VLDB 2026 Research / reviewers in the wild / expert
Kylie Peppler
dblp:63/17 · also Kylie A. Peppler
· DBLP profile ↗
26ranked-venue papers
4as first author
11since 2021 · last 2026
0000-0002-5472-4974ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 26 · 4 first-author · 11 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Emergent Technology, Emergent Critique: Students and Teachers Developing Critical AI Literacy Through Participatory Design Around Generative AIabstractWho gets to decide how generative AI tools enter students’ classrooms? We report on a five-week participatory design program in which three 11th-grade Latinx students and three high school teachers in California negotiated how generative AI tools would be used and taught about in learning environments. Drawing on video recordings and designed artifacts, we ask: what critical AI literacy practices emerged as students and teachers jointly designed how generative AI tools would be used and taught about? Our analysis reveals three practices: collectively unsettling assumptions about AI, mutual learning through complementary expertise, and grounding AI critique in cultural knowledge and creative practice. Students and teachers developed these practices through the design work itself. This case contributes strategies for designing with youth around an emergent technology like generative AI toward critical AI literacy. It extends work on youth as protagonists by showing how this approach enables students to shape both the adoption and the interrogation of these tools in their learning environments. Santiago Ojeda-Ramirez, Eva Durall, Kylie Peppler |
IDC | 3 |
| 2026 | AmIWrite: Exploring Scalable One-on-One Handwriting-Based Tutoring for Mathematical Problem-Solving with an LLM-Powered AI TutorabstractReal-time handwriting interactions between tutors and students —where tutors observe individual problem-solving processes, provide personalized annotations, and adapt explanations based on students’ work—are fundamental to effective STEM tutoring. However, scaling such personalized handwriting-based tutoring remains challenging—human tutors cannot be available to every student on demand, and current online platforms often fail to recreate equivalent learning experiences. As an initial step toward tackling this challenge, we present AmIWrite, an LLM-powered AI tutoring system for mathematical problem-solving that provides real-time co-speech handwriting interactions on tablet devices, instantiated here as a case study in linear algebra. We conducted a within-subjects study (N = 40) comparing AmIWrite to a text-based AI tutor on two linear algebra topics. Our case study demonstrates how a multimodal AI tutor can preserve the pedagogical benefits of handwriting-based math tutoring and offer a potential path toward more scalable one-on-one STEM tutoring. Ziyi Liu 0004, Yuzhao Chen, Runlin Duan, Zhengzhe Zhu, Xiyun Hu, Kylie Peppler, Karthik Ramani |
CHI | 7 |
| 2025 | Child-AI Co-Creation: A Review of the Current Research Landscape and a Proposal for Six Design ConsiderationsabstractAs generative AI becomes increasingly integrated into children's creative lives, designing responsible and meaningful tools for Child-AI co-creation is a growing concern in HCI and education.This paper presents a scoping review of 20 studies on Child-AI co-creation, analyzing the types of creative activities involved, the age groups studied, and the roles AI systems play.Based on this synthesis, we identify six key design considerations: protecting child data privacy, minimizing bias and hallucinations, fostering appropriate reliance on AI, balancing support and creative freedom, encouraging peer and family collaboration, and making AI's creative process understandable.This work contributes an initial framework to guide the design of child-centered and developmentally appropriate AI co-creation systems, and highlights directions for future research. Zhenyao Cai, Ariel Han, Xiaofei Zhou 0004, Eva Durall, Kylie Peppler |
IDC | 5 |
| 2025 | "Hi Kids, Let's Talk About How Snakes Hunt": Understanding the Process of Children's Instructional Video Creation through a Workshop Studyabstractmedia and content creation literacies becomes critical.Yet little research examines how children engage with video creation or how emerging technologies, such as generative AI, can support this creative process.This study explores children's engagement and challenges during a two-week, project-based learning workshop where they learned to create educational videos teaching school-aligned science topics.Our exploratory findings suggest that educational video creation activity, when designed properly, can serve as an intervention for the dual learning of science literacy CCS Concepts• Human-centered computing → Empirical studies in HCI; Empirical studies in collaborative and social computing; Collaborative interaction. Zhenyao Cai, Shiyao Wei, Ariel Han, Kylie Peppler |
IDC | 4 |
| 2025 | Designing Looms as Kits for Collaborative Assembly
Samantha Speer, Nickolina Yankova, Joey Huang, Carolyn P. Rosé, Kylie Peppler, James McCann, Melisa Orta Martinez |
UIST | 5 |
