Carman Neustaedter

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113ranked-venue papers
22as first author
20since 2021 · last 2026
0000-0002-2915-018XORCID · verified

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

Human-computer interaction and ubiquitous computing · 111 · 22 first-author · 20 since 2021Graphics, computer vision, multimedia, augmented reality and games · 14 · 3 first-author · 1 since 2021
YearPublicationVenuePosition
2026 Exploring the Needs of Preschool-aged Children, Parents, and Grandparents for Communicating Over Distance
abstract
The relationship between children and extended family members (such as grandparents) is extremely important, providing meaning, knowledge, and enjoyment. However, the distributed nature of our modern society has made it difficult for young children to remain connected with extended family. We conducted a study with young children and their parents, as well as grandparents of young children, to explore their needs and preferences when communicating remotely. Through the use of video prototypes, we found a number of themes related to the types of interactions that devices should afford for young children and grandparents. These include tensions between children’s independence and parental control, the need for child-led bursts of interaction, and considerations on device lifetime and the link to remote family members. In this paper, we detail our methodology and findings to arrive at design values for this particular user group.
Denise Geiskkovitch, Carman Neustaedter, Azadeh Forghani
DIS2
2026 Dust Off Kindle Highlights With Quologue: Surfacing Personal Data With Generative AI for Reflective Experiences
abstract
People's annotations on books can serve as valuable traces for people to revisit their past thoughts, emotions, and other experiences. For e-books, however, the lack of physicality and their e-reading infrastructure make it difficult for people to revisit them as these traces continue to accumulate in digital archives. In this paper, we describe the design and deployment of Quologue, an LLM-powered web application that allows users to reconnect with their e-book highlights through ongoing dialogue and stepwise interactions. We conducted a field study with 10 participants over 8 weeks. Our aim was to investigate the reflective and self-expressive potentialities of personal e-book metadata; and to learn about any opportunities and tensions that emerge from surfacing one's data with a generative AI model. Findings revealed that Quologue generated diverse reflective experiences and influenced participants’ current digital highlighting practices. We conclude with implications and opportunities for future HCI studies and practice.
Sol Kang, William Odom, Amy Yo Sue Chen, Carman Neustaedter
CHI4
2026 A Dot on the Map: Co-Designing for Technological and Social Disconnection on an Arctic Expedition
abstract
Aboard an Arctic expedition sailing along the coast of Svalbard, there is a disconnect between the group and the rest of the world, especially when facing a lack of internet connectivity. We conducted a co-design workshop with 13 participants in a unique context - a ship in remote areas of the Arctic with limited connectivity. We see this scenario as an opportunity to research how people's needs, behaviours, and social dynamics are influenced by digital disconnection to design better tools for connection in everyday life. Through this research, we develop themes related to social and technological connection and disconnection. We discuss a number of implications and questions for design, including suggestions to (1) Use Naturally Emerging Aspects of the Environment to Connect People without Pulling Them out of the Moment, (2) Design to Shift Expectations for Response Speed and Richness, and (3) Understand Disconnection Needs, Responsibilities, and Safeguards.
Reese Muntean, Hanieh Shakeri, Carman Neustaedter
CHI3
2025 Queue Player: Investigating Distributed Co-Listening Experiences for Social Connection across Space, Time, and Tempo
abstract
We describe the design and deployment of Queue Player, four networked domestic music players that combine music listening histories of close friends to explore new potentialities for interacting with this shared archive. We deployed the Queue Players with four close friends living in separate homes for six weeks. Our goals are to (i) explore how this system might enable co-listening experiences that foster social presence, interaction, and reflection and (ii) empirically explore conceptual propositions related to slow technology. Findings revealed that, after overcoming initial frictions, Queue Player became integrated in participants’ lives and triggered a range of social interactions and reflections on past life experiences. They also showed that Queue Player provoked questions on the benefits and limits of data capturing one's life history as well as the role and pace of technology in everyday life at home. Findings are interpreted to present opportunities for future HCI research and practice.
Samann Pinder, William Odom, Minyoung Yoo, Ayush Misra, Henry W. J. Lin, Carman Neustaedter, Samuel Barnett
CHI6
2024 Designing Smart Home Technology For Passive Co-Presence Over Distance
abstract
When families live in the same home, they feel a sense of connection through the subtle, passive aspects of family life. Over distance, these passive aspects are hard to experience as most communication technologies support sharing conversations or activities. Through a research-through-design methodology, we explored the design of smart home technologies for passive co-presence over distance. Based on our design explorations, we arrived at an interaction space which includes the dimensions of Activity, Solitude, Synchronicity, and Spontaneity. Our research-through-design process additionally resulted in the design of two smart home systems. The There Chair employs the senses of touch and sight to passively display when a remote family member is sitting at the dining room table. The Fragrance Frame is a paired picture frame that detects when a remote family member is passing by their frame, and emits a scent reminiscent of togetherness. We reflect on our design decisions and propose considerations for future design.
Hanieh Shakeri, Ye Yuan 0010, Benett Axtell, Denise Geiskkovitch, Carman Neustaedter
Conference on Designing Interactive Systems5
2024 Bridges, Glitter, and *Spaceship Noises*: Young Children's Design Ideas for Communication Across Distance
abstract
Young children (3-5 years old) benefit from social connections with distance-separated grandparents and other family, but can struggle to connect in common digital settings like Zoom calls due to asymmetric needs of different generations. Additionally, they cannot currently engage independently with asynchronous family communication, such as texting or sharing media, because existing technologies rely on literacy and technical skills beyond their development. In this paper, we present the results of a co-design probe with 12 young children, collecting and analyzing their ideas for independent communications technologies. Our probe is based on age-appropriate pedagogy, using make-believe play and an original story about astronauts to create a design space that supported their agency as designers. Our young designers’ detailed ideas incorporated broader systems of communication. From those ideas, we present design considerations, including making connection and transmission across devices transparent and integrating learning about wireless communication into their everyday use.
Benett Axtell, Cheng Yin Zhu, Carman Neustaedter
IDC3
2024 Multimedia-Enabled 911: Exploring 911 Callers' Experience of Call Taker Controlled Video Calling in Simulated Emergencies
abstract
Emergency response to large-scale disasters is often supported with multimedia from social media. However, while these features are common in everyday video calls, the complex needs of 911 and other systems make it difficult to directly incorporate these features. We assess an ME911 (Multimedia-Enabled 911) app to understand how the design will need to deviate from common norms and how callers will respond to those non-standard choices. We expand the role of 911 call taker control over emergency situations to the calling interface while incorporating key features like map-based location finding. Participants’ experiences in mock emergencies show the non-standard design helps callers in the unfamiliar setting of emergency calling yet it also causes confusion and delays. We find the need for emergency-specific deviations from design norms is supported by participant feedback. We discuss how broader system changes will support callers to use these non-standard designs during emergencies.
Punyashlok Dash, Benett Axtell, Denise Geiskkovitch, Carman Neustaedter, Wolfgang Stuerzlinger
CHI4
2024 Designing Collaborative Technology for Intergenerational Social Play over Distance
abstract
Collaborative play not only provides entertainment but also nurtures connections and strengthens community ties. In family and intergenerational contexts, collaborative activities and play can engage family members in quality conversations and meaningful connections over distance. To explore participants' preferences, practices, and interaction dynamics when playing remotely, we conducted a design probe study with 15 groups of parents and children from 16 families. Our findings highlight both similarities and notable differences in the use of communication methods, workspaces, and objects between parents and children. Specifically, we observed distinct patterns in gestural and verbal communication and identified specific challenges encountered by children in a simulated remote setting. Our findings also revealed the dynamics of play sessions, particularly when co-located participants are involved, shedding light on the complexities of remote intergenerational communication and play. Our work contributes empirical insights into designing more effective and engaging remote collaborative platforms for families.
Ye Yuan 0010, Qiao Jin 0002, Chelsea Mills, Svetlana Yarosh, Carman Neustaedter
Proc. ACM Hum. Comput. Interact.5
2023 PhotoClock: Reliving Memories in Digital Photos as the Clock Ticks in the Present Moment
abstract
As digital photos grow exponentially, people need new approaches to engage with their photos over time. We describe our study of PhotoClock, a mobile application that leverages the temporal metadata embedded in digital photos to encourage contemplation of memories bound up in one's photo archive. PhotoClock uses the clock-time of the present moment to re-present one's photos taken around that same time of the day in the past. As time ticks away relentlessly, PhotoClock highlights the ephemeral and ongoing quality of time. We conducted the field study with 12 participants over 8 weeks. Our goals are: (i) to investigate the reflective potential of clock-time as an alternative design approach for supporting memory-oriented photo interaction, and (ii) to explore conceptual propositions related to slowness and temporality. Findings revealed that PhotoClock generated diverse and reflective experiences on participants’ life stories. We conclude with implications and opportunities for future HCI and design research.
