VLDB 2026 Research / reviewers in the wild / expert
Julie A. Kientz
dblp:k/JAKientz
· DBLP profile ↗
100ranked-venue papers
6as first author
27since 2021 · last 2026
0000-0001-7437-7861ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 90 · 6 first-author · 27 since 2021Applied, interdisciplinary, general and emerging computing · 10Security and privacy · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Toys that listen, talk, and play: Understanding Children's Sensemaking and Interactions with AI ToysabstractGenerative AI (genAI) is increasingly being integrated into children’s everyday lives, not only through screens but also through so-called “screen-free” AI toys. These toys can simulate emotions, personalize responses, and recall prior interactions, creating the illusion of an ongoing social connection. Such capabilities raise important questions about how children understand boundaries, agency, and relationships when interacting with AI toys. To investigate this, we conducted two participatory design sessions with eight children ages 6 - 11 where they engaged with three different AI toys, shifting between play, experimentation, and reflection. Our findings reveal that children approached AI toys with genuine curiosity, profiling them as social beings. However, frequent interaction breakdowns and mismatches between apparent intelligence and toy-like form disrupted expectations around play and led to adversarial play. We conclude with implications and design provocations to navigate children’s encounters with AI toys in more transparent, developmentally appropriate, and responsible ways. Aayushi Dangol, Meghna Gupta, Daeun Yoo, Robert Wolfe, Jason C. Yip 0001, Franziska Roesner, Julie A. Kientz |
IDC | 7 |
| 2026 | Parent Perspectives on Future Designs of AAC for Children with Speech and Language Difficulties
Aayushi Dangol, Aaleyah Lewis, Hyewon Suh, Robert Wolfe, James Fogarty, Julie A. Kientz |
IDC | 6 |
| 2026 | Where Does AI Leave a Footprint? Children's Reasoning About AI's Environmental CostsabstractTwo of the most socially consequential issues facing today’s children are the rise of artificial intelligence (AI) and the rapid changes to the earth’s climate. Both issues are complex and contested, and they are linked through the notable environmental costs of AI use. Using a systems thinking framework, we developed an interactive system called Ecoprompt to help children reason about the environmental impact of AI. EcoPrompt combines a prompt-level environmental footprint calculator with a simulation game that challenges players to reason about the impact of AI use on natural resources that the player manages. We evaluated the system through two participatory design sessions with 16 children ages 6–12. Our findings surfaced children’s perspectives on societal and environmental tradeoffs of AI use, as well as their sense of agency and responsibility. Taken together, these findings suggest opportunities for broadening AI literacy to include systems-level reasoning about AI’s environmental impact. Aayushi Dangol, Robert Wolfe, Nisha Devasia, Mitsuka Kiyohara, Jason C. Yip 0001, Julie A. Kientz |
IDC | 6 |
| 2026 | Exploring AI Companions Together: A Structured Family Co-Investigation of Character.AIabstractTeens today are increasingly drawn to emotionally responsive AI systems, often called AI companions. As these technologies grow in popularity, families face new questions about mediating teens’ interactions with them. Traditional mediation strategies, such as monitoring or restriction, often fall short when interactions are private, emotionally persuasive, and relational. In this study, we examine how families, parents and teens, can jointly explore, interpret, and negotiate the use of AI companions together. We conducted a four-week study with 11 families with teens aged 13–15, centered on Character.AI and structured around activities that progressed from joint exploration to teen independent use. Our findings show that co-exploration fostered family connection, supported joint calibration of AI behaviors and limits, gave parents real-time insight into teens’ decision-making, and prompted families to reassess their assumptions about AI companions. We conclude with implications and recommendations for designing parental-mediation tools that help scaffold healthy teen-AI companion use. Meghna Gupta, Mitsuka Kiyohara, Ranjitha Naruganahalli Rangaswamy, Franziska Roesner, Julie A. Kientz |
IDC | 5 |
| 2026 | Relief or displacement? How teachers are negotiating generative AI's role in their professional practiceabstractAs generative AI (genAI) rapidly enters classrooms, accompanied by district-level policy rollouts and industry-led teacher trainings, it is important to rethink the canonical “adopt and train” playbook. Decades of educational technology research show that tools promising personalization and access often deepen inequities due to uneven resources, training, and institutional support. Against this backdrop, we conducted semi-structured interviews with 22 teachers from a large U.S. school district that was an early adopter of genAI. Our findings reveal the motivations driving adoption, the factors underlying resistance, and the boundaries teachers negotiate to align genAI use with their values. We further contribute by unpacking the sociotechnical dynamics—including district policies, professional norms, and relational commitments—that shape how teachers navigate the promises and risks of these tools. Aayushi Dangol, Smriti Kotiyal, Robert Wolfe, Alex J. Bowers, Antonio Vigil, Jason C. Yip 0001, Julie A. Kientz, Suleman Shahid, Tom Yeh, Vincent Cho 0002, Katie Davis 0001 |
CHI | 7 |
| 2026 | Consent under Constraints: Negotiating Photography and Media Sharing in Institutionalized ChildcareabstractTaking and sharing photos is a routine practice in childcare institutions, used to document children’s learning, communicate with families, and support marketing. These practices are typically regulated through consent forms, the institutional mechanism for authorizing photography and media use. While prior research has examined parents’ photo-taking and sharing, little is known about consent in institutional childcare, where formal policies and non-parental figures (e.g., staff and administrators) shape children’s privacy in distinct ways. To investigate this, we analyzed 42 consent forms and conducted 21 semi-structured interviews with parents, educators, and administrators in U.S.-based childcare institutions. Our findings reveal that consent forms serve as procedural, one-time agreements rather than meaningful safeguards. Parents navigate consent pragmatically amidst structural precarity and power asymmetries, while staff performs the unseen labor of consent enforcement. We conclude with implications for reimagining consent and designing usable institutional mechanisms that support children’s privacy and safety in practice. Meghna Gupta, Sophie Stephenson, Franziska Roesner, Julie A. Kientz |
CHI | 5 |
| 2026 | "They are not my children to post": Examining Non-Parental Sharenting Practices in In-home Childcare
Meghna Gupta, Sophie Stephenson, Apu Kapadia, Julie A. Kientz, Franziska Roesner |
SOUPS | 4 |
| 2025 | Partnership through Play: Investigating How Long-Distance Couples Use Digital Games to Facilitate IntimacyabstractLong-distance relationships (LDRs) have become more common in the last few decades, primarily among young adults pursuing educational or employment opportunities.A common way for couples in LDRs to spend time together is by playing multiplayer video games, which are often a shared hobby and therefore a preferred joint activity.However, games are relatively understudied in the context of relational maintenance for LDRs.In this work, we used a mixed-methods approach to collect data on the experiences of 13 couples in LDRs who frequently play games together.We investigated different values around various game mechanics and modalities and found significant differences in couple play styles, and also detail how couples appropriate game mechanics to express affection to each other virtually.We also created prototypes and design implications based on couples' needs surrounding the lack of physical sensation and memorabilia storage in most popular games. Nisha Devasia, Adrian Rodriguez, Logan Tuttle, Julie A. Kientz |
Conference on Designing Interactive Systems | 4 |
| 2025 | If anybody finds out you are in BIG TROUBLE": Understanding Children's Hopes, Fears, and Evaluations of Generative AIabstractAs generative artificial intelligence (genAI) increasingly mediates how children learn, communicate, and engage with digital content, understanding children's hopes and fears about this emerging technology is crucial.In a pilot study with 37 fifth-graders, we explored how children (ages 9-10) envision genAI and the roles they believe it should play in their daily life.Our findings reveal three key ways children envision genAI: as a companion providing guidance, a collaborator working alongside them, and a task automator that offloads responsibilities.However, alongside these hopeful views, children expressed fears about overreliance, particularly in academic settings, linking it to fears of diminished learning, disciplinary consequences, and long-term failure.This study highlights the need for child-centric AI design that balances these tensions, empowering children with the skills to critically engage with and navigate their evolving relationships with digital technologies. Aayushi Dangol, Robert Wolfe, Daeun Yoo, Arya Thiruvillakkat, Ben Chickadel, Julie A. Kientz |
IDC | 6 |
| 2025 | Children's Mental Models of AI Reasoning: Implications for AI Literacy Education
Aayushi Dangol, Robert Wolfe, Runhua Zhao, Jaewon Kim 0002, Trushaa Ramanan, Katie Davis 0001, Julie A. Kientz |
IDC | 7 |
| 2025 | "AI just keeps guessing": Using ARC Puzzles to Help Children Identify Reasoning Errors in Generative AI
Aayushi Dangol, Runhua Zhao, Robert Wolfe, Trushaa Ramanan, Julie A. Kientz, Jason C. Yip 0001 |
IDC | 5 |
| 2025 | "I Want to Think Like an SLP": A Design Exploration of AI-Supported Home Practice in Speech Therapy
Aayushi Dangol, Aaleyah Lewis, Hyewon Suh, Xuesi Hong, Hedda Meadan, James Fogarty, Julie A. Kientz |
CHI | 7 |
| 2025 | Cultivating Computational Thinking and Social Play among Neurodiverse Preschoolers in Inclusive ClassroomsabstractComputational thinking (CT) is regarded as a fundamental twenty-first century skill and has been implemented in many early childhood education curriculum. Yet, the needs of neurodivergent children have remained largely overlooked in the extensive research and technologies built to foster CT among children. To address this, we investigated how to support neurodiverse (i.e., groups involving neurodivergent and neurotypical) preschoolers aged 3-5 in learning CT concepts. Grounded in interviews with six teachers, we deployed an age-appropriate, programmable robot called KIBO in two preschool classrooms involving 12 neurodivergent and 17 neurotypical children for eight weeks. Using interaction analysis, we illustrate how neurodivergent children found enjoyment in assembling KIBO and learned to code with it while engaging in cooperative and competitive play with neurotypical peers and the adults. Through this, we discuss accessible adaptations needed to enhance CT among neurodivergent preschoolers and ways to reimagine technology-mediated social play for them. Maitraye Das, Megan Tran, Amanda Chih-han Ong, Julie A. Kientz, Heather Feldner |
CHI | 4 |
| 2025 | Exploring AI-Based Support in Speech-Language Pathology for Culturally and Linguistically Diverse Children
Aaleyah Lewis, Aayushi Dangol, Hyewon Suh, Abbie Olszewski, James Fogarty, Julie A. Kientz |
CHI | 6 |
| 2025 | "I Would Not Be This Version of Myself Today": Elaborating on the Effects of Eudaimonic Gaming ExperiencesabstractWhile much of the research in digital games has emphasized hedonic experiences, such as flow, enjoyment, and positive affect, recent years have seen increased interest in eudaimonic gaming experiences, typically mixed-affect and associated with personal meaningfulness and growth. The formation of such experiences in games is theorized to have four constituent elements: motivation, game use, experience, and effects. However, while the first three elements have been relatively well explored in the literature, the effects - and how they may influence positive individual outcomes - have been underexplored thus far. To this end, in this work, we investigate the perceived outcomes of eudaimonic gaming and how different components of the experience influence these effects. We conducted a survey (n = 166) in which respondents recounted meaningful gaming experiences and how they affected their present lives. We used a mixed-methods approach to classify effects and identify significant subcomponents of their formation. We contribute an empirical understanding of how meaningful gaming experiences can lead to positive reflective, learning, social, health, and career effects, extending current theoretical models of eudaimonic gaming experiences and offering implications for how researchers and practitioners might use these findings to promote positive outcomes for players. Nisha Devasia, Georgia Kenderova, Michele Newman, Julie A. Kientz, Jin Ha Lee 0001 |