| 2024 | Teachers, Parents, and Students' perspectives on Integrating Generative AI into Elementary Literacy EducationabstractThe viral launch of new generative AI (GAI) systems, such as ChatGPT and Text-to-Image (TTL) generators, sparked questions about how they can be effectively incorporated into writing education. However, it is still unclear how teachers, parents, and students perceive and suspect GAI systems in elementary school settings. We conducted a workshop with twelve families (parent-child dyads) with children ages 8-12 and interviewed sixteen teachers in order to understand each stakeholder’s perspectives and opinions on GAI systems for learning and teaching writing. We found that the GAI systems could be beneficial in generating adaptable teaching materials for teachers, enhancing ideation, and providing students with personalized, timely feedback. However, there are concerns over authorship, students’ agency in learning, and uncertainty concerning bias and misinformation. In this article, we discuss design strategies to mitigate these constraints by implementing an adults-oversight system, balancing AI-role allocation, and facilitating customization to enhance students’ agency over writing projects. Ariel Han, Xiaofei Zhou 0004, Zhenyao Cai, Shenshen Han, Richard Ko, Seth Corrigan, Kylie Peppler |
CHI | 7 |
| 2024 | ClassMeta: Designing Interactive Virtual Classmate to Promote VR Classroom ParticipationabstractPeer influence plays a crucial role in promoting classroom participation, where behaviors from active students can contribute to a collective classroom learning experience. However, the presence of these active students depends on several conditions and is not consistently available across all circumstances. Recently, Large Language Models (LLMs) such as GPT have demonstrated the ability to simulate diverse human behaviors convincingly due to their capacity to generate contextually coherent responses based on their role settings. Inspired by this advancement in technology, we designed ClassMeta, a GPT-4 powered agent to help promote classroom participation by playing the role of an active student. These agents, which are embodied as 3D avatars in virtual reality, interact with actual instructors and students with both spoken language and body gestures. We conducted a comparative study to investigate the potential of ClassMeta for improving the overall learning experience of the class. Ziyi Liu 0004, Zhengzhe Zhu, Enze Jiang, Xiyun Hu, Kylie Peppler, Karthik Ramani |
CHI | 6 |
| 2023 | LearnIoTVR: An End-to-End Virtual Reality Environment Providing Authentic Learning Experiences for Internet of ThingsabstractThe rapid growth of Internet-of-Things (IoT) applications has generated interest from many industries and a need for graduates with relevant knowledge. An IoT system is comprised of spatially distributed interactions between humans and various interconnected IoT components. These interactions are contextualized within their ambient environment, thus impeding educators from recreating authentic tasks for hands-on IoT learning. We propose LearnIoTVR, an end-to-end virtual reality (VR) learning environment which helps students to acquire IoT knowledge through immersive design, programming, and exploration of real-world environments empowered by IoT (e.g., a smart house). The students start the learning process by installing virtual IoT components we created in different locations inside the VR environment so that the learning will be situated in the same context where the IoT is applied. With our custom-designed 3D block-based language, students can program IoT behaviors directly within VR and get immediate feedback on their programming outcome. In the user study, we evaluated the learning outcomes among students using LearnIoTVR with a pre- and post-test to understand to what extent does engagement in LearnIoTVR lead to gains in learning programming skills and IoT competencies. Additionally, we examined what aspects of LearnIoTVR support usability and learning of programming skills compared to a traditional desktop-based learning environment. The results from these studies were promising. We also acquired insightful user feedback which provides inspiration for further expansions of this system. Zhengzhe Zhu, Ziyi Liu 0004, Youyou Zhang, Joey Huang, Ana M. Villanueva, Xun Qian, Kylie Peppler, Karthik Ramani |
CHI | 8 |
| 2023 | SPEERLoom: An Open-Source Loom Kit for Interdisciplinary Engagement in Math, Engineering, and TextilesabstractWeaving is a fabrication process that is grounded in mathematics and engineering: from the binary, matrix-like nature of the pattern drafts weavers have used for centuries, to the punch card programming of the first Jacquard looms. This intersection of disciplines provides an opportunity to ground abstract mathematical concepts in a concrete and embodied art, viewing this textile art through the lens of engineering. Currently, available looms are not optimized to take advantage of this opportunity to increase mathematics learning by providing hands-on interdisciplinary learning in collegiate classrooms. In this work, we present SPEERLoom: an open-source, robotic Jacquard loom kit designed to be a tool for interweaving cloth fabrication, mathematics, and engineering to support interdisciplinary learning in the classroom. We discuss the design requirements and subsequent design of SPEERLoom. We also present the results of a pilot study in a post-secondary class finding that SPEERLoom supports hands-on, interdisciplinary learning of math, engineering, and textiles. Samantha Speer, Ana P. Garcia-Alonzo, Joey Huang, Nickolina Yankova, Carolyn P. Rosé, Kylie Peppler, James McCann, Melisa Orta Martinez |