Amy Yo Sue Chen, William Odom, Sol Kang, Carman Neustaedter
Conference on Designing Interactive Systems4
2023 Exploring Memory-Oriented Interactions with Digital Photos In and Across Time: A Field Study of Chronoscope
abstract
We describe a field study of Chronoscope, a tangible photo viewer that lets people revisit and explore their digital photos with the support of temporal metadata. Chronoscope offers different temporal modalities for organizing one's personal digital photo archive, and for exploring possible connections in and across time, and among photos and memories. We deployed four Chronoscopes in four households for three months to understand participants’ experiences over time. Our goals are to investigate the reflective potential of temporal modalities as an alternative design approach for supporting memory-oriented photo exploration, and empirically explore conceptual propositions related to slow technology. Findings revealed that Chronoscope catalyzed a range of reflective experiences on their respective life histories and life stories. It opened up alternative ways of considering time and the potential longevity of personal photo archives. We conclude with implications to present opportunities for future HCI research and practice.
Amy Yo Sue Chen, William Odom, Carman Neustaedter, Ce Zhong, Henry W. J. Lin
CHI3
2023 Dr.'s Eye: The Design and Evaluation of a Video Conferencing System to Support Doctor Appointments in Home Settings
abstract
The spread of COVID-19 has encouraged the practice of using video conferencing for family doctor appointments. Existing applications and off-the-shelf devices face challenges in dealing with capturing the correct view of patients' bodies and supporting ease of use. We created Dr.’s Eye, a video conferencing prototype to support varying types of body exams in home settings. With our prototype, we conducted a study with participants using mock appointments to understand the simultaneous use of the camera and display and to get insights into the issues that might arise in real doctor appointments. Results show the benefits of providing more flexibility with a decoupled camera and display, and privacy protection by limiting the camera view. Yet, challenges remain in maneuvering two devices, presenting feedback for the camera view, coordinating camera work between the participant and the examiner, and reluctance towards showing private body regions. This inspires future research on how to design a video system for doctor appointments.
Denise Geiskkovitch, Ye Yuan 0010, Chelsea Mills, Ce Zhong, Amy Yo Sue Chen, Wolfgang Stuerzlinger, Carman Neustaedter
CHI8
2023 Remote Wavelength: Design and Evaluation of a System for Social Connectedness Through Distributed Tabletop Gameplay
abstract
Playing remote tabletop games is a fun way to connect with distant friends. Yet most systems for remote tabletop gaming lack support for tangible and social interaction, two important aspects of gameplay for most players. We are interested in how to better design systems for remote tangible gameplay that support social connection. We investigate this topic through the design and evaluation of a prototype system for playing the board game Wavelength across two locations. First, we describe the design goals that informed our prototype: “Remote Wavelength”. Then, we discuss the results of a qualitative user study in which ten friend groups played Remote Wavelength. Our findings indicate that a synchronized, tangible gameboard benefits player engagement, communication, and awareness. Our results also illustrate the value of integration across communication and gameplay systems. We conclude by offering considerations for the design of both digital and remote tangible gameplay systems.
Chelsea Mills, Denise Geiskkovitch, Carman Neustaedter, William Odom, Benett Axtell
CHI3
2023 Sensing Their Presence: How Emerging Adults And Their Parents Connect After Moving Apart
abstract
When emerging adults move out of their parents’ homes for the first time, their needs for togetherness and connection evolve, as do their parents’. In co-located homes, people often experience togetherness passively by sensing one another’s presence in their environment. However, when no longer living together, methods of experiencing togetherness change. Thus, we conducted an interview and co-design study with 16 pairs of parents and emerging adults that explores this concept across distance. The study uncovered differences in the connection needs of emerging adults and their parents, including their goals in connecting, the amount of communication they needed, and their needs for privacy and transparency. We additionally found that passive connecting factors included ambient sounds of the home, visual shared experiences and traces of one another in the home, ambient home smellscapes and smell memories, touching left-behind objects or gifted objects, and the taste of family recipes and the ambience of family mealtimes. We discuss suggestions for designing for passive co-presence based on this new knowledge.
Hanieh Shakeri, Denise Geiskkovitch, Radhika Garg 0001, Carman Neustaedter
CHI4
2022 RescueCASTR: Exploring Photos and Live Streaming to Support Contextual Awareness in the Wilderness Search and Rescue Command Post
abstract
Wilderness search and rescue (WSAR) is a command-and-control activity where a Command team manages field teams scattered across a large area looking for a lost person. The challenge is that it can be difficult for Command to maintain awareness of field teams and the conditions of the field. We designed RescueCASTR, an interface that explores the idea of deploying field teams with wearable cameras that stream live video or sequential photos periodically to Command that aid contextual awareness. We ran a remote user study with WSAR managers to understand the opportunities and challenges of such a system. We found that the awareness provided by the footage could give additional confidence and comfort to Command, while reducing the need for explicit communications. However, it could also impact workers' traditional roles and shift the burden of responsibility toward Command. We conclude that, while wearable-camera footage could be beneficial to Command, they need to have the tools and means to narrow their focus within the abundance of information provided. Furthermore, camera streams should not be thought of as a replacement for more direct communications, but rather as another tool available to help Command supplement their understanding of events in the field and help them narrow their focus.
Brennan Jones, Anthony Tang 0001, Carman Neustaedter
Proc. ACM Hum. Comput. Interact.3
2022 A Scenario-Based Study of Doctors and Patients on Video Conferencing Appointments from Home
abstract
Telemedicine systems that involve the use of video conferencing technologies have been available for more than three decades. Yet, they have primarily been used for specialist appointments or within health care facilities. We are now seeing a shift with the proliferation of commercial technologies, such as smartphone apps that allow people to have appointments with a general practitioner from nearly any location for various reasons. Telemedicine has also seen an uptake due to the COVID-19 pandemic. However, little is known about how doctors and patients perceive smartphone-based telemedicine systems, what types of medical ailments are best suited for these systems, what sociotechnical challenges might emerge through their usage, and how systems should be designed to best meet the needs of both doctors and patients. Thus, we applied a scenario-based design method by presenting a set of medical situations to both general practitioners and patients, and conducted contextual interviews with them to investigate their thoughts on video-based appointments for a range of medical situations. Results show that video consultations using smartphone apps could raise challenges in delivering appropriate care and utilization, conducting camera work to assist different types of examinations, supporting doctor–patient relationship creation and maintenance, allowing doctors to maintain control over the appointment, as well as protecting patients’ and doctors’ privacy. This suggests the need to create designs that can support particular workflows, relationship building, safety and privacy protection, and camera work for varying contexts.
Yasamin Heshmat, Denise Geiskkovitch, Zixuan Tan, Carman Neustaedter
ACM Trans. Comput. Hum. Interact.5
2021 Family and Friend Communication over Distance in Canada During the COVID-19 Pandemic
abstract
During the COVID-19 pandemic, communication technologies have allowed people to maintain connections with their loved ones over distance. At the same time, we do not yet have a deep understanding of if and how communication needs amongst family and friends change as a result of physical distancing and travel restrictions and how technologies could be better designed to support these needs. For these reasons, we conducted an exploratory study to investigate the use of communication technologies and family communication needs during the first fourth months of the COVID-19 pandemic in Canada. We used contextual interviews with 18 participants and an open-ended survey with 12 respondents. Our results show that people began the pandemic with a period of shifting and trialing new communication practices; this included increased communications with family and friends. People tried to recreate in-person situations with large group video calls beyond the typical two-household connection found pre-pandemic. This created challenges related to control and participation, and saw people explore ways to increase a sense of shared atmosphere over distance with efforts to increase physicality. Yet large amounts of technology use generally did not persist as participants abandoned many forms of online interaction over time in a form of technology detachment and sometimes cleanse. These results point to design lessons for times of extreme disconnection between family and friends, such as during a pandemic, where control, participation, and atmosphere receive deep consideration.