Proc. ACM Hum. Comput. Interact. | 4 |
| 2025 | Reading AI and Reading the World: Using an Interactive AI System to Promote Children's Understanding of AI BiasabstractAI technologies, despite having well-documented biases and shortcomings, are becoming increasingly pervasive across various aspects of society. AI biases often reflect and interact with broader societal biases, underscoring the need to support children in understanding these biases so that they can identify when they (or others) are being discriminated against by an AI-based system. To explore this learning through a new methodology, we built an interactive system called CLIP4KIDS. We conducted four classroom sessions with 28 fifth graders in the United States and examined our data using qualitative thematic analysis. Students frequently described AI biases in terms of “assumptions” and “stereotypes” and drew connections between historical injustices and present biases in AI models. This work contributes a novel tool for learning about AI biases, an empirical account of children’s experiences, and a theoretical analysis incorporating Vossoughi and Gutiérrez’s framework of critical pedagogy and sociocultural theory. Aayushi Dangol, Robert Wolfe, Akeiylah DeWitt, Ben Chickadel, Julie A. Kientz, Sayamindu Dasgupta |
ACM Trans. Comput. Hum. Interact. | 5 |
| 2025 | Uncovering Parental Struggles: Using Digital Probes to Analyse Challenges in Applying Online Parenting ContentabstractUnderstanding the situated challenges that people face when attempting to apply online parenting advice is crucial for building effective digital parenting supports. However, existing HCI methods do not enable researchers to capture the complete breadth of experience relevant to gathering experiential data on both behaviour change processes and lived experiences at scale. This article describes the full development process of adapting existing probe-like methods to capture data about these parenting experiences. We drew on a systematic review of existing probe-like methods and developed a digital probe through user-centred design involving parents. Our study included parent interviews (n = 15), online trials (n = 30, n = 200) and an evaluation of the probe alongside a UK National Health Service parenting intervention (n = 35). Our article contributes insights into how to adapt probes to collect rich parenting data, reveals the kinds of insights gathered and presents new considerations for designing digital parenting interventions that resonate with families. Seray B. Ibrahim, Julia Dabrowski, Alissa Nicole Antle, Julie A. Kientz, Alexandra Chesters, Petr Slovák |
ACM Trans. Comput. Hum. Interact. | 4 |
| 2024 | Mediating Culture: Cultivating Socio-cultural Understanding of AI in Children through Participatory DesignabstractThe 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 Systems | 5 |
| 2024 | A Systematic Review of the Probes Method in Research with Children and FamiliesabstractSince their introduction, there has been wide discussion about how probes are used in human computer interaction (HCI) research. This variation can be problematic for researchers and designers who plan on using probes in the child computer interaction space, as it can be difficult to know which approach is best suited to address their design situation. In this review, we surveyed the ways that HCI researchers have used probes in studies with children and families. Based on 25 articles, we analysed the methodological decisions that researchers have taken in their empirical studies, relating to: a.) the goals for using the probes, b.) the probe itself, c.) participant involvement, and d.) the data and data use. Based on our methodological findings, we highlight four key tensions—including probes as sources of information versus creative input–and consider questions that can guide decision making for developing probes studies with children and families. Seray B. Ibrahim, Alissa Nicole Antle, Julie A. Kientz, Graham Pullin, Petr Slovák |
IDC | 3 |
| 2024 | Towards Construction-Oriented Play for Vision-Diverse PeopleabstractPlayful forms of construction, both analog and digital, enable players of all ages to build whatever they imagine. Engaging in construction-oriented play grants diverse people a wide range of benefits, such as enhanced collaborative problem solving, gains in spatial reasoning, and increases in demonstrated creativity. However, the inaccessibility of construction-oriented play, especially in the digital medium, precludes blind and low-vision players from these important benefits. In this work, we sought to understand how construction-oriented play affects blind players’ lives and the access challenges they face. Through semi-structured interviews with 17 participants aged 10 to 48, we found that construction-oriented play provides BLV individuals with socialization, cultural inclusion, and therapeutic benefits, fostering creativity and expression; however, vision-diverse players often rely on tactile references, sighted assistance, and/or customized game modifications to overcome accessibility challenges. We contribute a qualitative empirical understanding of how blind and low-vision people are interacting with digital and tangible construction media and discuss future directions for more accessible construction-oriented play. Adrian Rodriguez, Nisha Devasia, Michelle Pei, Julie A. Kientz |
ASSETS | 4 |
| 2024 | Incloodle-Classroom: Technology for Inclusive Joint Media Engagement in a Neurodiverse Kindergarten ClassroomabstractEnabling opportunities for young children with disabilities to co-engage in learning activities alongside their non-disabled peers is essential for promoting equity in early childhood education. We investigate how collaborative technology can be designed to support young neurodivergent and neurotypical children in playing together. By integrating theories and methods from design, HCI, and the learning sciences, we iteratively designed, developed, and evaluated a novel tablet application called Incloodle-Classroom (Incloodle in short), that takes into account the needs of neurodiverse groups of children and the adults who support them during play. We deployed Incloodle in a kindergarten classroom of 15 neurodivergent and 16 neurotypical children over a 10-week period. Using interaction analysis, we present rich empirical understandings of how children interacted with each other, with adults, and with Incloodle. In doing so, we contribute new theoretical underpinnings to collaborative and accessible technology design, extending joint media engagement to encompass inclusivity and equity. Kiley Sobel, Maitraye Das, Sara M. Behbakht, Julie A. Kientz |
ACM Trans. Comput. Hum. Interact. | 4 |
| 2022 | The Cost of Culture: An Analysis of Cash App and the Financial Inclusion of Black American CommunitiesabstractMobile banking applications have become a primary mode of sharing and managing financial resources. However, prior work has questioned its role in serving Black communities amid legacies of structural racial inequity. To investigate this critical topic, we conducted a 30-day diary study with 21 participants and an interview study with 15 participants, all Black American users of the mobile payment platform Cash App. We observed that addressing hurdles to financial inclusion requires the navigation of institutional distrust, banking barriers, and financial literacy disparities. Our findings suggest that Black Americans persist and navigate contemporary financial systems through legacies of social and cultural capacities. We offer grounded-truth considerations for the continued design of fin-tech that could have equitable impact among historically marginalized communities. Reflecting on the tenor of financial services to lack empathy, we urge designers and scholars of financial technology to reflect on their power to promote racial justice and financial inclusion. Jay L. Cunningham, Sydney T. Nguyen, Julie A. Kientz, Daniela Karin Rosner |
Conference on Designing Interactive Systems | 3 |
| 2021 | Translational IDC: Bridging the IDC Research-Practice GapabstractThis workshop aims to bring together IDC authors, academic researchers, and industry practitioners to collaborate in identifying translation practices to reduce IDC's research-practice gap. To achieve this, we will (1) share successes and challenges in translational IDC research, (2) explore current IDC authors’ practices and needs to share their evidence-based research with practitioners, and (3) derive ideas with and feedback from IDC authors with hands-on activities and lightweight processes to translate their IDC research to meet the needs of industry practitioners who work on children's media and technologies. This workshop will bring together IDC community members with practitioners in industry to envision and develop pathways to a sustainable process to share IDC research. Saba Kawas, Andrea Tartaro, Julie A. Kientz, Alissa Nicole Antle, Lucas Colusso, Emily Schlemmer, Meagan Rothschild, Nikita Soni 0001 |
IDC | 3 |
| 2021 | The Pandemic as a Catalyst for Reimagining the Foundations of Location-Based GamesabstractMainstream location-based games (LBGs) highlight three foundations-exercise, exploration, and social interaction-which were hugely disrupted by the COVID-19 pandemic. This genre has already had access issues depending on the player's region, identity, ability, and technology, which the pandemic also amplified. Thus, the pandemic provided a unique opportunity to re-imagine the design of LBGs to preserve player benefits while challenging these foundations. We conducted a two-week diary study with 11 LBG players coping with difficult life circumstances, followed by remote co-design sessions. Participants continued to play primarily to maintain community connection while adjusting the mode of socialization, finding meaning through virtual exploration, and support mental health and personal growth. Participants discussed ways to enhance the experience by expanding the range of physical activities during social distancing, reimagining proximity-based social interactions, and exploring via social construction of places while expanding beyond how the three foundations are currently supported in LBGs. Arpita Bhattacharya, Travis W. Windleharth, Cassandra Lee, Amulya Paramasivam, Julie A. Kientz, Jason C. Yip 0001, Jin Ha Lee 0001 |
Proc. ACM Hum. Comput. Interact. | 5 |
| 2021 | Parenting in a Pandemic: Juggling Multiple Roles and Managing Technology Use in Family Life During COVID-19 in the United StatesabstractThe COVID-19 pandemic upended the lives of families with young children as school closures and social distancing requirements left caregivers struggling to facilitate educational experiences, maintain social connections, and ensure financial stability. Considering families' increased reliance on technology to survive, this research documents parents' lived experiences adapting to technology's outsized role alongside other shifts in family life associated with the COVID-19 pandemic. In this paper, we describe a 10-week study with 30 enrolled families with children aged 3 to 13 in the United States using the asynchronous remote communities (ARC) methodology to 1) understand the benefits and challenges faced by families as they adapted technology at home to navigate the pandemic, and 2) to ideate improvements to those experiences through co-design. We found that amidst gaps in infrastructural support from schools, workplaces, and communities, parents experienced deep anxiety and took on new roles, including tech support, school administrator, and curator of meaningful activities for their children. As parents shared bold and creative technology-based solutions for improving family well-being, schooling experiences, social life, and beyond, they demonstrated their capacity to contribute to new models of learning and family life. Our findings are a call to action for CSCW researchers, designers, and family-focused practitioners to work with learning communities that incorporate parent, teacher, and technology experiences in their academic and community planning. Rebecca Michelson, Akeiylah DeWitt, Ria Nagar, Alexis Hiniker, Jason C. Yip 0001, Sean A. Munson, Julie A. Kientz |
Proc. ACM Hum. Comput. Interact. | 7 |
| 2021 | Co-Design with Older Adults: Examining and Reflecting on Collaboration with Aging CommunitiesabstractCo-design methods have involved older adults in the design process to fill the knowledge gap that younger adult designers might encounter when designing for an aging population. A focus of co-design means establishing equal and equitable relationships between users and designers. To understand the factors that contribute to equal collaborations between older adults and student designers, we conducted 12 co-design sessions with 16 older adults and 11 student designers. We examined their interactions by adapting a framework initially aimed to understand the child-adult design partnership. We also analyzed student designers' reflections to understand their experiences and learnings from designing with older adults. Our findings demonstrate that developing a design partnership is complex. The framework helped surface factors like sharing life experiences and role ownership that influenced balanced or unbalanced interactions. Through the student designers' reflections, we found that student designers identified challenges they encountered and the assumptions they had about the older adult population. We believe that immersing students in a co-design experience with older adults and leveraging reflection activities provides an educational and meaningful experience to the design students. Dawn Sakaguchi-Tang, Jay L. Cunningham, Wendy Roldan, Jason C. Yip 0001, Julie A. Kientz |