UIST | 6 |
| 2022 | Towards Modeling of Virtual Reality Welding Simulators to Promote Accessible and Scalable TrainingabstractThe US manufacturing industry is currently facing a welding workforce shortage which is largely due to inadequacy of widespread welding training. To address this challenge, we present a Virtual Reality (VR)-based training system aimed at transforming state-of-the-art-welding simulations and in-person instruction into a widely accessible and engaging platform. We applied backward design principles to design a low-cost welding simulator in the form of modularized units through active consulting with welding training experts. Using a minimum viable prototype, we conducted a user study with 24 novices to test the system’s usability. Our findings show (1) greater effectiveness of the system in transferring skills to real-world environments as compared to accessible video-based alternatives and, (2) the visuo-haptic guidance during virtual welding enhances performance and provides a realistic learning experience to users. Using the solution, we expect inexperienced users to achieve competencies faster and be better prepared to enter actual work environments. Ananya Ipsita, Levi Erickson, Yangzi Dong, Joey Huang, Alexa Bushinski, Sraven Saradhi, Ana M. Villanueva, Kylie Peppler, Thomas Redick, Karthik Ramani |
CHI | 8 |
| 2021 | RobotAR: An Augmented Reality Compatible Teleconsulting Robotics Toolkit for Augmented Makerspace ExperiencesabstractDistance learning is facing a critical moment finding a balance between high quality education for remote students and engaging them in hands-on learning. This is particularly relevant for project-based classrooms and makerspaces, which typically require extensive trouble-shooting and example demonstrations from instructors. We present RobotAR, a teleconsulting robotics toolkit for creating Augmented Reality (AR) makerspaces. We present the hardware and software for an AR-compatible robot, which behaves as a student’s voice assistant and can be embodied by the instructor for teleconsultation. As a desktop-based teleconsulting agent, the instructor has control of the robot’s joints and position to better focus on areas of interest inside the workspace. Similarly, the instructor has access to the student’s virtual environment and the capability to create AR content to aid the student with problem-solving. We also performed a user study which compares current techniques for distance hands-on learning and an implementation of our toolkit. Ana M. Villanueva, Ziyi Liu 0004, Zhengzhe Zhu, Joey Huang, Kylie Peppler, Karthik Ramani |
CHI | 6 |
| 2020 | StoryMakAR: Bringing Stories to Life With An Augmented Reality & Physical Prototyping Toolkit for YouthabstractMakerspaces can support educational experiences in prototyping for children. Storytelling platforms enable high levels of creativity and expression, but have high barriers of entry. We introduce StoryMakAR, which combines making and storytelling. StoryMakAR is a new AR-IoT system for children that uses block programming, physical prototyping, and event-based storytelling to bring stories to life. We reduce the barriers to entry for youth (Age=14-18) by designing an accessible, plug-and-play system through merging both electro-mechanical devices and virtual characters to create stories. We describe our initial design process, the evolution and workflow of StoryMakAR, and results from multiple single-session workshops with 33 high school students. Our preliminary studies led us to understand what students want to make. We provide evidence of how students both engage and have difficulties with maker-based storytelling. We also discuss the potential for StoryMakAR to be used as a learning environment for classrooms and younger students. Terrell Glenn, Ananya Ipsita, Caleb Carithers, Kylie Peppler, Karthik Ramani |
CHI | 4 |
| 2020 | Meta-AR-App: An Authoring Platform for Collaborative Augmented Reality in STEM ClassroomsabstractAugmented Reality (AR) has become a valuable tool for education and training processes. Meanwhile, cloud-based technologies can foster collaboration and other interaction modalities to enhance learning. We combine the cloud capabilities with AR technologies to present Meta-AR-App, an authoring platform for collaborative AR, which enables authoring between instructors and students. Additionally, we introduce a new application of an established collaboration process, the pull-based development model, to enable sharing and retrieving of AR learning content. We customize this model and create two modalities of interaction for the classroom: local (student to student) and global (instructor to class) pull. Based on observations from our user studies, we organize a four-category classroom model which implements our system: Work, Design, Collaboration, and Technology. Further, our system enables an iterative improvement workflow of the class content and enables synergistic collaboration that empowers students to be active agents in the learning process. Ana M. Villanueva, Zhengzhe Zhu, Ziyi Liu 0004, Kylie Peppler, Thomas Redick, Karthik Ramani |