Yasamin Heshmat, Carman Neustaedter
Conference on Designing Interactive Systems2
2021 Exploring Opportunities to Aid Generation of Input Action Ideas for Tangible User Interfaces
abstract
Novice tangible interaction design students often find it challenging to generate input action ideas for tangible interfaces. To identify opportunities to aid input action idea generation, we built and evaluated a tool consisting of interactive physical artifacts coupled with digital examples of tangible systems and technical implementation guidance. Through video recorded design sessions and interviews with twelve students, we investigated how they used the tool to generate input action ideas, how it supported them, and what challenges they faced. We found that the tool helped in generating input action ideas by enabling to experience input actions, supporting hands-on explorations, and introducing possibilities. However, introducing examples at times caused design fixation. The tool fell short in supporting the planning of technical implementation of the generated ideas. This research is useful for tangible interaction design students, instructors, and researchers to apply in education, design similar tools, or conduct further research.
Uddipana Baishya, Alissa Nicole Antle, Carman Neustaedter
CHI3
2021 CoAware: Designing Solutions for Being Aware of a Co-Located Partner's Smartphone Usage Activities
Khalad Hasan, Debajyoti Mondal, Karanmeet Khatra, David Ahlström, Carman Neustaedter
Graphics Interface5
2021 Players' Stories and Secrets in Animal Crossing: New Horizons-Exploring Design Factors for Positive Emotions and Social Interactions in a Multiplayer Online Game
abstract
Animal Crossing is an online multiplayer game that supports social communication and collaboration. Its recent version, New Horizons, is immensely popular having sold over 32 million copies worldwide, with many players attracted to the opportunities it provides to remotely socialize during the COVID-19 pandemic. To understand players' increased positive emotions and social interactions, we surveyed 119 of them betweenMay and December 2020 and conducted remote interviews with 25 respondents. We identified the social dynamics among players and with non-player characters (NPCs), and analyzed how positive social interactions were facilitated under player-generated narratives and game-determined narratives. Based on our empirical analyses, we have extended our understanding of how to create positive, safe, and friendly interactions: (1)the design of mood-improving game worlds with flexible game tasks, (2) implementation of game-determined activities with social implications, (3) provision of player rewards to reinforce their social interactions, and (4)creation of opportunities to integrate NPCs' game-determined narratives into player-generated narratives.
Xin Tong 0004, Diane Gromala, Carman Neustaedter, F. David Fracchia, Yisen Dai, Zhicong Lu
Proc. ACM Hum. Comput. Interact.3
2021 Introduction to the Special Issue on First-Person Methods in HCI
abstract
In this introduction to the special issue on First-Person Methods in (Human-Computer Interaction) HCI, we present a brief overview of first-person methods, their origin, and their use in Human-Computer Interaction. We also detail the difference between first-person methods, second-person, and third-person methods, as a way to guide the reader when engaging the special issue articles. We articulate our motivation for putting together this special issue: we wanted a collection of works that would allow HCI researchers to develop further, define, and outline practices, techniques and implications of first-person methods. We trace links between the articles in this special issue and conclude with questions and directions for future work in this methodological space: working with boundaries, risk, and accountability.
Audrey Desjardins, Oscar Tomico, Andrés Lucero, Marta E. Cecchinato, Carman Neustaedter
ACM Trans. Comput. Hum. Interact.5
2020 An Autobiographical Design Study of a Long Distance Relationship: When Telepresence Robots Meet Smart Home Tools
abstract
Long distance couples often face challenges in maintaining their relationship over distance because computer-mediated communication tools typically only support a limited range of relationship maintenance behaviors. To explore a broader design space that might help combat this problem, we conducted an autobiographical design study that explores the usage of a telepresence robot coupled with voice-activated smart home devices. The telepresence robot provided an embodiment for one remote partner who could talk through the robot to control the smart devices in the remote location. We studied how the setup was used by a long distance couple over a three month period to share their home and nurture and maintain their relationship. The study revealed how such a setup can promote feelings of ownership, belonging, and normalcy, as well as a diversity of interactions and social connections. Implications for design include the importance of supporting effortful, personalized, varied, and shared interactions.
Lillian Yang, Carman Neustaedter
Conference on Designing Interactive Systems2
2020 FamilyStories: Asynchronous Audio Storytelling for Family Members Across Time Zones
abstract
Family members who are separated across time zones can easily miss out on feeling connected. We designed and studied the usage of an asynchronous storytelling system, called FamilyStories, to explore the use of audio-based sharing. FamilyStories allows family members to share activities and experiences over distance in different time zones using three different devices that contain different contextual features. To evaluate the design, we conducted a five-week long field study with two family member pairs. Our results show the value of slow, flexible, and non-suggestive interfaces for asynchronous audio communication. We also found ephemerality helped in the sharing of 'instant' feelings, while large time zone differences could be 'synchronized' with time delayed messages. We raise these as design opportunities for asynchronous audio storytelling systems.
Yasamin Heshmat, Carman Neustaedter, Kyle McCaffrey, William Odom, Ron Wakkary
CHI2
2020 Exploring Video Conferencing for Doctor Appointments in the Home: A Scenario-Based Approach from Patients' Perspectives
abstract
We are beginning to see changes to health care systems where patients are now able to visit their doctor using video conferencing appointments. Yet we know little of how such systems should be designed to meet patients' needs. We used a scenario-based design method with video prototyping and conducted patient-centered contextual interviews with people to learn about their reactions to futuristic video-based appointments. Results show that video-based appointments differ from face-to-face consultations in terms of accessibility, relationship building, camera work, and privacy issues. These results illustrate design challenges for video calling systems that can support video-based appointments between doctors and patients with an emphasis on providing adequate camera control, support for showing empathy, and mitigating privacy concerns.
Yasamin Heshmat, Carman Neustaedter
Graphics Interface3
2020 FeetBack: Augmenting Robotic Telepresence with Haptic Feedback on the Feet
abstract
Telepresence robots allow people to participate in remote spaces, yet they can be difficult to manoeuvre with people and obstacles around. We designed a haptic-feedback system called "FeetBack," which users place their feet in when driving a telepresence robot. When the robot approaches people or obstacles, haptic proximity and collision feedback are provided on the respective sides of the feet, helping inform users about events that are hard to notice through the robot's camera views. We conducted two studies: one to explore the usage of FeetBack in virtual environments, another focused on real environments. We found that FeetBack can increase spatial presence in simple virtual environments. Users valued the feedback to adjust their behaviour in both types of environments, though it was sometimes too frequent or unneeded for certain situations after a period of time. These results point to the value of foot-based haptic feedback for telepresence robot systems, while also the need to design context-sensitive haptic feedback.
Brennan Jones, Jens Maiero, Alireza Mogharrab, Ivan Abdo Aguilar, Ashu Adhikari, Bernhard E. Riecke, Ernst Kruijff, Carman Neustaedter, Robert W. Lindeman
ICMI8
2020 The role of a location-based city exploration game in digital placemaking
abstract
Many digital technologies, such as social media, community systems, and public displays, have been studied to explore how people engage with each other in their community. Yet little is known about how one form of technology, location-based games (LBGs), can support urban residents in community awareness, city exploration, and placemaking as they navigate spaces and places in their cities. To explore this topic, we investigated the challenges urban residents faced in finding information about their community along a transit network. We then designed, developed, and evaluated an LBG called City Explorer that supports city exploration using gamification and the viewing and sharing of community information. We found that residents valued the fun, competition, and rewards afforded through play in public spaces, creating opportunities for placemaking through location services and knowledge sharing. Players also wanted additional knowledge about their transit commutes, including data about the frequency and routines of their transit rides. Collectively, such ridership data offers potential for smart city initiatives and illustrates that careful design considerations are required to balance people’s needs for play, personal data, privacy, and community information acquisition.
Carolyn Pang, Carman Neustaedter, Karyn Moffatt, Kate Hennessy, Rui Pan 0001
Behav. Inf. Technol.2
2020 Mobile Video Conferencing for Sharing Outdoor Leisure Activities Over Distance
abstract
Video communication systems work relatively well for family members and friends when they want to converse with each other between their homes. Yet it is much more challenging to share activities using mobile video conferencing in outdoor settings. We explored the design of mobile video conferencing systems that focused on allowing family and friends to participate in outdoor leisure activities together over distance. We created and studied two technology probe setups: shared geocaching and shared bicycling. Both used mobile cameras and streamed audio and video between remote family members or friends as they participated in the activities. Through these design and study explorations, we explore how family and friends make use of mobile video during leisure activities, what elements are important for the design of such systems, and how mobile video for outdoor leisure activities compares and contrasts to video calling in the home and, more generally, while mobile. Our research points to design considerations around camera views, when and how audio and video should be presented, and the privacy concerns of users and how to balance them with the benefit of the technology.