Proc. ACM Hum. Comput. Interact. | 5 |
| 2021 | Embracing Four Tensions in Human-Computer Interaction Research with Marginalized PeopleabstractHuman-computer interaction has a long history of working with marginalized people. We sought to understand how HCI researchers navigate work that engages with marginalized people and considerations researchers might work through to expand benefits and mitigate potential harms. In total, 24 HCI researchers, located primarily in the United States, participated in an interview, survey, or both. Through a reflexive thematic analysis, we identified four tensions—exploitation, membership, disclosure, and allyship. We explore the complexity involved in each, demonstrating that an equitable endpoint may not be possible, but this work is still worth pursuing when researchers make certain considerations. We emphasize that researchers who work with marginalized people should account for each tension in their research approaches to move forward. Finally, we propose an allyship-oriented approach to research that draws inspiration from discourse occurring in tangential fields and activist spaces and pushes the field into a new paradigm of research with marginalized people. Calvin A. Liang, Sean A. Munson, Julie A. Kientz |
ACM Trans. Comput. Hum. Interact. | 3 |
| 2020 | "This just felt to me like the right thing to do": Decision-Making Experiences of Parents of Young ChildrenabstractParenting comes with many responsibilities, one of which is making ongoing decisions affecting their child's health. While today's parents have access to an abundance of parenting advice and data-both offline and online-little is known about their lived experience with these resources and how it interacts with other aspects of decision-making like intuition. Drawing on a survey of 65 parents and interviews of 12 parents of children aged 0-5 in the U.S., we provide the following contributions: an analysis of parents' experiences and needs when using different resources to make health and wellbeing decisions for their child; a definition of parents' lived experiences with intuition throughout the decision-making process; and a discussion of tensions and opportunities for designing in this sensitive space. Our findings can inform new design directions for interactive technology-based parenting support, particularly the potential to consider intuition and make parenting information and data more socially oriented. Susanne Kirchner, Dawn Sakaguchi-Tang, Rebecca Michelson, Sean A. Munson, Julie A. Kientz |
Conference on Designing Interactive Systems | 5 |
| 2020 | Another decade of IDC research: examining and reflecting on values and ethicsabstractExamining the values inherent in papers published at IDC provides a lens to our research community and informs the path of future research needs and opportunities. We conducted a content analysis of the values expressed in all full IDC papers between 2011 and 2019 and a survey with the first authors of 20% of these papers. We examine the types of IDC research contributions, the qualities and behaviors the research seeks to support in children, the role of the child and other stakeholders in the design process, the theories that inform IDC research, and the criteria that guide the technical design choices. We discuss the research contributions and the core value trends over the past two decades of IDC full published papers. We also present the ethical considerations central to the surveyed authors' work. Based on our analysis, we discuss implications and opportunities for future contributions, such as explicit attention to inclusivity in research, encouraging multidisciplinary collaborations, and expanding the qualities our community aims to support in children. These qualities include: focusing on children's sense of autonomy, agency, and empowerment; and children's participation in research as active creators of technology. Saba Kawas, Ye Yuan 0010, Akeiylah DeWitt, Qiao Jin 0002, Susanne Kirchner, Abigail Bilger, Ethan O. Grantham, Julie A. Kientz, Andrea Tartaro, Svetlana Yarosh |
IDC | 8 |
| 2020 | Designing an online sex education resource for gender-diverse youthabstractTransgender and gender-diverse youth deserve proper sex education, but current educational and clinical structures largely ignore their developmental experiences. As a result, many of these teens go online to seek crucial information. Designers and researchers alike can benefit from an understanding of the design needs of gender-diverse youth for sex education online resources. We recruited 19 gender-diverse youth, ages 15 to 21, to participate in a mix of in-person and online design methods. This research makes three contributions; 1) identification of preferences for where gender-diverse teens prefer to get certain kinds of sexual health information, 2) design considerations for an online resource, 3a) a new method for eliciting preferences, the Four Corners Exercise, and 3b) a new method for combining the Asynchronous Remote Community (ARC) method with in-person sessions. Through this research, we provide key considerations in developing an online sex education resource for gender-diverse youth. Calvin A. Liang, Katie Albertson, Florence Williams, David Inwards-Breland, Sean A. Munson, Julie A. Kientz, Kym Ahrens |
IDC | 6 |
| 2020 | Why Should I Trust You? Supporting the Sharing of Health Data in the Interprofessional Space of Child Development
Sean P. Mikles, Lauren E. Snyder, Julie A. Kientz, Anne M. Turner |
AMIA | 3 |
| 2020 | Parenting with Alexa: Exploring the Introduction of Smart Speakers on Family DynamicsabstractSmart speakers have become pervasive in family homes, creating the potential for these devices to influence parent-child dynamics and parenting behaviors. We investigate the impact of introducing a smart speaker to 10 families with children, over four weeks. We use pre- and post- deployment interviews with the whole family and in-home audio capture of parent-child interactions with the smart speaker for our analysis. Despite the smart speaker causing occasional conflict in the home, we observed that parents lever-aged the smart speaker to further parenting goals. We found three forms of influence the smart speaker has on family dynamics: 1) fostering communication, 2) disrupting access, and 3) augmenting parenting. All of these influences arise from a communally accessible, stand-alone voice interface which democratizes family access to technology. We discuss design implications in furthering parenting practices and behaviors as the capabilities of the technology continue to improve. Erin Beneteau, Ashley Boone, Yuxing Wu, Julie A. Kientz, Jason C. Yip 0001, Alexis Hiniker |
CHI | 4 |
| 2020 | "It Should Be a Game for Fun, Not Exercise": Tensions in Designing Health-Related Features for Pokémon GOabstractLeveraging existing popular games such as Pokémon GO to promote health can engage people in healthy activities without sacrificing gaming appeal. However, little is known about what potential tensions arise from incorporating new health-related features to already existing and popular games and how to resolve those tensions from players' perspectives. In this paper, we identify design tensions surrounding the appeals of Pokémon GO, perspectives on different health needs, and mobile health technologies. By conducting surveys and design workshops with 20 avid Pokémon GO players, we demonstrate four design tensions: (1) diverse goals and rewards vs. data accuracy, (2) strong bonds between players and characters vs. gaming obsession, (3) collaborative play vs. social anxiety, and (4) connection of in-real-life experiences with the game vs. different individual contexts. We provide design implications to resolve these tensions in Pokémon GO and discuss how to extend our findings to the broader context of health promotion in location-based games. Yoojung Kim, Arpita Bhattacharya, Julie A. Kientz, Jin Ha Lee 0001 |
CHI | 3 |
| 2020 | DreamCatcher: Exploring How Parents and School-Age Children can Track and Review Sleep Information TogetherabstractParents and their school-age children can impact one another's sleep. Most sleep-tracking tools, however, are designed for adults and make it difficult for parents and children to track together. To examine how to design a family-centered sleep tracking tool, we designed DreamCatcher. DreamCatcher is an in-home, interactive, shared display that aggregates data from wrist-worn sleep sensors and self-reported mood. We deployed DreamCatcher as a probe to examine the design space of tracking sleep as a family. Ten families participated in the study probe between 15 and 50 days. This study uses a family systems perspective to explore research questions regarding the feasibility of children actively tracking health data alongside their parents and the effects of tracking and sharing on family dynamics. Our results indicate that children can be active tracking contributors and that having parents and children track together encourages turn-taking and working together. However, there were also moments when family members, in particular parents, felt discomfort from sharing their sleep and mood with other family members. Our research contributes to a growing understanding of designing family-centered health-informatics tools to support the combined needs of parents and children. Laura R. Pina, Sang-Wha Sien, Clarissa Song, Teresa Ward, James Fogarty, Sean A. Munson, Julie A. Kientz |
Proc. ACM Hum. Comput. Interact. | 7 |
| 2019 | Engaging Teenagers in Asynchronous Online Groups to Design for Stress ManagementabstractTeenagers have unique needs for mental wellbeing that can be supported by interactive technologies. Teens also have valuable input in the design of technology, so designers and researchers must seek new methods for involving them in the design process. We enrolled 23 unacquainted teenagers in an Asynchronous Remote Communities (ARC) study consisting of two private online groups. Teens participated in 10 weekly design activities on stress management across three months. We found that teens sought support from technology tailored to their perception of control in stressful contexts, developing sense of self, and varying social needs, including asking for no intervention from others. Teens appreciated that the ARC design experience allowed for flexibility in participation and supported selective disclosure. However, there were limited interactions between teenagers online. Reflecting on our study, we provide design implications for tools to support teenager mental health and discuss how the ARC method can be adapted for designing with teenagers. Arpita Bhattacharya, Calvin A. Liang, Emily Y. Zeng, Kanishk Shukla, Miguel E. R. Wong, Sean A. Munson, Julie A. Kientz |
IDC | 7 |
| 2019 | Connected Personas: Translating the Complexity of Older Adult Personal Health Information Management for Designers of Health Information Technologies
Dawn Sakaguchi-Tang, Anne M. Turner, Jean O. Taylor, Julie A. Kientz |
AMIA | 4 |
| 2019 | Communication Breakdowns Between Families and AlexaabstractWe investigate how families repair communication breakdowns with digital home assistants. We recruited 10 diverse families to use an Amazon Echo Dot in their homes for four weeks. All families had at least one child between four and 17 years old. Each family participated in pre- and post- deployment interviews. Their interactions with the Echo Dot (Alexa) were audio recorded throughout the study. We analyzed 59 communication breakdown interactions between family members and Alexa, framing our analysis with concepts from HCI and speech-language pathology. Our findings indicate that family members collaborate using discourse scaffolding (supportive communication guidance) and a variety of speech and language modifications in their attempts to repair communication breakdowns with Alexa. Alexa's responses also influence the repair strategies that families use. Designers can relieve the communication repair burden that primarily rests with families by increasing digital home assistants' abilities to collaborate together with users to repair communication breakdowns. Erin Beneteau, Olivia K. Richards, Mingrui Ray Zhang, Julie A. Kientz, Jason C. Yip 0001, Alexis Hiniker |
CHI | 4 |