CHI | 4 |
| 2017 | Merging Sketches for Creative Design Exploration: An Evaluation of Physical and Cognitive Operations
Senthil K. Chandrasegaran, Sriram Karthik Badam, Ninger Zhou, Zhenpeng Zhao, Lorraine G. Kisselburgh, Kylie Peppler, Niklas Elmqvist, Karthik Ramani |
Graphics Interface | 6 |
| 2017 | VizScribe: A visual analytics approach to understand designer behaviorabstractDesign protocol analysis is a technique to understand designers’ cognitive processes by analyzing sequences of observations on their behavior. These observations typically use audio, video, and transcript data in order to gain insights into the designer's behavior and the design process. The recent availability of sophisticated sensing technology has made such data highly multimodal, requiring more flexible protocol analysis tools. To address this need, we present VizScribe, a visual analytics framework that employs multiple coordinated multiple views that enable the viewing of such data from different perspectives. VizScribe allows designers to create, customize, and extend interactive visualizations for design protocol data such as video, transcripts, sketches, sensor data, and user logs. User studies where design researchers used VizScribe for protocol analysis indicated that the linked views and interactive navigation offered by VizScribe afforded the researchers multiple, useful ways to approach and interpret such multimodal data. Senthil K. Chandrasegaran, Sriram Karthik Badam, Lorraine G. Kisselburgh, Kylie Peppler, Niklas Elmqvist, Karthik Ramani |
Int. J. Hum. Comput. Stud. | 4 |
| 2015 | Creative design process in making electronic textilesabstractThis paper looks at the creative design process in making electronic or e-textiles. E-textile artifacts were first evaluated for creativity using the Consensual Assessment Technique. By comparing the design processes of artifacts with high and low creativity scores, we draw inferences about the creative design process. Deductive coding using themes from literature on design and creative processes showed the importance, and interaction between the following factors: attention; high degree of divergence before convergence during idea and solution finding; aesthetic and functional considerations; and designing to convey social themes. The paper concludes with a discussion on how to engage youth in creative design and future research directions. Verily Tan, Kylie Peppler |
IDC | 2 |
| 2015 | HandiMate: exploring a modular robotics kit for animating crafted toysabstractBuilding from our previous work we explore HandiMate, a robotics kit which enables users to construct and animate their toys using everyday craft materials [32]. The kit contains eight joint modules, a tablet interface and a glove controller. Unlike popular kits, HandiMate does not rely on manufactured parts to construct the toy. Rather this open ended platform engages users to pursue interest driven activities using everyday objects, such as cardboard, construction paper, and spoons. These crafted parts are then fastened together using Velcro to the joint modules and animated using the glove as the controller. In this paper, we discuss the results from two user studies which were designed to understand the affinity of HandiMate among children. The first study reveals that children rated the HandiMate kit as gender-neutral, appealing equally to both female and male students. The second study discusses the benefits of engaging children in engineering design with HandiMate, which has been observed to bring out children's tacit physics-based engineering knowledge and facilitate learning. Sang Ho Yoon, Ansh Verma, Kylie Peppler, Karthik Ramani |
IDC | 3 |
| 2015 | HandiMate: Create and Animate using Everyday Objects as MaterialabstractThe combination of technological progress and a growing interest in design has promoted the prevalence of DIY (Do It Yourself) and craft activities. We introduce HandiMate, a platform that makes it easier for people without technical expertise to fabricate and animate electro-mechanical systems from everyday objects. Our goal is to encourage creativity, expressiveness and playfulness. The user can assemble his or her hand crafted creations with HandiMate--s joint modules and animate them via gestures. The joint modules are packaged with an actuator, a wireless communication device and a micro-controller. This modularization makes quick electro-mechanical prototyping just a matter of pressing together velcro. Animating these constructions is made intuitive and simple by a glove-based gestural controller. Our study conducted with children and adults demonstrates a high level of usability (system usability score 79.9). It also indicates that creative ideas emerge and are realized in a constructive and iterative manner in less than 90 minutes. This paper describes the design goals, framework, interaction methods, sample creations and evaluations methods. Jasjeet Singh Seehra, Ansh Verma, Kylie Peppler, Karthik Ramani |
TEI | 3 |