Carman Neustaedter, Jason Procyk, Anezka Chua, Azadeh Forghani, Carolyn Pang
Hum. Comput. Interact.1
2020 Remote Communication in Wilderness Search and Rescue: Implications for the Design of Emergency Distributed-Collaboration Tools for Network-Sparse Environments
abstract
Wilderness search and rescue (WSAR) requires careful communication between workers in different locations. To understand the contexts from which WSAR workers communicate and the challenges they face, we interviewed WSAR workers and observed a mock-WSAR scenario. Our findings illustrate that WSAR workers face challenges in maintaining a shared mental model. This is primarily done through distributed communication using two-way radios and cell phones for text and photo messaging; yet both implicit and explicit communication suffer. WSAR workers send messages for various reasons and share different types of information with varying levels of urgency. This warrants the use of multiple communication modalities and information streams. However, bringing in more modalities introduces the risk of information overload, and thus WSAR workers today still primarily communicate remotely via the radio. Our work demonstrates opportunities for technology to provide implicit communication and awareness remotely, and to help teams maintain a shared mental model even when synchronous realtime communication is sparse. Furthermore, technology should be designed to bring together multiple streams of information and communication while making sure that they are presented in ways that aid WSAR workers rather than overwhelming them.
Brennan Jones, Anthony Tang 0001, Carman Neustaedter
Proc. ACM Hum. Comput. Interact.3
2019 Sharing 9-1-1 Video Call Information between Dispatchers and Firefighters During Everyday Emergencies
abstract
In North America, people phone the number 9-1-1 to obtain emergency services. In the near future, such services will incorporate new communication modalities such as video calling where callers can show visuals of the emergency to call takers. This information can then be shared between dispatchers and first responders such as firefighters. We conducted an exploratory study with dispatchers and firefighters to understand how 9-1-1 video call information should be shared with firefighters while enroute to an emergency and what benefits and challenges it would create. Our results show that video call information can help firefighters gain more accurate information about an emergency, provide location specifics, pre-plan strategies, and mentally prepare for the situation while traveling to it. Yet there are design tensions around what and how much information should be shared with firefighters by dispatchers, and, in turn, what video information is shown to firefighter crewmembers
Carman Neustaedter, Josh McGee, Punyashlok Dash
Conference on Designing Interactive Systems1
2019 Perch to Fly: Embodied Virtual Reality Flying Locomotion with a Flexible Perching Stance
abstract
Many studies have proposed different ways of supporting flying in embodied virtual reality (VR) interfaces with limited success. Our research explores the usage of a user's lower body to support flying locomotion control through a novel "flexible perching" (FlexPerch) stance that provides user with leg moving ability while sitting. We conducted an observational study exploring participants' preferred usage of the FlexPerch stance, and a mixed-method study comparing the same flying experience with existing sitting and standing stances. Our results show that FlexPerch markedly increased participants' feelings of flying. However, people may not like "flying" when they really can - the freedom, feeling of floating, and novelty contributing to this sensation can also mean more effort and feeling unsafe or unfamiliar. We suggest that researchers studying VR flying interfaces evaluate the feeling of flying, and raise design considerations to use stances like FlexPerch to elicit feelings of flying and stimulation.
Yaying Zhang, Bernhard E. Riecke, Thecla Schiphorst, Carman Neustaedter
Conference on Designing Interactive Systems4
2019 An Exploratory Study of the Use of Drones for Assisting Firefighters During Emergency Situations
abstract
In the near future, emergency services within Canada will be supporting new technologies for 9-1-1 call centres and firefighters to learn about an emergency situation. One such technology is drones. To understand the benefits and challenges of using drones within emergency response, we conducted a study with citizens who have called 9-1-1 and firefighters who respond to a range of everyday emergencies. Our results show that drones have numerous benefits to both firefighters and 9-1-1 callers which include context awareness and social support for callers who receive feelings of assurance that help is on the way. Privacy was largely not an issue, though safety issues arose especially for complex uses of drones such as indoor flying. Our results point to opportunities for designing drone systems that help people to develop a sense of trust with emergency response drones, and mitigate privacy and safety concerns with more complex drone systems.
Md. Nafiz Hasan Khan, Carman Neustaedter
CHI2
2019 City Explorer: The Design and Evaluation of a Location-Based Community Information System
abstract
Many working professionals commute via public transit, yet they have limited tools for learning about their urban neighborhoods and fellow commuters. We designed a location-based game called City Explorer to investigate how transit commuters capture, share, and view community information that is specifically tied to locations. Through a four-week field study, we found that participants valued the increased awareness of their personal travel routines that they gained through City Explorer. When viewing community information, they preferred information that was factual rather than opinion-based and was presented at the start and end of their commutes. Participants found less value in connecting with other transit riders because transit rides were often seen as opportunities to disengage from others. We discuss how location-based technologies can be designed to display factual community information before, during, and at the end of transit commutes.
Carolyn Pang, Rui Pan 0001, Carman Neustaedter, Kate Hennessy
CHI3
2018 Caller Needs and Reactions to 9-1-1 Video Calling for Emergencies
abstract
Emergency services in North America have relied on the use of audio calls to the phone number, 9-1-1, since the late 1960s. In the coming years, 9-1-1 services will move to integrate media-rich calling capabilities such as video-based calling. We explore how video calling services should be designed through an interview study with people who have called 9-1-1 in the past. Our results show the potential for video calling to help people who are calling 9-1-1 describe their location to call takers, show the situation at hand, receive video-based instructions, and assist in cases with language barriers. Yet video calling raises issues around anonymity, consent, culture and gender-based biases, and camera work. 9-1-1 video calling is best thought of as a collaborative act where camera work is negotiated between callers and call takers where callers are willing to hand over control of the call if their privacy concerns can be met.
Samarth Singhal, Carman Neustaedter
Conference on Designing Interactive Systems2
2018 G2G: The Design and Evaluation of a Shared Calendar and Messaging System for Grandparents and Grandchildren
abstract
Distance separated grandparents and grandchildren often face challenges in staying connected. To explore this topic, we designed G2G, a shared calendar and video messaging system to connect young children (ages 5-10) with their grandparents over distance. Our design focused on providing grandparents and grandchildren with an awareness of each other's lives to support conversations and design elements to help reduce the need for parent scaffolding. A field study with two grandparent-grandchild pairs over two months showed that systems designed around structured communication can help young children develop a routine around staying in touch with their remote grandparents. Autonomy in maintaining awareness can help children to be engaged more easily. This suggests that designs focusing on connecting young children to their grandparents over distance should be flexible yet structured and designing to reduce parental scaffolding can lead to positive effects and strengthened relationships.
Azadeh Forghani, Carman Neustaedter, Manh C. Vu, Tejinder K. Judge, Alissa Nicole Antle
CHI2
2018 Geocaching with a Beam: Shared Outdoor Activities through a Telepresence Robot with 360 Degree Viewing
abstract
People often enjoy sharing outdoor activities together such as walking and hiking. However, when family and friends are separated by distance it can be difficult if not impossible to share such activities. We explore this design space by investigating the benefits and challenges of using a telepresence robot to support outdoor leisure activities. In our study, participants participated in the outdoor activity of geocaching where one person geocached with the help of a remote partner via a telepresence robot. We compared a wide field of view (WFOV) camera to a 360° camera. Results show the benefits of having a physical embodiment and a sense of immersion with the 360° view. Yet challenges related to a lack of environmental awareness, safety issues, and privacy concerns resulting from bystander interactions. These findings illustrate the need to design telepresence robots with the environment and public in mind to provide an enhanced sensory experience while balancing safety and privacy issues resulting from being amongst the general public.
Yasamin Heshmat, Brennan Jones, Xiaoxuan Xiong, Carman Neustaedter, Anthony Tang 0001, Bernhard E. Riecke, Lillian Yang
CHI4
2018 The Benefits and Challenges of Video Calling for Emergency Situations
abstract
In the coming years, emergency calling services in North America will begin to incorporate new modalities for reporting emergencies, including video-based calling. The challenge is that we know little of how video calling systems should be designed and what benefits or challenges video calling might bring. We conducted observations and contextual interviews within three emergency response call centres to investigate these points. We focused on the work practices of call takers and dispatchers. Results show that video calls could provide valuable contextual information about a situation and help to overcome call taker challenges with information ambiguity, location, deceit, and communication issues. Yet video calls have the potential to introduce issues around control, information overload, and privacy if systems are not designed well. These results point to the need to think about emergency video calling along a continuum of visual modalities ranging from audio calls accompanied with images or video clips to one-way video streams to two-way video streams where camera control and camera work need to be carefully designed.