| 2019 | Group Interactions in Location-Based Gaming: A Case Study of Raiding in Pokémon GOabstractRaiding is a format in digital gaming that requires groups of people to collaborate and/or compete for a common goal. In 2017, the raiding format was introduced in the location-based mobile game Pokémon GO, which offers a mixed reality experience to friends and strangers coordinating for in-person raids. To understand this technology-mediated social phenomenon, we conducted over a year of participant observations, surveys with 510 players, and interviews with 25 players who raid in Pokémon GO. Using the analytical lens of Arrow, McGrath, and Berdahl's theory of small groups as complex systems, we identify global, local, and contextual dynamics in location-based raiding that support and challenge ad-hoc group formation in real life. Based on this empirical and theoretical understanding, we discuss implications to design for transparency, social affordances, and bridging gaps between global and contextual dynamics for increased positive and inclusive community interactions. Arpita Bhattacharya, Travis W. Windleharth, Rio Anthony Ishii, Ivy M. Acevedo, Cecilia R. Aragon, Julie A. Kientz, Jason C. Yip 0001, Jin Ha Lee 0001 |
CHI | 6 |
| 2019 | Nurture: assisted pediatrics for indian parentsabstractEarly detection of developmental and growth deviations enables early intervention so that children and parents suffer minimal irreversible physical and financial damage. In India however, pediatricians operate within acute time constraints that keep them from performing comprehensive developmental assessments for their patients. Parents' lack of awareness regarding growth and development milestones further hinders early detection. Our paper contributes the design and evaluation of a probe that seeks to understand the needs of variously resource-constrained middle-class parents in India for monitoring their children's growth, development, and immunization milestones. Our findings highlight the potential of mobile information-based applications to engage, assist, and empower Indian parents. In addition, we describe the affordances of a design process that originated amidst a richly resourced hackerspace organized to address the needs of under-resourced settings, and discuss the consequences of this process on our design. Neha Kumar 0001, Rajesh Chandwani, Julie A. Kientz |
ICTD | 3 |
| 2018 | Trust and Sharing in an Interprofessional Environment: A Thematic Analysis From Child Development Support Work in the Community
Sean P. Mikles, Shefali Haldar, Shih-Yin Lin, Julie A. Kientz, Anne M. Turner |
AMIA | 4 |
| 2018 | Coco's Videos: An Empirical Investigation of Video-Player Design Features and Children's Media UseabstractIn this study, we present Coco's Videos, a video-viewing platform for preschoolers designed to support them in learning to self-manage their media consumption. We report results from a three-week experimental deployment in 24 homes in which preschoolers used three different versions of the platform: one that is neutral to the limits they set, one that enforces the limits they set, and one that attempts to erode the limits they set by automatically playing additional content after the planned content is finished ("post-play"). We found that post-play significantly reduced children's autonomy and likelihood of self-regulation, extended video-viewing time, and led to increases in parent intervention. We found that the lock-out mechanism did not reduce video-viewing time or the likelihood of parent intervention. Together, our results suggest that avoiding platforms that work to undermine the user's intentions is more likely to help children self-regulate their media use than rigid parental controls. Alexis Hiniker, Sharon S. Heung, Sungsoo Ray Hong, Julie A. Kientz |
CHI | 4 |
| 2018 | Let's Play!: Digital and Analog Play between Preschoolers and ParentsabstractPlay is an enjoyable and developmentally useful part of early childhood, and parent-child play is a highly productive mechanism by which children learn to participate in the world. We conducted an observational lab study to examine how 15 parent-child pairs (children age 4-6) respond to and play with tablet apps as compared to analog toys. We found that parents and children were less likely to engage with each other or to respond to each other's bids for attention during play sessions with tab-lets versus play sessions with toys. We also observed that specific design features of tablet devices and children's apps-such as one-sided interfaces, game paradigms that demand continual attention, and lack of support for parallel interaction-are the primary mechanism shaping these differences. We provide guidance suggesting how children's apps might be re-designed to preserve the ad-vantages of digital play experiences while also evolving to build in the advantages of traditional toys. Alexis Hiniker, Bongshin Lee, Julie A. Kientz, Jenny S. Radesky |
CHI | 3 |
| 2018 | Reflektor: An Exploration of Collaborative Music Playlist Creation for Social ContextabstractMusic is intrinsically linked to our social lives. As more music becomes available through streaming services, deciding what music is appropriate for social events becomes increasingly challenging and nuanced. While prior work has considered the social role of music and the creation of music playlists for user contexts, how individuals utilize music to create social contexts is an area that has largely gone unexplored. To investigate this topic, we created and evaluated a prototype music recommender system called Reflektor. Reflektor interactively visualizes users' chat conversations to generate music playlists. Our analysis of user conversations with Reflektor uncovered distinct strategies participants use to create the ambiance and conduct for social contexts. Our findings help to illuminate mismatches in the way metadata and recommendation systems align with user strategies to create social context. We elaborate on these strategies and discuss design implications for future collaborative music recommender systems. Jared S. Bauer, Aubury L. Jellenek, Julie A. Kientz |
GROUP | 3 |
| 2018 | Understanding pivotal experiences in behavior change for the design of technologies for personal wellbeing
Arpita Bhattacharya, Samantha Kolovson, Yi-Chen Sung, Mike Eacker, Sean A. Munson, Julie A. Kientz |
J. Biomed. Informatics | 7 |
| 2018 | The use of model constructs to design collaborative health information technologies: A case study to support child development
Sean P. Mikles, Hyewon Suh, Julie A. Kientz, Anne M. Turner |
J. Biomed. Informatics | 3 |
| 2017 | Equity & Inclusivity at IDCabstractIn this one-day workshop, we aim to bring together a community of researchers at the Interaction Design and Children (IDC) conference who will share how they already make or plan to make equity-promoting fairness by allocating more resources and opportunities to those who need it? and inclusivity? the inclusion and meaningful participation of people who might otherwise be excluded or marginalized? foundational to their research with children and families. By discussing theoretical and practice-based approaches, providing feedback on each other's research, and collectively identifying concerns and challenges in addressing equity and inclusivity when doing and assessing research in IDC, we intend to do twofold. First, we will build our understanding of how our approaches, designs, and/or methods may either be restricting or facilitating equitable access and participation of diverse children and their families. Second, we will work to establish and articulate approaches to our research that forefront equity and inclusivity, taking into account how intersecting identities affect how the children and families with whom we work have or do not have access to various sources of power. Kiley Sobel, Julie A. Kientz, Tamara L. Clegg, Carmen González, Jason C. Yip 0001 |
IDC | 2 |
| 2017 | Lessons from Practice: Designing Tools to Facilitate Individualized Support for Quitting SmokingabstractMany health care providers, with a variety of trainings, counsel clients on quitting smoking on a day-to-day basis. In their clinical practice, they draw from and adapt guidelines and research-based strategies to fit individual client situations and challenges. Designers of technologies to support quitting smoking can learn from these real world practices to create tools that better adapt to individual differences. We present findings from interviews with 28 providers with diverse experiences in smoking cessation counselling. Through analysis of their individualization strategies, challenges, and perceptions of technology, we find that providers: (1) individualize context appropriate coping strategies by involving clients in brainstorming, (2) emphasize the need to support nicotine withdrawal in clients, (3) mitigate social triggers and mediate social support for clients, and (4) need to navigate dependencies with other providers for managing medications and comorbid health conditions of clients. With this empirical understanding, we extend the discussion on the design of technology to support quitting smoking, highlight current barriers to individualization, and suggest future opportunities to address these barriers. Arpita Bhattacharya, Roger Vilardaga, Julie A. Kientz, Sean A. Munson |
CHI | 3 |
| 2017 | Examining Menstrual Tracking to Inform the Design of Personal Informatics ToolsabstractWe consider why and how women track their menstrual cycles, examining their experiences to uncover design opportunities and extend the field's understanding of personal informatics tools. To understand menstrual cycle tracking practices, we collected and analyzed data from three sources: 2,000 reviews of popular menstrual tracking apps, a survey of 687 people, and follow-up interviews with 12 survey respondents. We find that women track their menstrual cycle for varied reasons that include remembering and predicting their period as well as informing conversations with healthcare providers. Participants described six methods of tracking their menstrual cycles, including use of technology, awareness of their premenstrual physiological states, and simply remembering. Although women find apps and calendars helpful, these methods are ineffective when predictions of future menstrual cycles are inaccurate. Designs can create feelings of exclusion for gender and sexual minorities. Existing apps also generally fail to consider life stages that women experience, including young adulthood, pregnancy, and menopause. Our findings encourage expanding the field's conceptions of personal informatics. Daniel A. Epstein, Nicole B. Lee, Jennifer H. Kang, Elena Agapie, Jessica Schroeder, Laura R. Pina, James Fogarty, Julie A. Kientz, Sean A. Munson |
CHI | 8 |
| 2017 | TummyTrials: A Feasibility Study of Using Self-Experimentation to Detect Individualized Food TriggersabstractDiagnostic self-tracking, the recording of personal information to diagnose or manage a health condition, is a common practice, especially for people with chronic conditions. Unfortunately, many who attempt diagnostic self-tracking have trouble accomplishing their goals. People often lack knowledge and skills needed to design and conduct scientifically rigorous experiments, and current tools provide little support. To address these shortcomings and explore opportunities for diagnostic self-tracking, we designed, developed, and evaluated a mobile app that applies a self-experimentation framework to support patients suffering from irritable bowel syndrome (IBS) in identifying their personal food triggers. TummyTrials aids a person in designing, executing, and analyzing self-experiments to evaluate whether a specific food triggers their symptoms. We examined the feasibility of this approach in a field study with 15 IBS patients, finding that participants could use the tool to reliably undergo a self-experiment. However, we also discovered an underlying tension between scientific validity and the lived experience of self-experimentation. We discuss challenges of applying clinical research methods in everyday life, motivating a need for the design of self-experimentation systems to balance rigor with the uncertainties of everyday life. Ravi Karkar, Jessica Schroeder, Daniel A. Epstein, Laura R. Pina, Jeffrey Scofield, James Fogarty, Julie A. Kientz, Sean A. Munson, Roger Vilardaga, Jasmine Zia |
CHI | 7 |
| 2017 | Making Sense of Sleep Sensors: How Sleep Sensing Technologies Support and Undermine Sleep HealthabstractSleep is an important aspect of our health, but it is difficult for people to track manually because it is an unconscious activity. The ability to sense sleep has aimed to lower the barriers of tracking sleep. Although sleep sensors are widely available, their usefulness and potential to promote healthy sleep behaviors has not been fully realized. To understand people's perspectives on sleep sensing devices and their potential for promoting sleep health, we surveyed 87 and interviewed 12 people who currently use or have previously used sleep sensors, interviewed 5 sleep medical experts, and conducted an in-depth qualitative analysis of 6986 reviews of the most popular commercial sleep sensing technologies. We found that the feedback provided by current sleep sensing technologies affects users' perceptions of their sleep and encourages goals that are in tension with evidence-based methods for promoting good sleep health. Our research provides design recommendations for improving the feedback of sleep sensing technologies by bridging the gap between expert and user goals. Ruth Vinisha, Sang-Wha Sien, Shwetak N. Patel, Julie A. Kientz, Laura R. Pina |