| 2011 | Articulating creativity in a new domain: expert insights from the field of e-textilesabstractBuilding on Csikszentmihalyi's conception of creativity as a system composed of the domain, the individual, and a field of experts who validate creative innovations, we examine a new domain of e-textiles to describe creativity. Further, we use our interviews with domain experts to outline some of the limitations of current assessment techniques to inform our understanding of creativity. Kylie Peppler, Diane Glosson, Yasmin B. Kafai, Deborah A. Fields, Kristin A. Searle |
Creativity & Cognition | 1 |
| 2010 | BeeSign: designing to support mediated group inquiry of complex science by early elementary studentsabstractAll too often, designers assume that complex science and cycles of inquiry are beyond the capabilities of young children (5--8 years old). However, with carefully designed mediators, we argue that such concepts are well within their grasp. In this paper we describe two design iterations of the BeeSign simulation software that was designed to help young children learn about honeybees collect nectar from a complex systems perspective. We summarize findings from two studies that suggest that this design has been successful in teaching and motivating these young children and demonstrates how activity theory can guide design. Joshua A. Danish, Kylie Peppler, David Phelps |
IDC | 2 |
| 2010 | Fröbel's forgotten gift: textile construction kits as pathways into play, design and computationabstractReflecting on one of Frobel's overlooked gifts, sewing and embroidery, this paper explores a recent renaissance in commercially available textile construction kits for children. Through a survey of such kits, we argue that revisiting embroidery in this digital age is a powerful leverage to introduce computation into material culture. In particular, we highlight the evolution of recent children's textile construction kits beginning with the Barbie Fashion Designer in 1996 then moving onto more recent developments, like the LilyPad Arduino, that combines computation, ICT, fashion and craft. We discuss the implications of these designs for learning, play, and broadening participation in computing fields. Yasmin B. Kafai, Kylie Peppler, Quinn Burke 0001, Diane Glosson |
IDC | 2 |
| 2010 | BeeSim: leveraging wearable computers in participatory simulations with young childrenabstractNew technologies have enabled students to become active participants in computational simulations of dynamic and complex systems (called Participatory Simulations), providing a "first-person" perspective on complex systems. However, most existing Participatory Simulations have targeted older children, teens, and adults assuming that such concepts are too challenging for younger age groups. This paper, by contrast, presents a design for a Participatory Simulation, called BeeSim, which makes use of wearable computers and targets young children (7-8 years old) to model the behaviors of honeybee nectar collection. In our preliminary user studies, we found that BeeSim contributed to systems understanding and more easily managed group dynamics. Kylie Peppler, Joshua A. Danish, Benjamin Zaitlen, Diane Glosson, Alexander Jacobs, David Phelps |
IDC | 1 |
| 2009 | Pedagogical Dramas and Transformational Play: Realizing Narrative through Videogames Design
Sasha A. Barab, Tyler Dodge, Adam Ingram-Goble, Charlene Volk, Kylie Peppler, Patrick Pettyjohn, Maria Solomou |
ICIDS | 5 |
| 2008 | Youth as media art designers: workshops for creative codingabstractWe describe our efforts to bring media arts into design work with the goals to introduce new expressive forms in programming to urban youth. We're presenting the findings from a series of workshop organized together with professional media artists that focused on immersion, interaction, color and perspective using Scratch, a media-rich programming environment. Our findings illustrate that a focused introduction of these features can be easily accomplished and help young designers to become more sophisticated in their creative expression. In the discussion we outline suggestions for activity and theme designs for future workshops. Kylie Peppler, Yasmin B. Kafai |
IDC | 1 |
| 2008 | Programming by choice: urban youth learning programming with scratchabstractThis paper describes Scratch, a visual, block-based programming language designed to facilitate media manipulation for novice programmers. We report on the Scratch programming experiences of urban youth ages 8-18 at a Computer Clubhouse 'an after school center' over an 18-month period. Our analyses of 536 Scratch projects collected during this time documents the learning of key programming concepts even in the absence of instructional interventions or experienced mentors. We discuss the motivations of urban youth who choose to program in Scratch rather than using one of the many other software packages available to them and the implications for introducing programming at after school settings in underserved communities. John H. Maloney, Kylie Peppler, Yasmin B. Kafai, Mitchel Resnick, Natalie Rusk |
SIGCSE | 2 |
| 2007 | What Videogame Making Can Teach Us About Literacy and Learning: Alternative Pathways into Participatory Culture
Kylie Peppler, Yasmin B. Kafai |
DiGRA Conference | 1 |