Carman Neustaedter, Brennan Jones, Kenton O'Hara, Abigail Sellen
CHI1
2018 Practices and Technology Needs of a Network of Farmers in Tharaka Nithi, Kenya
abstract
Farmers in rural areas of Kenya generally rely on traditional agricultural practices inherited from past generations. However, population increases and climate changes have put pressure on resources such as land and water. These resource pressures have created a need to broaden and expand farming practices. We conducted an exploratory study with farmers in Tharaka Nithi, Kenya to explore their practices, if and how they used ICT, and how the technologies used might be designed to aid their practices, if at all. Overall, our results show that farmers desired more knowledge to enable them apply ICT interventions in ways that improved yields. Farmers were also interested in accessing information on soil fertility, water predictability and market opportunities. These findings suggest opportunities for technology design to support farming practices among rural communities in rural settings. We also articulate social challenges that designers will face when thinking about coming up with such solutions.
Erick Oduor, Peninah Waweru, Jonathan Lenchner, Carman Neustaedter
CHI4
2018 Time-Turner: Designing for Reflection and Remembrance of Moments in the Home
abstract
Families preserve memories of their special and everyday experiences, though it can be hard to capture all these moments in everyday life. We explore the concept of automated forms of capturing family life and presenting them through situated, tangible everyday artifacts in the home. We designed Time-Turner, an always-on video recording system along with a set of three drink coasters that allow family members to easily search, filter and replay videos to connect to their past. We engaged households in speculative enactments and interviews to explore the design space. Our findings point to the value of witnessing real rather than staged moments and the ways in which the affordances of everyday artifacts can allow media to be 'lived with' as a part of everyday life. Yet our design also revealed tensions around sharing and changing perceptions across time and generations. This points to design challenges around safeguarding this media and capturing 'reality' as opposed to curated content.
Samarth Singhal, Carman Neustaedter, William Odom, Lyn Bartram, Yasamin Heshmat
CHI2
2018 Quality 'Alone' Time through Conversations and Storytelling: Podcast Listening Behaviors and Routines
Yasamin Heshmat, Lillian Yang, Carman Neustaedter
Graphics Interface3
2018 Shopping Over Distance through a Telepresence Robot
abstract
Computer mediated-communication tools (CMC) support loved ones in maintaining connections with one another over distance, yet it can be difficult to do activities together. We studied the use of telepresence robots for supporting distance-separated loved ones in engaging in the joint activity of shopping over distance. One partner shopped in person while the other used either a telepresence robot or a tablet from a remote location. Compared to the tablet group, we found that when partners communicated through a telepresence robot, the remote partner's personality and presence were expressed through the movements and physicality of the medium. However, the use of the telepresence robot introduced tension between partners regarding responsibility, dependency, and contribution to the act of shopping. These results demonstrate the benefits of a mobile embodiment for remote partners, as well as the need for greater physical capabilities to support both physical connection and remote contribution to leisure activities.
Lillian Yang, Brennan Jones, Carman Neustaedter, Samarth Singhal
Proc. ACM Hum. Comput. Interact.3
2018 Our House: Living Long Distance with a Telepresence Robot
abstract
Many couples live in long distance arrangements due to a variety of reasons from work opportunities to family obligations. However, current computer-mediated communication tools are not designed to support the entire range of communication behaviors that couples engage in during daily life. Our research explored how telepresence robots might fit into the array of tools that long distance couples use to communicate, given the factors of mobility and physicality that could support acts of interactivity and autonomy between partners. We found that telepresence robot communication facilitated interactions in five areas: participation in mundane everyday routines, feelings of sharing a home, connection with one's partner's family and friends, increased helpfulness, and the enjoyment of quiet companionship. However, telepresence robots also presented challenges related to privacy and asymmetry, as well as continued deficiencies in the level of interactivity. In response to these findings, we discuss the design implications for telepresence robots.
Lillian Yang, Carman Neustaedter
Proc. ACM Hum. Comput. Interact.2
2018 From Being There to Watching: Shared and Dedicated Telepresence Robot Usage at Academic Conferences
abstract
Telepresence attendance at academic conferences is now a reality and allows people who cannot attend in person with the opportunity to still be “present.” This is valuable for people who face accessibility challenges, cost or travel restrictions, or limited time for travel. We have deployed and studied the use of telepresence robots at three ACM conferences, Ubicomp/ISWC 2014, CSCW 2016, and CHI 2016, ranging from remote users having dedicated telepresence robots to users sharing telepresence robots both synchronously and asynchronously. In this article, we report on the telepresence offerings along with the user behaviors, experiences, and the social norms found for remote conference attendance. Our results across the studies focus around three main themes: shared vs. dedicated robot usage, identity presentation and the value and challenges associated with it; and local in-person support through proxies and instant messaging backchannels. These themes point to three different areas of design exploration for telepresence robots, pointing out the limitations of existing design solutions with respect to each theme, areas for future telepresence design work, and the value in considering varied telepresence robot solutions, including both dedicated and shared telepresence robots.
Carman Neustaedter, Samarth Singhal, Rui Pan 0001, Yasamin Heshmat, Azadeh Forghani, John C. Tang
ACM Trans. Comput. Hum. Interact.1
2017 Collaboration with 360° Videochat: Challenges and Opportunities
abstract
We designed a videochat experience where one participant can experience a remote environment from a 360° camera. This allows the remote user to view and explore the environment without necessitating interaction from the local participant. We designed and conducted an observational study to understand the experience, and the challenges that people might encounter. In a study with 32 participants (16 pairs), we found that remote participants could actively participate in the experience with the environment in ways that are not possible with current mobile video chat. However, we also found that participants had challenges in communicating location and orientation information because many of common communication resources we rely on in collocated chat are not available. Based on these findings, we discuss how future mobile video chat systems need to balance immersion with interaction ease.
Anthony Tang 0001, Omid Fakourfar, Carman Neustaedter, Scott Bateman
Conference on Designing Interactive Systems3
2017 The Autobiographical Design and Long Term Usage of an Always-On Video Recording System for the Home
abstract
Photo and video capture is currently dominated by the use of digital cameras, often in the form of smartphones. Yet there is easily the chance that one can miss capturing a precious moment. We explored the idea of automated video recording in the home as a form of memory collection and display for families through the autobiographical design of Moments, an always-on video recording system. We iteratively designed Moments and it was used by one of the researchers and his family over a two-year period. The family found potential for the system in capturing moments that would have otherwise been forgotten in time, where they especially valued seeing "big changes" and minute details of their life. Yet tensions existed around the family's inabilities to access specific points in time, commitment to keeping the system running, and privacy. We use these benefits and concerns to suggest future research directions for always-on video recording in the home.
Yasamin Heshmat, Carman Neustaedter, Brendan DeBrincat
Conference on Designing Interactive Systems2
2017 Collaboration, Awareness, and Communication in Real-Life Escape Rooms
abstract
Real-life escape rooms involve players being locked in a room where they have to solve puzzles in order to escape. We conducted an observational and interview study with 38 escape room players to understand how groups of people collaborate in escape rooms, what opportunities escape rooms present as learning environments for improving collaboration, and how the design of escape rooms affects collaboration. Our results show that escape rooms provide people with opportunities to practice a range of collaboration skills, yet not all generalize to real world collaborative situations outside of the escape room. Thus, people may have an opportunity to practice communicating and maintaining an awareness of others, but the design of the room restricts such behaviors. These findings raise design opportunities for future escape rooms related to team dynamics and roles, the acquisition of situational and workspace awareness, and the teaching of conflict resolution techniques.
Rui Pan 0001, Henry Lo, Carman Neustaedter
Conference on Designing Interactive Systems3
2017 "MyEyes": The Design and Evaluation of First Person View Video Streaming for Long-Distance Couples
abstract
Couples in Long Distance Relationships (LDRs) often rely on the use of video chat systems to help maintain their relationship. However, designs are typically limited to only supporting face-to-face conversations or providing narrow fields of view. We designed and evaluated MyEyes, a First Person View (FPV) video streaming technology probe made with cardboard goggles and a smartphone. Distance-separated partners see each other's view on their screen where it can overlap their own view (Overlapped), be placed above it (Horizontal), or presented at the same time where each is seen with a different eye (Split). We compared the three different views with couples to explore the effect on social presence and body ownership. The Overlapped View was most preferred by couples and it provided the strongest feeling of co-presence, whereas a Horizontal View provided the greatest sense of mutual understanding. Our qualitative results showed couples valued performing synchronized acts together and doing activities "in" the remote location.