CHI | 4 |
| 2017 | It wasn't really about the Pokémon: Parents' Perspectives on a Location-Based Mobile GameabstractThough prior work shows parents worry about screen media experiences displacing physical activity and time outdoors, this research does not account for location-based mobile games like Pokémon GO, which specifically facilitate outdoor activity. To fill this gap in the research, we surveyed and interviewed parents to understand (1) their values and perceptions of this type of gameplay and (2) how they co-play Pokémon GO with their children. Our findings provide empirical evidence that, in addition to appreciating the increased exercise and time outdoors, parents valued how play led to family bonding experiences. Furthermore, some traditional concerns about screen time persisted in this context, and new concerns about safety in real-world environments emerged. Parents mitigated these concerns with rules and gameplay choices, such as maintaining control of the mobile device, to ensure children were safe. This work contributes an empirical understanding of families as co-users of technology and offers a generative lens to study and design for joint media engagement among family members where gameplay differs from normative notions of screen time. Kiley Sobel, Arpita Bhattacharya, Alexis Hiniker, Jin Ha Lee 0001, Julie A. Kientz, Jason C. Yip 0001 |
CHI | 5 |
| 2017 | From Personal Informatics to Family Informatics: Understanding Family Practices around Health MonitoringabstractIn families composed of parents and children, the health of parents and children is often interrelated: the health of children can have an impact on the health of parents, and vice versa. However, the design of health tracking technologies typically focuses on individual self-tracking and self-management, not yet addressing family health in a unified way. To examine opportunities for family-centered health informatics, we interviewed 14 typically healthy families, interviewed 10 families with a child with a chronic condition, and conducted three participatory design sessions with children aged 7 to 11. Although we identified similarities between family-centered tracking and personal self-tracking, we also found families want to: (1) identify ripple effects between family members; (2) consider both caregivers and children as trackers to support distributing the burdens of tracking across family members; and (3) identify and pursue health guidelines that consider the state of their family (e.g., specific health guidelines for families that include a child with a chronic condition). We contribute to expanding the design lens from self-tracking to family-centered health tracking. Laura R. Pina, Sang-Wha Sien, Teresa Ward, Jason C. Yip 0001, Sean A. Munson, James Fogarty, Julie A. Kientz |
CSCW | 7 |
| 2017 | Filtered Out: Disability Disclosure Practices in Online Dating CommunitiesabstractIn this work, we sought to understand the experiences and disability disclosure preferences of adults with and without disabilities who have dated online. Our 91 survey respondents expressed varying opinions about the need for potential partners to disclose disability status when online dating depending on the nature or perceived severity, with "visible" disabilities carrying a higher expectation of upfront disclosure than "invisible" disabilities. Many disabled respondents also described proactively disclosing as a technique to filter potential connections. Our findings suggest that individuals with disabilities must perform additional labor and navigate complex group norms in pursuit of personal connection. We advocate that the social computing research community consider how these processes are driven by both societal expectation and the constraints of online dating platforms. We then offer design considerations and open questions as a means to extend social computing study at the intersection of online dating and disability studies. John R. Porter, Kiley Sobel, Sarah E. Fox, Cynthia L. Bennett, Julie A. Kientz |
Proc. ACM Hum. Comput. Interact. | 5 |
| 2016 | Baby Steps Text: Feasibility Study of an SMS-Based Tool for Tracking Children's Developmental Progress
Hyewon Suh, John R. Porter, Robert Racadio, Yi-Chen Sung, Julie A. Kientz |
AMIA | 5 |
| 2016 | MyTime: Designing and Evaluating an Intervention for Smartphone Non-UseabstractThough many people report an interest in self-limiting certain aspects of their phone use, challenges adhering to self-defined limits are common. We conducted a design exercise and online survey to map the design space of interventions for smartphone non-use and distilled these into a small taxonomy of intervention categories. Using these findings, we implemented "MyTime," an intervention to support people in achieving goals related to smartphone non-use. We conducted a deployment study with 23 participants over two weeks and found that participants reduced their time with the apps they feel are a poor use of time by 21% while their use of the apps they feel are a good use of time remained unchanged. We found that a small taxonomy describes users' diverse set of desired behavior changes relating to smartphone non-use, and that these desired changes predict: 1) the hypothetical features they are interested in trying, 2) the extent to which they engage with these features in practice, and 3) their changes in behavior in response to the intervention. We link users' desired behaviors to the categories of our design taxonomy, providing a foundation for a theoretical model of designing for smartphone non-use. Alexis Hiniker, Sungsoo Ray Hong, Tadayoshi Kohno, Julie A. Kientz |
CHI | 4 |
| 2016 | Screen Time Tantrums: How Families Manage Screen Media Experiences for Toddlers and PreschoolersabstractPrior work shows that setting limits on young children's screen time is conducive to healthy development but can be a challenge for families. We investigate children's (age 1 - 5) transitions to and from screen-based activities to understand the boundaries families have set and their experiences living within them. We report on interviews with 27 parents and a diary study with a separate 28 families examining these transitions. These families turn on screens primarily to facilitate parents' independent activities. Parents feel this is appropriate but self-audit and express hesitation, as they feel they are benefiting from an activity that can be detrimental to their child's well-being. We found that families turn off screens when parents are ready to give their child their full attention and technology presents a natural stopping point. Transitioning away from screens is often painful, and predictive factors determine the pain of a transition. Technology-mediated transitions are significantly more successful than parent-mediated transitions, suggesting that the design community has the power to make this experience better for parents and children by creating technologies that facilitate boundary-setting and respect families' self-defined limits. Alexis Hiniker, Hyewon Suh, Sabina Cao, Julie A. Kientz |
CHI | 4 |
| 2016 | Incloodle: Evaluating an Interactive Application for Young Children with Mixed AbilitiesabstractEvery child should have an equal opportunity to learn, play, and participate in his or her life. In this work, we investigate how interactive technology design features support children with and without disabilities with inclusion during play. We developed four versions of Incloodle, a two-player picture-taking tablet application, designed to be inclusive of children with different abilities and needs. Each version of the application varied in (1) whether or not it enforced co-operation between children; and in (2) whether it prompted interactions through in-app characters or more basic instructions. A laboratory study revealed technology-enforced cooperation was helpful for child pairs who needed scaffolding, but character-based prompting had little effect on children's experiences. We provide an empirical evaluation of interactive technology for inclusive play and offer guidance for designing technology that facilitates inclusive play between young neurotypical and neurodiverse children. Kiley Sobel, Kyle Rector, Susan Evans, Julie A. Kientz |
CHI | 4 |
| 2016 | Developing and Validating the User Burden Scale: A Tool for Assessing User Burden in Computing SystemsabstractComputing systems that place a high level of burden on their users can have a negative affect on initial adoption, retention, and overall user experience. Through an iterative process, we have developed a model for user burden that consists of six constructs: 1) difficulty of use, 2) physical, 3) time and social, 4) mental and emotional, 5) privacy, and 6) financial. If researchers and practitioners can have an understanding of the overall level of burden systems may be having on the user, they can have a better sense of whether and where to target future design efforts that can reduce those burdens. To help assist with understanding and measuring user burden, we have also developed and validated a measure of user burden in computing systems called the User Burden Scale (UBS), which is a 20-item scale with 6 individual sub-scales representing each construct. This paper presents the process we followed to develop and validate this scale for use in evaluating user burden in computing systems. Results indicate that the User Burden Scale has good overall inter-item reliability, convergent validity with similar scales, and concurrent validity when compared to systems abandoned vs. those still in use. Hyewon Suh, Nina Shahriaree, Eric B. Hekler, Julie A. Kientz |
CHI | 4 |
| 2016 | Boundary Negotiating Artifacts in Personal Informatics: Patient-Provider Collaboration with Patient-Generated DataabstractPatient-generated data is increasingly common in chronic disease care management. Smartphone applications and wearable sensors help patients more easily collect health information. However, current commercial tools often do not effectively support patients and providers in collaboration surrounding these data. This paper examines patient expectations and current collaboration practices around patient-generated data. We survey 211 patients, interview 18 patients, and re-analyze a dataset of 21 provider interviews. We find that collaboration occurs in every stage of self-tracking and that patients and providers create boundary negotiating artifacts to support the collaboration. Building upon current practices with patient-generated data, we use these theories of patient and provider collaboration to analyze misunderstandings and privacy concerns as well as identify opportunities to better support these collaborations. We reflect on the social nature of patient-provider collaboration to suggest future development of the stage-based model of personal informatics and the theory of boundary negotiating artifacts. Chia-Fang Chung, Kristin Dew, Allison M. Cole, Jasmine Zia, James Fogarty, Julie A. Kientz, Sean A. Munson |
CSCW | 6 |
| 2016 | Not at the Dinner Table: Parents¿ and Children¿s Perspectives on Family Technology RulesabstractParents and children both use technology actively and increasingly, but prior work shows that concerns about attention, family time, and family relationships abound. We conducted a survey with 249 parent-child pairs distributed across 40 U.S. states to understand the types of technology rules (also known as restrictive mediation) they have established in their family and how effective those rules are perceived to be. Our data robustly show that children (age 10-17) are more likely to follow rules that constrain technology activities (e.g., no Snapchat) than rules that constrain technology use in certain contexts (e.g., no phone at the dinner table). Children find context constraints harder to live up to, parents find them harder to enforce, and parents' most common challenge when trying to enforce such rules is that children -can't put it down.- This is consistent with the idea that banning certain technologies is currently easier than setting more nuanced boundaries. Parents and children agree that parents should also unplug when spending time with family, while children alone express frustration with the common parent practice of posting about children online. Together, our results suggest several mechanisms by which designers and families can improve parent-child relationships around technology use. Alexis Hiniker, Sarita Yardi Schoenebeck, Julie A. Kientz |
CSCW | 3 |
