Devices in Academic Research
abstract
As researchers and academics, we investigate our bad habitus—our everyday practices around technologies for research that reinforce dynamics of extraction, consumption, and waste—in relation to the lifecycle of technology in academic research. Through qualitative interviews, observation, and visual documentation, this case study explores the consideration of sustainability in purchasing decisions, use, maintenance, and disposal processes of digital devices used in a North American university as well the institution's related policies and procedures and faculty members’ practices. Through this research we find tensions that complicate sustainability in the university research context. We develop a rich description of the complexities of creating sustainable practices, policies, and procedures in a university setting as a step towards becoming more sustainable in our work and in our institutions, and we offer a set of recommendations for our academic institution and systems that both advance and thwart efforts to create sustainable practices.
Reese Muntean, Kate Hennessy, Chelsea Mills, Alissa Nicole Antle
Conference on Designing Interactive Systems3
2024 Designing Collaborative Technology for Intergenerational Social Play over Distance
abstract
Collaborative play not only provides entertainment but also nurtures connections and strengthens community ties. In family and intergenerational contexts, collaborative activities and play can engage family members in quality conversations and meaningful connections over distance. To explore participants' preferences, practices, and interaction dynamics when playing remotely, we conducted a design probe study with 15 groups of parents and children from 16 families. Our findings highlight both similarities and notable differences in the use of communication methods, workspaces, and objects between parents and children. Specifically, we observed distinct patterns in gestural and verbal communication and identified specific challenges encountered by children in a simulated remote setting. Our findings also revealed the dynamics of play sessions, particularly when co-located participants are involved, shedding light on the complexities of remote intergenerational communication and play. Our work contributes empirical insights into designing more effective and engaging remote collaborative platforms for families.
Ye Yuan 0010, Qiao Jin 0002, Chelsea Mills, Svetlana Yarosh, Carman Neustaedter
Proc. ACM Hum. Comput. Interact.3
2023 Dr.'s Eye: The Design and Evaluation of a Video Conferencing System to Support Doctor Appointments in Home Settings
abstract
The spread of COVID-19 has encouraged the practice of using video conferencing for family doctor appointments. Existing applications and off-the-shelf devices face challenges in dealing with capturing the correct view of patients' bodies and supporting ease of use. We created Dr.’s Eye, a video conferencing prototype to support varying types of body exams in home settings. With our prototype, we conducted a study with participants using mock appointments to understand the simultaneous use of the camera and display and to get insights into the issues that might arise in real doctor appointments. Results show the benefits of providing more flexibility with a decoupled camera and display, and privacy protection by limiting the camera view. Yet, challenges remain in maneuvering two devices, presenting feedback for the camera view, coordinating camera work between the participant and the examiner, and reluctance towards showing private body regions. This inspires future research on how to design a video system for doctor appointments.
Denise Geiskkovitch, Ye Yuan 0010, Chelsea Mills, Ce Zhong, Amy Yo Sue Chen, Wolfgang Stuerzlinger, Carman Neustaedter
CHI4
2023 Remote Wavelength: Design and Evaluation of a System for Social Connectedness Through Distributed Tabletop Gameplay
abstract
Playing remote tabletop games is a fun way to connect with distant friends. Yet most systems for remote tabletop gaming lack support for tangible and social interaction, two important aspects of gameplay for most players. We are interested in how to better design systems for remote tangible gameplay that support social connection. We investigate this topic through the design and evaluation of a prototype system for playing the board game Wavelength across two locations. First, we describe the design goals that informed our prototype: “Remote Wavelength”. Then, we discuss the results of a qualitative user study in which ten friend groups played Remote Wavelength. Our findings indicate that a synchronized, tangible gameboard benefits player engagement, communication, and awareness. Our results also illustrate the value of integration across communication and gameplay systems. We conclude by offering considerations for the design of both digital and remote tangible gameplay systems.
Chelsea Mills, Denise Geiskkovitch, Carman Neustaedter, William Odom, Benett Axtell
CHI1