Rui Pan 0001, Samarth Singhal, Bernhard E. Riecke, Emily S. Cramer, Carman Neustaedter
Conference on Designing Interactive Systems5
2017 Why Tangibility Matters: A Design Case Study of At-Risk Children Learning to Read and Spell
abstract
Tangibles may be effective for reading applications. Letters can be represented as 3D physical objects. Words are spatially organized collections of letters. We explore how tangibility impacts reading and spelling acquisition for young Anglophone children who have dyslexia. We describe our theory-based design rationale and present a mixed-methods case study of eight children using our PhonoBlocks system. All children made significant gains in reading and spelling on trained and untrained (new) words, and could apply all spelling rules a month later. We discuss the design features of our system that contributed to effective learning processes, resulting in successful learning outcomes: dynamic colour cues embedded in 3D letters, which can draw attention to how letter(s) position changes their sounds; and the form of 3D tangible letters, which can enforce correct letter orientation and enable epistemic strategies in letter organization that simplify spelling tasks. We conclude with design guidelines for tangible reading systems.
Alissa Nicole Antle, Maureen Hoskyn, Carman Neustaedter, Emily S. Cramer
CHI4
2017 Robotic Telepresence at Scale
abstract
Telepresence robots offer a relatively new way for people to project their presence remotely. However, these experiences have only been studied in controlled or small scale installations. To broaden our understanding of the successes and limitations of telepresence robots in large-scale venues, we conducted a study at CHI 2016 where five factors increased over past research: (1) number of local attendees; (2) ratio of remote users to systems; (3) variety of activities; (4) time zone differences; and, (5) environment size. Our results reveal that unlike small-scale venues and situations, remote users take a more socially isolated and functional approach to remote attendance while combating challenges around scheduling and large navigational spaces. Our results reveal new opportunities for thinking about the design of robot personalization, availability, and navigation for systems targeted at large-scale public contexts.
Irene Rae, Carman Neustaedter
CHI2
2017 In Your Eyes: Anytime, Anywhere Video and Audio Streaming for Couples
abstract
Long distance couples face challenges in staying connected and must rely heavily on technology to mediate their relationship. To provide new ways for couples to virtually 'be together,' we explore a futuristic use of video communications technology where it is possible to see through the eyes of a partner at any point in time to more deeply stay connected and share experiences together on a daily basis. We created a technology probe called In Your Eyes that uses a smartphone and Skype in auto-answer mode. Partners can connect to one another at any time without needing to answer a call. Two couples used the probe for one month. One found it beneficial while the other found it intrusive. We explore the reasons behind these experiences and show the benefits and pitfalls of anytime, anywhere streaming for long distance couples. Our study provides new ways of thinking about presence and connection over distance where the ability to connect and the intention to do so-even if not acted upon-can create feelings of closeness for some and overconnection for others.
Uddipana Baishya, Carman Neustaedter
CSCW2
2017 Flex-N-Feel: The Design and Evaluation of Emotive Gloves for Couples to Support Touch Over Distance
abstract
Many couples live apart due to work, educational situations, or frequent travel. While technology can help mediate these relationships, there is a lack of designs that allow couples to share a sense of touch over distance. We present a design case study of a tangible communication system called Flex- N-Feel--a pair of gloves that allows distance-separated couples to feel the flexing of their remote partners' fingers through vibrotactile sensations on their skin. We evaluated our design with nine couples where the system was augmented with either a Skype audio call or a video connection. Our study showed that participants enjoyed their conversation more with the gloves, felt more emotionally connected, and experienced intimate moments together. Couples used the glove for shared actions, playful episodes, intimate touches, and to simply feel each other's presence. Video was important to aid couples in understanding each other's actions. Our results illustrate that designs focusing on physical touch over distance should be open to appropriation such that they can augment existing communication routines and technologies.
Samarth Singhal, Carman Neustaedter, Yee Loong Ooi, Alissa Nicole Antle, Brendan Matkin
CSCW2
2017 Collaboration And Awareness Amongst Flight Attendants
abstract
Collaboration is a core component of work activities amongst flight attendants as they work to promote onboard safety and a high level of customer service. Yet we know little of how flight attendants collaborate and whether or not technology adequately supports their practices. Through an interview study with flight attendants, we explored their collaborative practices and processes and how technology aided such practices. While technologies like interphones and flight attendant call buttons acted as collaboration tools, we identified instances where the usability and functionality of these devices were the main barriers for maintaining efficient communication, situation awareness, and information exchange. Our findings inform the design of future technologies for enhancing communication and collaboration in an aircraft setting amongst flight attendants with an emphasis on real time information access and direct communication between flight attendants regardless of their location.
Stephanie Wong, Carman Neustaedter
CSCW2
2017 Assessing the usability of smartwatches for academic cheating during exams
abstract
Smartwatches are growing in usage, yet they come with the additional challenge of regulating their usage during the taking of academic tests. However, it is unclear how effective they are at actually allowing students to cheat. We conducted an experiment that examines the use of smartwatches for cheating on Multiple-Choice Questions (MCQ) and Short Answers (SA) with either Pictures/Text shown on the watch to aid students. Our results indicate that smartwatches are neither efficient nor have a high usability rating for cheating. However, students are able to score higher on Multiple-Choice Questions compared to Short Answers. We use the cheating paradigm as an example to understand the perceived usability and appropriation of smartwatches in an academic setting. We provide suggestions that help to deter cheating in an academic setting. Our study contributes to the research on academic integrity and the growing demand of wearable technologies.
Stephanie Wong, Lillian Yang, Bernhard E. Riecke, Emily S. Cramer, Carman Neustaedter
MobileHCI5
2017 Exploring DIY Practices of Complex Home Technologies
abstract
We are surrounded by increasingly complex networks of smart objects, yet our understanding and attachment to them is rather limited. One way to support stronger end users’ engagement with such complex technologies is by involving them in the design process and, with the advent of Arduino prototyping platform, even in their making. While DIY practice offers the potential for stronger user engagement with physical artifacts, we know little about end users’ DIY practice of making complex electronic technologies and their potential to ensure engagement with such devices. In this article, we report on interviews with 18 participants from two green communities who built and used an open source DIY energy monitor, with the aim to explore the end users DIY practices of making such complex electronic devices. Findings indicate four key qualities of DIY monitors: transparent modularity, open-endedness, heirloom, and disruptiveness, and how they contribute to more meaningful engagement with the DIY monitors, elevating them from the status of unremarkable objects to that ofthings. We conclude with three implications for design for supporting end user development of complex electronic DIY: designing transparent open hardware technologies, standardizing communication protocols for the current and future DIY of IoT, and deliberately calling for personal investment and labor in the assembling of DIY kits.
Corina Sas, Carman Neustaedter
ACM Trans. Comput. Hum. Interact.2
2016 Elevating Communication, Collaboration, and Shared Experiences in Mobile Video through Drones
abstract
People are increasingly using mobile video to communicate, collaborate, and share experiences while on the go. Yet this presents challenges in adequately sharing camera views with remote users. In this paper, we study the use of semi-autonomous drones for video conferencing, where an outdoor user (using a smartphone) is connected to a desktop user who can explore the environment from the drone's perspective. We describe findings from a study where pairs collaborated to complete shared navigation and search tasks. We illustrate the benefits of providing the desktop user with a view that is elevated, manipulable, and decoupled from the outdoor user. In addition, we articulate how participants overcame challenges in communicating environmental information and navigational cues, negotiated control of the view, and used the drone as a tool for sharing experiences. This provides a new way of thinking about mobile video conferencing where cameras that are decoupled from both users play an integral role in communication, collaboration, and sharing experiences.
Brennan Jones, Kody R. Dillman, Richard Tang, Anthony Tang 0001, Ehud Sharlin, Lora Oehlberg, Carman Neustaedter, Scott Bateman
Conference on Designing Interactive Systems7
2016 The Frustrations and Benefits of Mobile Device Usage in the Home when Co-Present with Family Members
abstract
Mobile devices have begun to raise questions around the potential for overuse when in the presence of family or friends. As such, we conducted a diary and interview study to understand how people use mobile devices in the presence of others at home, and how this shapes their behavior and household dynamics. Results show that family members become frustrated when others do non-urgent activities on their phones in the presence of others. Yet people often guess at what others are doing because of the personal nature of mobile devices. In some cases, people developed strategies to provide a greater sense of activity awareness to combat the problem. Mobile phone usage was sometimes perceived as beneficial by providing a mechanism for needed disengagement from family members. These findings suggest several opportunities for redesigning mobile device software to mitigate emergent frustrations, and open up new opportunities for nurturing social interactions among family members.