| 2016 | Cognitive rhythms: unobtrusive and continuous sensing of alertness using a mobile phoneabstractThroughout the day, our alertness levels change and our cognitive performance fluctuates. The creation of technology that can adapt to such variations requires reliable measurement with ecological validity. Our study is the first to collect alertness data in the wild using the clinically validated Psychomotor Vigilance Test. With 20 participants over 40 days, we find that alertness can oscillate approximately 30% depending on time and body clock type and that Daylight Savings Time, hours slept, and stimulant intake can influence alertness as well. Based on these findings, we develop novel methods for unobtrusively and continuously assessing alertness. In estimating response time, our model achieves a root-mean-square error of 80.64 milliseconds, which is significantly lower than the 500ms threshold used as a standard indicator of impaired cognitive ability. Finally, we discuss how such real-time detection of alertness is a key first step towards developing systems that are sensitive to our biological variations. Saeed Abdullah, Elizabeth L. Murnane, Mark Matthews, Matthew Kay 0001, Julie A. Kientz, Geri Gay, Tanzeem Choudhury |
UbiComp | 5 |
| 2016 | Why would you do that? predicting the uses and gratifications behind smartphone-usage behaviorsabstractWhile people often use smartphones to achieve specific goals, at other times they use them out of habit or to pass the time. Uses and Gratifications Theory explains that users' motivations for engaging with technology can be divided into instrumental and ritualistic purposes. Instrumental uses of technology are goal-directed and purposeful, while ritualistic uses are habitual and diversionary. In this paper, we provide an empirical account of the nature of instrumental vs. ritualistic use of smartphones based on data collected from 43 Android users over 2 weeks through logging application use and collecting ESM survey data about the purpose of use. We describe the phone-use behaviors users exhibit when seeking instrumental and ritualistic gratifications, and we develop a classification scheme for predicting ritualistic vs. instrumental use with an accuracy of 77% for a general model, increasing to more than 97% with a sliding confidence threshold. We discuss how such a model might be used to improve the experience of smartphone users in application areas such as recommender systems and social media. Alexis Hiniker, Shwetak N. Patel, Tadayoshi Kohno, Julie A. Kientz |
UbiComp | 4 |
| 2016 | Mobile manifestations of alertness: connecting biological rhythms with patterns of smartphone app useabstractOur body clock causes considerable variations in our behavioral, mental, and physical processes, including alertness, throughout the day. While much research has studied technology usage patterns, the potential impact of underlying biological processes on these patterns is under-explored. Using data from 20 participants over 40 days, this paper presents the first study to connect patterns of mobile application usage with these contributing biological factors. Among other results, we find that usage patterns vary for individuals with different body clock types, that usage correlates with rhythms of alertness, that app use features such as duration and switching can distinguish periods of low and high alertness, and that app use reflects sleep interruptions as well as sleep duration. We conclude by discussing how our findings inform the design of biologically-friendly technology that can better support personal rhythms of performance. Elizabeth L. Murnane, Saeed Abdullah, Mark Matthews, Matthew Kay 0001, Julie A. Kientz, Tanzeem Choudhury, Geri Gay, Dan Cosley |
MobileHCI | 5 |
| 2016 | Hidden symbols: How informal symbolism in digital interfaces disrupts usability for preschoolers
Alexis Hiniker, Kiley Sobel, Sungsoo Ray Hong, Hyewon Suh, India Irish, Julie A. Kientz |
Int. J. Hum. Comput. Stud. | 6 |
| 2016 | A framework for self-experimentation in personalized healthabstractOBJECTIVE: To describe an interdisciplinary and methodological framework for applying single case study designs to self-experimentation in personalized health. The authors examine the framework's applicability to various health conditions and present an initial case study with irritable bowel syndrome (IBS). METHODS AND MATERIALS: An in-depth literature review was performed to develop the framework and to identify absolute and desired health condition requirements for the application of this framework. The authors developed mobile application prototypes, storyboards, and process flows of the framework using IBS as the case study. The authors conducted three focus groups and an online survey using a human-centered design approach for assessing the framework's feasibility. RESULTS: All 6 focus group participants had a positive view about our framework and volunteered to participate in future studies. Most stated they would trust the results because it was their own data being analyzed. They were most concerned about confounds, nonmeaningful measures, and erroneous assumptions on the timing of trigger effects. Survey respondents (N = 60) were more likely to be adherent to an 8- vs 12-day study length even if it meant lower confidence results. DISCUSSION: Implementation of the self-experimentation framework in a mobile application appears to be feasible for people with IBS. This framework can likely be applied to other health conditions. Considerations include the learning curve for teaching self-experimentation to non-experts and the challenges involved in operationalizing and customizing study designs. CONCLUSION: Using mobile technology to guide people through self-experimentation to investigate health questions is a feasible and promising approach to advancing personalized health. Ravi Karkar, Jasmine Zia, Roger Vilardaga, Sonali R. Mishra, James Fogarty, Sean A. Munson, Julie A. Kientz |
J. Am. Medical Informatics Assoc. | 7 |
| 2015 | Touchscreen prompts for preschoolers: designing developmentally appropriate techniques for teaching young children to perform gesturesabstractThough toddlers and preschoolers are regular touchscreen users, relatively little is known about how they learn to perform unfamiliar gestures. In this paper we assess the responses of 34 children, aged 2 to 5, to the most common in-app prompting techniques for eliciting specific gestures. By reviewing 100 touchscreen apps for preschoolers, we determined the types of prompts that children are likely to encounter. We then evaluated their relative effectiveness in teaching children to perform simple gestures. We found that children under 3 were only able to interpret instructions when they came from an adult model, but that children made rapid gains between age 3 and 3-and-a-half, at which point they were able to follow in-app audio instructions and on-screen demonstrations. The common technique of using visual state changes to prompt gestures was ineffective across this age range. Given that prior work in this space has primarily focused on children's fine motor control, our findings point to a need for increased attention to the design of prompts that accommodate children's cognitive development as well. Alexis Hiniker, Kiley Sobel, Sungsoo Ray Hong, Hyewon Suh, India Irish, Daniella Kim, Julie A. Kientz |
IDC | 7 |
| 2015 | Maximizing children's opportunities with inclusive play: considerations for interactive technology designabstractInclusive play, defined as play among children with and without disabilities, provides learning opportunities that challenge stereotypes, foster strong friendships, and help children develop empathy and other social and emotional skills. Designing technologies to support inclusive play are understudied in Human-Computer Interaction. We synthesized literature, conducted design ethnography in an inclusive classroom, and interviewed and surveyed parents and teachers to explore this problem. Our research contributes an empirical understanding of the current state of inclusive play and a characterization of the design space for interactive technologies that can support children and adults with inclusive play. We identify key facilitators of inclusive play: direct and embedded supports, transparency, adjustability, emphasis on children's interests and strengths, and current technology use. We also describe significant barriers to inclusive play: effort required to facilitate inclusive play, children's preferences, parental inexperience, and inappropriate technology. Through our discussion, we conclude that interactive technologies should be designed to harness the facilitators and help overcome the barriers in order to maximize children's opportunities with inclusive play. Kiley Sobel, Katie O'Leary, Julie A. Kientz |
IDC | 3 |
| 2015 | Exploring the Opportunities and Challenges with Exercise Technologies for People who are Blind or Low-VisionabstractPeople who are blind or low-vision may have a harder time participating in exercise due to inaccessibility or lack of experience. We employed Value Sensitive Design (VSD) to explore the potential of technology to enhance exercise for people who are blind or low-vision. We conducted 20 semi-structured interviews about exercise and technology with 10 people who are blind or low-vision and 10 people who facilitate fitness for people who are blind or low-vision. We also conducted a survey with 76 people to learn about outsider perceptions of hypothetical exercise with people who are blind or low-vision. Based on our interviews and survey, we found opportunities for technology development in four areas: 1) mainstream exercise classes, 2) exercise with sighted guides, 3) rigorous outdoors activity, and 4) navigation of exercise spaces. Design considerations should include when and how to deliver auditory or haptic information based on exercise and context, and whether it is acceptable to develop less mainstream technologies if they enhance mainstream exercise. The findings of this work seek to inform the design of accessible exercise technologies. Kyle Rector, Lauren R. Milne, Richard E. Ladner, Batya Friedman, Julie A. Kientz |
ASSETS | 5 |
| 2015 | Texting while Parenting: How Adults Use Mobile Phones while Caring for Children at the PlaygroundabstractChild development research suggests that using phones while caring for children can be problematic, but limited prior work in this space makes defining appropriate use challenging. We conducted the first exploration of whether adults feel pressure to limit phone use in this context and whether they choose to do so. Through mixed methods, we collected data from 466 adult caregivers at playgrounds. We found that phone use was a small part of playground time, yet a notable source of guilt. Adults engaged in systematic and specific phone-use and phone-non-use behaviors in order to prioritize their children above themselves. Our results indicate that caregiver values and self-control together predict behavior and can be used to model phone use in this context. Users' mixed success with engaging in intentional periods of non-use suggests that a design agenda which prioritizes cycles of engagement, disengagement, and re-engagement may be of value to this group. Alexis Hiniker, Kiley Sobel, Hyewon Suh, Yi-Chen Sung, Charlotte P. Lee, Julie A. Kientz |
CHI | 6 |
| 2015 | How Good is 85%?: A Survey Tool to Connect Classifier Evaluation to Acceptability of AccuracyabstractMany HCI and ubiquitous computing systems are characterized by two important properties: their output is uncertain-it has an associated accuracy that researchers attempt to optimize-and this uncertainty is user-facing-it directly affects the quality of the user experience. Novel classifiers are typically evaluated using measures like the F1 score-but given an F-score of (e.g.) 0.85, how do we know whether this performance is good enough? Is this level of uncertainty actually tolerable to users of the intended application-and do people weight precision and recall equally? We set out to develop a survey instrument that can systematically answer such questions. We introduce a new measure, acceptability of accuracy, and show how to predict it based on measures of classifier accuracy. Out tool allows us to systematically select an objective function to optimize during classifier evaluation, but can also offer new insights into how to design feedback for user-facing classification systems (e.g., by combining a seemingly-low-performing classifier with appropriate feedback to make a highly usable system). It also reveals potential issues with the ubiquitous F1-measure as applied to user-facing systems. Matthew Kay 0001, Shwetak N. Patel, Julie A. Kientz |
CHI | 3 |
| 2015 | SleepTight: low-burden, self-monitoring technology for capturing and reflecting on sleep behaviorsabstractManual tracking of health behaviors affords many benefits, including increased awareness and engagement. However, the capture burden makes long-term manual tracking challenging. In this study on sleep tracking, we examine ways to reduce the capture burden of manual tracking while leveraging its benefits. We report on the design and evaluation of SleepTight, a low-burden, self-monitoring tool that leverages the Android's widgets both to reduce the capture burden and to improve access to information. Through a four-week deployment study (N = 22), we found that participants who used SleepTight with the widgets enabled had a higher sleep diary compliance rate (92%) than participants who used SleepTight without the widgets (73%). In addition, the widgets improved information access and encouraged self-reflection. We discuss how to leverage widgets to help people collect more data and improve access to information, and more broadly, how to design successful manual self-monitoring tools that support self-reflection. Eun Kyoung Choe, Bongshin Lee, Matthew Kay 0001, Wanda Pratt, Julie A. Kientz |