Erick Oduor, Carman Neustaedter, William Odom, Anthony Tang 0001, Niala Moallem, Melanie Tory, Pourang Irani
Conference on Designing Interactive Systems2
2016 Human Proxies for Remote University Classroom Attendance
abstract
Our research explores the idea of using a human proxy to attend a class on one's behalf where video streaming is used to share the class with the remote student. We explored this idea through an online survey and in-class participation. Survey results show that people favored "top students" to represent them where gender and race played a much less important role. Students also highly valued a proxy who was also taking the class so they could discuss the course material. In class, students found the setup beneficial and highly valued the pair-wised learning that it afforded. Despite this, proxies found it difficult to concentrate in class and to be a surrogate for someone else at the same time. Together our results highlight the benefits and challenges with human proxies for classroom attendance and raise a series of design sensitivities that should be explored as part of future research.
Clarissa Ishak, Carman Neustaedter, Daniel Hawkins, Jason Procyk, Michael Massimi
CHI2
2016 To Beam or Not to Beam: A Study of Remote Telepresence Attendance at an Academic Conference
abstract
Attending and presenting at conferences is a core part of academic and industrial research. Yet it can sometimes be challenging to attend conferences due to travel restrictions, time limitations, or accessibility challenges. To understand how people may be able to attend conferences remotely, we explored the use of commercial telepresence robots called Beams at Ubicomp/ISWC 2014. Seven people attended the conference remotely and used Beams to attend presentations, ask questions, and participate in break mingling activities. We collected data of their activities and conducted an online survey with the broader set of conference attendees. Results show that telepresence robots supported attendance at a basic level and even empowered those with accessibility challenges. However, issues related to identity, interaction, navigation, and privacy emerged. We present recommendations for future telepresence attendance at conferences focused on balancing these concerns with the benefits participants received.
Carman Neustaedter, Gina Venolia, Jason Procyk, Daniel Hawkins
CSCW1
2016 Help Me Help You: Shared Reflection for Personal Data
abstract
Dramatic advances in sensor and computing miniaturization for personal data collection are making Personal Informatics (PI) tools a reality. Yet, advances in data collection have not been matched with similar advances in tools to promote, support, and facilitate reflection on this data. This gap leaves people with large swaths of data, but very little understanding of how to make sense of the data or to derive actionable insights. In this work, we explore a process called shared reflection, where individuals are paired with other data collectors, and asked (through prompts) to reflect on one another?s data. Based on a six-week study where 15 participants collected different kinds of personal data and engaged in a shared reflection process, we show that participants gained transformative insights from others' reflections on their data. While this was promising, we discuss practical challenges in deploying this idea into real world personal informatics tools. In particular, while shared reflection can be appropriated to effectively bootstrap reflection on one's data, this needs to be balanced against privacy and control concerns.
Lisa Graham, Anthony Tang 0001, Carman Neustaedter
GROUP3
2016 The design and evaluation of a photograph-sharing application for rural and urban Kenyan families
Erick Oduor, Carman Neustaedter, Kate Hennessy
Pers. Ubiquitous Comput.2
2015 Mechanics of Camera Work in Mobile Video Collaboration
abstract
Mobile video conferencing, where one or more participants are moving about in the real world, enables entirely new interaction scenarios (e.g., asking for help to construct or repair an object, or showing a physical location). While we have a good understanding of the challenges of video conferencing in office or home environments, we do not fully understand the mechanics of camera work-how people use mobile devices to communicate with one another-during mobile video calls. To provide an understanding of what people do in mobile video collaboration, we conducted an observational study where pairs of participants completed tasks using a mobile video conferencing system. Our analysis suggests that people use the camera view deliberately to support their interactions-for example, to convey a message or to ask questions-but the limited field of view, and the lack of camera control can make it a frustrating experience.
Brennan Jones, Anna Witcraft, Scott Bateman, Carman Neustaedter, Anthony Tang 0001
CHI4
2015 The Effect of Signal Expense and Dependability on Family Communication in Rural and Northern Canada
abstract
Family communication and technology designed to support it is a widely studied topic. However, most research that focuses on family communication in North America tends to assume high degrees of connectivity and Internet access. We present a study of family communication practices in rural and northern areas of Manitoba, Canada where Internet connectivity is intermittent or severely limited in some communities. Our results show the ways in which individuals stay connected with outside relatives can be hampered by communication infrastructure challenges. In particular, these challenges can dictate how, where and how often conversations with loved ones take place. Our results also indicate that these experiences, many of which are negative, can create lasting impressions that may be difficult to alter as infrastructure improves. This suggests opportunities for designing family communication technologies for outdoor locations with better connectivity, scheduling communication during times with better connectivity, and combating social isolation.
Roberta M. Melvin, Andrea Bunt, Erick Oduor, Carman Neustaedter
CHI4
2015 Postulater: the design and evaluation of a time-delayed media sharing system
Daniel Hawkins, Carman Neustaedter, Jason Procyk
Graphics Interface2
2015 Synchronous yoga and meditation over distance using video chat
Reese Muntean, Carman Neustaedter, Kate Hennessy
Graphics Interface2
2015 Moving towards user-centered government: community information needs and practices of families
Carolyn Pang, Carman Neustaedter, Jason Procyk, Daniel Hawkins, Kate Hennessy
Graphics Interface2
2015 A comparison of visual and textual city portal designs on desktop and mobile interfaces
Carolyn Pang, Carman Neustaedter, Jason Procyk, Bernhard E. Riecke
Graphics Interface2
2015 Amateur ice hockey coaching and the role of video feedback
Jason Procyk, Carman Neustaedter, Thecla Schiphorst
Graphics Interface2
2015 Sharing Domestic Life through Long-Term Video Connections
abstract
Video chat systems such as Skype, Google+ Hangouts, and FaceTime have been widely adopted by family members and friends to connect with one another over distance. We have conducted a corpus of studies that explore how various demographics make use of such video chat systems in which this usage moves beyond the paradigm of conversational support to one in which aspects of everyday life are shared over long periods of time, sometimes in an almost passive manner. We describe and reflect on studies of long-distance couples, teenagers, and major life events, along with design research focused on new video communication systems—the Family Window, Family Portals, and Perch—that explicitly support “always-on video” for awareness and communication. Overall, our findings show that people highly value long-term video connections and have appropriated them in a number of different ways. Designers of future video communication systems need to consider: ways of supporting the sharing of everyday life rather than just conversation, providing different design solutions for different locations and situations, providing appropriate audio control and feedback, and supporting expressions of intimacy over distance.
Carman Neustaedter, Carolyn Pang, Azadeh Forghani, Erick Oduor, Serena Hillman, Tejinder K. Judge, Michael Massimi, Saul Greenberg
ACM Trans. Comput. Hum. Interact.1
2014 Tango cards: a card-based design tool for informing the design of tangible learning games
abstract
For over thirty years researchers have suggested that both tangible user interfaces and digital games have potential to support learning. Each domain now has a well-developed body of literature about how to design them to enable learning benefits. What is needed is a way to bring this knowledge, which is often lengthy, dense, and jargon laden to design practice. To address this need, we designed Tango Cards--a card-based design tool. In this paper we report on the design and evaluation of the cards. We found that Tango Cards enabled a variety of uses that made design knowledge about tangible learning games accessible to designers. We identify and discuss how specific card features support or limit use by designers. We draw on our findings to set forth design considerations that may support others to create design tools (card-based or alike) that make academic design knowledge accessible to designers.
Alissa Nicole Antle, Carman Neustaedter
Conference on Designing Interactive Systems3
2014 The appropriation of a digital "speakers" corner: lessons learned from the deployment of mégaphone
abstract
Interactive digital technologies embedded in urban spaces typically tend to be used to deliver news, context-relevant information and commercial advertisements. To design urban technologies that will serve other ends, we first need to know how people might want to interact with them. Using an ethnographic approach, we collected field data in order to better understand this. This study presents some of the findings of our qualitative evaluation of MÉGAPHONE, an interactive artistic installation deployed in a public space in downtown Montréal, Canada. In this paper, we provide thick descriptions of our detailed field observations and interviews with participants conducted over the ten-week deployment with a deep focus on how users appropriated this system. Our results highlight four public interaction strategies as a set of abstractions that suggest how people might want to make use of interactive public installations: place-making, self-representing, first-person news reporting and bootstrapping online presence with digital recordings.