UbiComp | 5 |
| 2015 | DoppleSleep: a contactless unobtrusive sleep sensing system using short-range Doppler radarabstractIn this paper, we present DoppleSleep -- a contactless sleep sensing system that continuously and unobtrusively tracks sleep quality using commercial off-the-shelf radar modules. DoppleSleep provides a single sensor solution to track sleep-related physical and physiological variables including coarse body movements and subtle and fine-grained chest, heart movements due to breathing and heartbeat. By integrating vital signals and body movement sensing, DoppleSleep achieves 89.6% recall with Sleep vs. Wake classification and 80.2% recall with REM vs. Non-REM classification compared to EEG-based sleep sensing. Lastly, it provides several objective sleep quality measurements including sleep onset latency, number of awakenings, and sleep efficiency. The contactless nature of DoppleSleep obviates the need to instrument the user's body with sensors. Lastly, DoppleSleep is implemented on an ARM microcontroller and a smartphone application that are benchmarked in terms of power and resource usage. Tauhidur Rahman, Alexander Travis Adams, Ruth Vinisha, Mi Zhang 0002, Shwetak N. Patel, Julie A. Kientz, Tanzeem Choudhury |
UbiComp | 6 |
| 2014 | Understanding quantified-selfers' practices in collecting and exploring personal dataabstractResearchers have studied how people use self-tracking technologies and discovered a long list of barriers including lack of time and motivation as well as difficulty in data integration and interpretation. Despite the barriers, an increasing number of Quantified-Selfers diligently track many kinds of data about themselves, and some of them share their best practices and mistakes through Meetup talks, blogging, and conferences. In this work, we aim to gain insights from these "extreme users," who have used existing technologies and built their own workarounds to overcome different barriers. We conducted a qualitative and quantitative analysis of 52 video recordings of Quantified Self Meetup talks to understand what they did, how they did it, and what they learned. We highlight several common pitfalls to self-tracking, including tracking too many things, not tracking triggers and context, and insufficient scientific rigor. We identify future research efforts that could help make progress toward addressing these pitfalls. We also discuss how our findings can have broad implications in designing and developing self-tracking technologies. Eun Kyoung Choe, Nicole B. Lee, Bongshin Lee, Wanda Pratt, Julie A. Kientz |
CHI | 5 |
| 2014 | @BabySteps: design and evaluation of a system for using twitter for tracking children's developmental milestonesabstractThe tracking of developmental milestones in young children is an important public health goal for ensuring early detection and treatment for developmental delay. While numerous paper-based and web-based solutions are available for tracking milestones, many busy parents often forget to enter information on a regular basis. To help address this need, we have developed an interactive system called @BabySteps for allowing parents who use Twitter to track and respond to tweets about developmental milestones using a special hashtag syntax. Parent responses are parsed automatically and written into a central database that can be accessed via the web. We deployed @BabySteps with 14 parents over a 3-week period and found that parents were able to learn how to use the system to track their children's progress, with some using it to communicate with other parents. The study helped to identify a number of ways to improve the approach, including simplifying the hashtag syntax, allowing for private responses via direct messaging, and improving the social component. We provide a discussion of lessons learned and suggestions for the design of interactive public health systems. Hyewon Suh, John R. Porter, Alexis Hiniker, Julie A. Kientz |
CHI | 4 |
| 2014 | What Designers Talk About When They Talk About ContextabstractContext has long been considered an important component of design, but as technology becomes more capable of inferring the user's behavior and environment, what constitutes context has become an increasingly pressing concern to designers. Although design frameworks and models have been proposed for context-aware computing systems, there has not yet been research that focuses on understanding context empirically from the perspective of the designer. To address this, we present an analysis of 11 in-depth interviews we conducted with designers of a variety of context-aware systems. Our analysis of the artifacts and interviews reveal five concerns designers address in their work. Furthermore, we present a process model that illustrates how context-aware system designers address these concerns. Our findings demonstrate the central role that designers' views of context plays in (a) framing a design space, (b) encoding the relevant features of context, (c) unifying possible solutions within that design space, and (d) evaluating designs. These findings suggest that context is a dynamic concept that evolves over the course of a design project, generally from a more phenomenological perspective toward a positivist interpretation. This, and the process by which it occurs, contributes insight into context-aware design with implications for both academics and practitioners. Jared S. Bauer, Mark W. Newman, Julie A. Kientz |
Hum. Comput. Interact. | 3 |
| 2013 | Persuasive Performance Feedback: The Effect of Framing on Self-Efficacy
Eun Kyoung Choe, Bongshin Lee, Sean A. Munson, Wanda Pratt, Julie A. Kientz |
AMIA | 5 |
| 2013 | An empirical study of issues and barriers to mainstream video game accessibilityabstractA gap between the academic human-computer interaction community and the game development industry has led to games not being as thoroughly influenced by accessibility standards as most other facets of information and communication technology. As a result, individuals with disabilities are unable to fully, if at all, engage with many commercial games. This paper presents the findings of a pair of complementary empirical studies intended to understand the current state of game accessibility in a grounded, real-world context and identify issues and barriers. The first study involved an online survey of 55 gamers with disabilities to elicit information about their play habits, experiences, and accessibility issues. The second study consisted of a series of semi-structured interviews with individuals from the game industry to better understand accessibility's situation in their design and development processes. Through quantitative and qualitative thematic analysis, we derive high-level insights from the data, such as the prevalence of assistive technology incompatibility and the value of middleware for implementing accessibility standardization. Finally, we discuss specific implications and how these insights can be used to define future work which may help to narrow the gap. John R. Porter, Julie A. Kientz |
ASSETS | 2 |
| 2013 | Eyes-free yoga: an exergame using depth cameras for blind & low vision exerciseabstractPeople who are blind or low vision may have a harder time participating in exercise classes due to inaccessibility, travel difficulties, or lack of experience. Exergames can encourage exercise at home and help lower the barrier to trying new activities, but there are often accessibility issues since they rely on visual feedback to help align body positions. To address this, we developed Eyes-Free Yoga, an exergame using the Microsoft Kinect that acts as a yoga instructor, teaches six yoga poses, and has customized auditory-only feedback based on skeletal tracking. We ran a controlled study with 16 people who are blind or low vision to evaluate the feasibility and feedback of Eyes-Free Yoga. We found participants enjoyed the game, and the extra auditory feedback helped their understanding of each pose. The findings of this work have implications for improving auditory-only feedback and on the design of exergames using depth cameras. Kyle Rector, Cynthia L. Bennett, Julie A. Kientz |
ASSETS | 3 |
| 2013 | DesignLibs: a scenario-based design method for ideationabstractGenerating potential design ideas through ideation often benefits from the spontaneity of random ideas. Having potential users participate in this process can be beneficial, but is often difficult to implement. We present a new method for generating design ideas with potential users. The method uses scenarios with missing words, which potential users fill in to generate ideas for features and attributes of new technology designs, similar to the children's game of Mad Libs. We developed three different formats of DesignLibs, including 1) "Mad Libs-style": blanks presented before seeing the scenario, 2) "Fill-in-the-Blanks": blanks presented within the context of the scenario, and 3) "Q&A": blanks presented as questions and answers. We found that Design-Libs generated a number of new ideas, with the Fill-in-the-Blanks method providing the highest ratings for usefulness, feasibility, and diversity of answers. All three formats provided equal ratings for creativity. Jared S. Bauer, Julie A. Kientz |
CHI | 2 |
| 2013 | There's no such thing as gaining a pound: reconsidering the bathroom scale user interfaceabstractThe weight scale is perhaps the most ubiquitous health sensor of all and is important to many health and lifestyle decisions, but its fundamental interface--a single numerical estimate of a person's current weight--has remained largely unchanged for 100 years. An opportunity exists to impact public health by re-considering this pervasive interface. Toward that end, we investigated the correspondence between consumers' perceptions of weight data and the realities of weight fluctuation. Through an analysis of online product reviews, a journaling study on weight fluctuations, expert interviews, and a large-scale survey of scale users, we found that consumers' perception of weight scale behavior is often disconnected from scales' capabilities and from clinical relevance, and that accurate understanding of weight fluctuation is associated with greater trust in the scale itself. We propose significant changes to how weight data should be presented and discuss broader implications for the design of other ubiquitous health sensing devices. Matthew Kay 0001, Dan Morris 0001, m. c. schraefel, Julie A. Kientz |
UbiComp | 4 |
| 2012 | ShutEye: encouraging awareness of healthy sleep recommendations with a mobile, peripheral displayabstractSleep is a basic physiological process essential for good health. However, 40 million people in the U.S. are diagnosed with sleep disorders, with many more undiagnosed. To help address this problem, we developed an application, ShutEye, which provides a peripheral display on the wall-paper of the user's mobile phone to promote awareness about recommended activities that promote good sleep quality. Based on preferences about the user's desired bed-time and activities' for example - consuming caffeine or performing vigorous exercise - ShutEye displays guidance about when engaging in those activities is likely to affect sleep without requiring any explicit interaction from the user. In this paper, we describe ShutEye and results from a four-week field study with 12 participants. Results indicate that a simple, recommendation-based peripheral display can be a very low-effort but still effective method for improving awareness of healthy sleep habits. We also provide recommendations about designing peripheral displays and extend insights for designing health-based mobile applications. Jared S. Bauer, Sunny Consolvo, Ben Greenstein, Jonathan W. Schooler, Eric Wu, Nathaniel F. Watson, Julie A. Kientz |
CHI | 7 |
| 2012 | Investigating receptiveness to sensing and inference in the home using sensor proxiesabstractIn-home sensing and inference systems impose privacy risks and social tensions, which can be substantial barriers for the wide adoption of these systems. To understand what might affect people's perceptions and acceptance of in-home sensing and inference systems, we conducted an empirical study with 22 participants from 11 households. The study included in-lab activities, four weeks using sensor proxies in situ, and exit interviews. We report on participants' perceived benefits and concerns of in-home sensing applications and the observed changes of their perceptions throughout the study. We also report on tensions amongst stakeholders around the adoption and use of such systems. We conclude with a discussion on how the ubicomp design space might be sensitized to people's perceived concerns and tensions regarding sensing and inference in the home. Eun Kyoung Choe, Sunny Consolvo, Jaeyeon Jung, Beverly L. Harrison, Shwetak N. Patel, Julie A. Kientz |
UbiComp | 6 |
| 2012 | Lullaby: a capture & access system for understanding the sleep environmentabstractThe bedroom environment can have a significant impact on the quality of a person's sleep. Experts recommend sleeping in a room that is cool, dark, quiet, and free from disruptors to ensure the best quality sleep. However, it is sometimes difficult for a person to assess which factors in the environment may be causing disrupted sleep. In this paper, we present the design, implementation, and initial evaluation of a capture and access system, called Lullaby. Lullaby combines temperature, light, and motion sensors, audio and photos, and an off-the-shelf sleep sensor to provide a comprehensive recording of a person's sleep. Lullaby allows users to review graphs and access recordings of factors relating to their sleep quality and environmental conditions to look for trends and potential causes of sleep disruptions. In this paper, we report results of a feasibility study where participants (N=4) used Lullaby in their homes for two weeks. Based on our experiences, we discuss design insights for sleep technologies, capture and access applications, and personal informatics tools. Matthew Kay 0001, Eun Kyoung Choe, Jesse Shepherd, Ben Greenstein, Nathaniel F. Watson, Sunny Consolvo, Julie A. Kientz |
UbiComp | 7 |
| 2012 | Embedded capture and access: encouraging recording and reviewing of data in the caregiving domain
Julie A. Kientz |
Pers. Ubiquitous Comput. | 1 |
| 2011 | Opportunities for computing technologies to support healthy sleep behaviorsabstractGetting the right amount of quality sleep is a key aspect of good health, along with a healthy diet and regular exercise. Human-computer interaction (HCI) researchers have recently designed systems to support diet and exercise, but sleep has been relatively under-studied in the HCI community. We conducted a literature review and formative study aimed at uncovering opportunities for computing to support the important area of promoting healthy sleep. We present results from interviews with sleep experts, as well as a survey (N = 230) and interviews with potential users (N = 16) to indicate what people would find practical and useful for sleep. Based on these results, we identify a number of design considerations, challenges, and opportunities for using computing to support healthy sleep behaviors, as well as a design framework for mapping the design space of technologies for sleep. Eun Kyoung Choe, Sunny Consolvo, Nathaniel F. Watson, Julie A. Kientz |
CHI | 4 |
| 2011 | Living in a glass house: a survey of private moments in the homeabstractAs advances in technology accelerate, sensors and recording devices are increasingly being integrated into homes. Although the added benefit of sensing is often clear (e.g., entertainment, security, encouraging sustainable behaviors, etc.), the home is a private and intimate place, with multiple stakeholders who may have competing priorities and tolerances for what is acceptable and useful. In an effort to develop systems that account for the needs and concerns of householders, we conducted an anonymous survey (N = 475) focusing on the activities and habits that people do at home that they would not want to be recorded. In this paper, we discuss those activities and where in the home they are performed, and offer suggestions for the design of UbiComp systems that rely on sensing and recording. Eun Kyoung Choe, Sunny Consolvo, Jaeyeon Jung, Beverly L. Harrison, Julie A. Kientz |
UbiComp | 5 |
| 2010 | The design and evaluation of a task-centered battery interfaceabstractBattery interfaces provide important feedback about how much time users can continue using their mobile devices. Based on this information, they may develop mental models of the types of activities, tasks, and applications they can use before needing to recharge. Many of today's battery interfaces tend to report energy in coarse granularities or are highly inaccurate. As a result, users may find it difficult to depend on the estimates given. We conducted a survey with 104 participants to understand how users interact with various mobile battery interfaces. Based on the survey results, we designed and prototyped a task-centered battery interface on a mobile device that shows more accurate information about how long individual and combinations of tasks with several applications can be performed. Our pilot study of eight users demonstrated that fine-grained information separated by tasks can help users be more effective with and increase their understanding of their device's battery usage. Khai N. Truong, Julie A. Kientz, Timothy Sohn, Alyssa Rosenzweig, Amanda Fonville, Tim Smith |
UbiComp | 2 |
| 2010 | Personality and Persuasive Technology: An Exploratory Study on Health-Promoting Mobile Applications
Sajanee Halko, Julie A. Kientz |
PERSUASIVE | 2 |
| 2009 | Baby steps: evaluation of a system to support record-keeping for parents of young childrenabstractParents of young children often want to keep a variety of records on their children's early years, for the purposes of preservation of memories or at the request of their pediatrician. However, time constraints, motivation, and forgetfulness may hinder their ability to keep consistent records. We developed a system, Baby Steps, which is designed to improve the record-keeping process. In this paper, we present the results of a 3-month deployment study of this technology with 8 families and their pediatricians. The study showed that when compared to a control condition, experimental design features of Baby Steps encouraged parents to more frequently collect and review records, provided higher confidence in reporting, and improved parent-pediatrician communication. Julie A. Kientz, Rosa I. Arriaga, Gregory D. Abowd |
CHI | 1 |
| 2008 | Designing toys with automatic play characterization for supporting the assessment of a child's developmentabstractIn this paper, we describe the design considerations and implementation of the Child'sPlay system, a technology for supporting the automatic recording, recognition, and quantification of a child's object play behaviors for retrospective analysis. Our prototype system consists of six varieties of toys augmented with wireless sensing capabilities and a mobile computing platform which uses statistical pattern recognition techniques to automatically classify sensed play behaviors. This paper discusses our choices in toy design both in form factor as well as sensing capabilities. In addition, we also describe the play activities the system supports and provide an overview of our initial recognition algorithms. Tracy L. Westeyn, Julie A. Kientz, Thad Starner, Gregory D. Abowd |
IDC | 2 |
| 2008 | Are you sleeping?: sharing portrayed sleeping status within a social networkabstractWithin a group of peers, it is often useful or interesting to know whether someone in the group has gone to bed or whether they have awakened in the morning. This information, naturally integrated as a peripheral augmentation of an alarm clock, allows people to know whether it is appropriate to make a call or feel more connected with someone living remotely. In this paper, we present the design and evaluation of such an alarm clock, the BuddyClock, and describe how it enables users in a small social network to automatically share information about their sleeping behaviors with one another. Through 3-6 week deployment studies of this technology with five different social networks, we found that the alarm clock affected participant behaviors and allowed them to feel more connected to those with whom they shared their sleeping behaviors. Julie A. Kientz, Shwetak N. Patel, Gregory D. Abowd |
CSCW | 2 |
| 2007 | Grow and know: understanding record-keeping needs for tracking the development of young childrenabstractFrom birth through age five, children undergo rapid development and learn skills that will influence them their entire lives. Regular visits to the pediatrician and detailed record-keeping can ensure that children are progressing and can identify early warning signs of developmental delay or disability. However, new parents are often overwhelmed with new responsibilities, and we believe there is an opportunity for computing technology to assist in this process. In this paper, we present a qualitative study aimed at uncovering some specific needs for record-keeping and analysis for new parents and their network of caregivers. Through interviews and focus groups, we have confirmed assumptions about the rationales parents have and the functions required for using technology for record-keeping. We also identify new themes, potential prototypes, and design guidelines for this domain. Julie A. Kientz, Rosa I. Arriaga, Marshini Chetty, Gillian R. Hayes, Jahmeilah Richardson, Shwetak N. Patel, Gregory D. Abowd |
CHI | 1 |
| 2007 | At the Flick of a Switch: Detecting and Classifying Unique Electrical Events on the Residential Power Line (Nominated for the Best Paper Award)
Shwetak N. Patel, Thomas Robertson, Julie A. Kientz, Matthew S. Reynolds, Gregory D. Abowd |
UbiComp | 3 |
| 2006 | Where's my stuff?: design and evaluation of a mobile system for locating lost items for the visually impairedabstractFinding lost items is a common problem for the visually impaired and is something that computing technology can help alleviate. In this paper, we present the design and evaluation of a mobile solution, called FETCH, for allowing the visually impaired to track and locate objects they lose frequently but for which they do not have a specific strategy for tracking. FETCH uses devices the user already owns, such as their cell phone or laptop, to locate objects around their house. Results from a focus group with visually impaired users informed the design of the system. We then studied the usability of a laptop solution in a laboratory study and studied the usability and usefulness of the system through a one-month deployment and diary study. These studies demonstrate that FETCH is usable and useful, but there is still room for improvement. Julie A. Kientz, Shwetak N. Patel, Arwa Z. Tyebkhan, Brian D. Gane, Jennifer Wiley, Gregory D. Abowd |
ASSETS | 1 |
| 2006 | From the war room to the living room: decision support for home-based therapy teamsabstractTeams of therapists often provide targeted interventions for children with developmental disabilities. A common practice in these cases is one-on-one interaction between a therapist and the child together with occasional group meetings of the therapists to discuss progress and make informed decisions to modify the intervention plan. We designed a system called Abaris to support this form of collaborative decision-making for a particular intervention popular in the treatment of children with autism. Our system allows for the simultaneous use of trending data across therapy sessions and detailed session data that is automatically integrated with highly indexed video. We discuss the impact this system had on the team dynamics, the amount of collaboration, and the effect it had on the team using evidence and videos to make decisions about the care of the child. Julie A. Kientz, Gillian R. Hayes, Gregory D. Abowd, Rebecca E. Grinter |
CSCW | 1 |
| 2006 | Farther Than You May Think: An Empirical Investigation of the Proximity of Users to Their Mobile Phones
Shwetak N. Patel, Julie A. Kientz, Gillian R. Hayes, Sooraj Bhat, Gregory D. Abowd |
UbiComp | 2 |
| 2005 | Abaris: Evaluating Automated Capture Applied to Structured Autism Interventions
Julie A. Kientz, Sebastian Boring, Gregory D. Abowd, Gillian R. Hayes |
UbiComp | 1 |
| 2004 | Designing Capture Applications to Support the Education of Children with Autism
Gillian R. Hayes, Julie A. Kientz, Khai N. Truong, David R. White 0002, Gregory D. Abowd, Trevor Pering |
UbiComp | 2 |
| 2004 | The Personal Audio Loop: Designing a Ubiquitous Audio-Based Memory Aid
Gillian R. Hayes, Shwetak N. Patel, Khai N. Truong, Giovanni Iachello, Julie A. Kientz, Rob Farmer, Gregory D. Abowd |
Mobile HCI | 5 |
| 2003 | Heuristic evaluation of ambient displaysabstractWe present a technique for evaluating the usability and effectiveness of ambient displays. Ambient displays are abstract and aesthetic peripheral displays portraying non-critical information on the periphery of a user's attention. Although many innovative displays have been published, little existing work has focused on their evaluation, in part because evaluation of ambient displays is difficult and costly. We adapted a low-cost evaluation technique, heuristic evaluation, for use with ambient displays. With the help of ambient display designers, we defined a modified set of heuristics. We compared the performance of Nielsen's heuristics and our heuristics on two ambient displays. Evaluators using our heuristics found more, severe problems than evaluators using Nielsen's heuristics. Additionally, when using our heuristics, 3-5 evaluators were able to identify 40--60% of known usability issues. This implies that heuristic evaluation is an effective technique for identifying usability issues with ambient displays. Jennifer Mankoff, Anind K. Dey, Gary Hsieh, Julie A. Kientz, Scott Lederer, Morgan G. Ames |
CHI | 4 |