Claude Fortin, Carman Neustaedter, Kate Hennessy
Conference on Designing Interactive Systems2
2014 Understanding guide dog team interactions: design opportunities to support work and play
abstract
The visually impaired have been a longstanding and well-recognized user group addressed in the field of Human-Computer Interaction (HCI). Recently, the study of sighted dog owners and their pets has gained interest in HCI. Despite this, there is a noticeable gap in the field with regards to research on visually impaired owners and their dogs (guide dog teams). This paper presents a study that explores the interactions of guide dog teams revealing a rich, holistic understanding of their everyday lives and needs, across both work and leisure activities. Our findings inform and inspire future research and practices suggesting three opportunity areas: supporting working guide dog teams, enhancing play-interaction through accessible dog toys utilizing sensor technologies, and speculative and exploratory opportunities. This work contributes to the growing research on designing for human-canine teams and motivates future research with guide dog teams.
Sabrina Hauser, Ron Wakkary, Carman Neustaedter
Conference on Designing Interactive Systems3
2014 'alksjdf;Lksfd': tumblr and the fandom user experience
abstract
A growing trend is the participation in online fandom communities through the support of the blogging platform Tumblr. While past research has investigated backchannels-chatter related to live entertainment on micro-blogging sites such as Twitter-there is a lack of research on the behaviours and motivations of Tumblr users. In our study, we investigate why fandom users chose Tumblr over other social networking sites, their motivations behind participating in fandoms, and how they interact within the Tumblr community. Our findings show that users face many user interface challenges when participating in Tumblr fandoms, especially initially; yet, despite this, Tumblr fandom communities thrive with a common sense of social purpose and exclusivity where users feel they can present a more authentic reflection of themselves to those sharing similar experiences and interests. We describe how this suggests design directions for social networking and blogging sites in order to promote communities of users.
Serena Hillman, Jason Procyk, Carman Neustaedter
Conference on Designing Interactive Systems3
2014 Liveness, localization and lookahead: interaction elements for parametric design
abstract
Scripting has become an integral part of design work in Computer-Aided Design (CAD), especially with parametric systems. Designers who script face a very steep learning and use curve due to the new (to them) script notation and the loss of direct manipulation of the model. Programming In the Model (PIM) is a prototype parametric CAD system with a live interface with side-by-side model and script windows; real-time updating of the script and the model; on-demand dependency, object and script representations in the model; and operation preview (lookahead). These features aim to break the steep learning and use curve of scripting into small steps and to bring programming and modeling tasks `closer together.' A qualitative user study with domain experts shows the importance of multi-directional live scripting and script localization within the model. Other PIM features show promise but require additional design work to create a better user experience.
Maryam M. Maleki, Robert F. Woodbury, Carman Neustaedter
Conference on Designing Interactive Systems3
2014 Moving from talking heads to newlyweds: exploring video chat use during major life events
abstract
Video chat programs for home and personal use (e.g., Skype) are becoming increasingly popular for doing more than simply conversing with a remote friend or family member. This creates a need to understand the broader use of video chat that moves "beyond talking heads." In this paper, we investigate one emergent scenario: major life events where video chat is used to connect remote participants to a ritual gathering (e.g., a wedding, a funeral). To explore this scenario, we conducted an online survey with 87 people who reported on their usage of video chat for viewing or sharing major life events. Our results show that major life events, as an example of a burgeoning set of video chat scenarios, bring unique socio-technical contexts and challenges. Asymmetry characterized much of the findings: we find differences between local and remote group sizes, environments, atmosphere, and emotionality. We discuss these situations and identify ways to improve the design of video chat to better support shared experiences.
Michael Massimi, Carman Neustaedter
Conference on Designing Interactive Systems2
2014 Design tactics for authentic interactive fiction: insights from alternate reality game designers
abstract
This paper presents insights from designers of Alternate Reality Games (ARGs) regarding the design tactics they employ to integrate participatory storytelling and "authentic fiction" into the transmedia experiences they create. Our approach was motivated by recent efforts in HCI to more closely align the development of interaction design theory to the craft knowledge and experiences of designers themselves. The resulting insights enhance our understanding of design approaches that a diverse group of ARG producers follow to create interactive, participatory narratives. We outline narrative-specific themes to support designers who craft similar interactive experiences.
Elizabeth M. Bonsignore, Vicki Moulder, Carman Neustaedter, Derek L. Hansen, Kari Kraus, Allison Druin
CHI3
2014 The routines and needs of grandparents and parents for grandparent-grandchild conversations over distance
abstract
A variety of systems have been designed to support communication between distance-separated grandparents and grandchildren. Yet there are few studies of the actual conversational routines of these groups as well as the social challenges that might arise as a result of technology usage. To address this gap, we conducted an interview and diary study that explores the conversational practices of distance-separated grandparents and young grandchildren (aged 3-10) from the perspective of the grandparents and parents of the children. Our results describe the focus of grandparent-grandchild conversations and show that grandparent-grandchild communication is not without its challenges: grandparents sometimes feel self-conscious, perceive that parents or children will be annoyed if they ask too many questions, and do not want to interfere too much in their grandchildren's lives. The implication is that designs should attempt to support the conversation routines and needs of grandparents and grandchildren while attempting to mitigate the social challenges.
Azadeh Forghani, Carman Neustaedter
CHI2
2014 Posting for community and culture: considerations for the design of interactive digital bulletin boards
abstract
The next decade is likely to see a shift in digital public displays moving from non-interactive to interactive content. This will likely create a need for digital bulletin boards and for a better understanding of how such displays should be designed to encourage community members to interact with them. Our study addresses this by exploring community bulletin boards as a ubiquitous type of participatory non-digital display "in the wild". Our results highlight how they are used for content of local and contextual relevance, and how cultures of participation, personalization, location, the tangible character of architecture, access, control and flexibility might affect community members' level of engagement with them. Our analysis suggests entry points as design considerations intrinsically linked to the users' sense of agency within a delineated space. Overlaps with related work are identified throughout to provide further validation of previous findings in this area of research.
Claude Fortin, Carman Neustaedter, Kate Hennessy
CHI2
2014 How technology supports family communication in rural, suburban, and urban kenya
abstract
Much ICTD research for sub-Saharan Africa has focused on how technology related interventions have aimed to incorporate marginalized communities towards global economic growth. Our work builds on this. We present results from an exploratory qualitative study on the family communication practices of family members who communicate both within and between rural, suburban, and urban settings in Kenya. Our findings reveal that family communication focuses on economic support, well-being, life advice, and everyday coordination of activities. We also outline social factors that affect family communication, including being an eldest child, having a widowed sibling, and having reduced access to technology because of gender, literacy, or one's financial situation. Lastly, we discuss new opportunities for technology design and articulate the challenges that designers will face if creating or deploying family communication technologies in Kenya.
Erick Oduor, Carman Neustaedter, Tejinder K. Judge, Kate Hennessy, Carolyn Pang, Serena Hillman
CHI2
2014 Exploring video streaming in public settings: shared geocaching over distance using mobile video chat
abstract
Our research explores the use of mobile video chat in public spaces by people participating in parallel experiences, where both a local and remote person are doing the same activity together at the same time. We prototyped a wearable video chat experience and had pairs of friends and family members participate in 'shared geocaching' over distance. Our results show that video streaming works best for navigation tasks but is more challenging to use for fine-grained searching tasks. Video streaming also creates a very intimate experience with a remote partner, but this can lead to distraction from the 'real world' and even safety concerns. Overall, privacy concerns with streaming from a public space were not typically an issue; however, people tended to rely on assumptions of what were acceptable. The implications are that designers should consider appropriate feedback, user disembodiment, and asymmetry when designing for parallel experiences.
Jason Procyk, Carman Neustaedter, Carolyn Pang, Anthony Tang 0001, Tejinder K. Judge
CHI2
2014 Collaboration surrounding beacon use during companion avalanche rescue
abstract
When facing an avalanche, backcountry skiers need to work effectively both individually and as a group to rescue buried victims. If they don't, death is likely. One of the tools used by each person is a digital beacon that transmits an electromagnetic signal. If buried, others use their beacons to locate victims by searching for their signals, and then dig them out. This study focuses on the collaborative practices of avalanche rescue and the interactions with beacons while backcountry skiing. We conducted interviews with backcountry recreationists and experts, and we observed avalanche rescue practice scenarios. Our results highlight aspects and challenges of mental representation, trust, distributed cognition, and practice. Implications include three considerations for the redesign of beacons: simplicity, visibility and practice.
Audrey Desjardins, Carman Neustaedter, Saul Greenberg, Ron Wakkary
CSCW2
2014 GEMS: the design and evaluation of a location-based storytelling game
abstract
It is now possible to capture geotagged photos and videos and share them with family and friends. Yet the reality is that applications for capturing and viewing this information are not particularly rich offering little more than maps and simple textual information about a location. Given this, we wanted to explore this design space to find new and exciting ways for people to document and share their experiences. We designed a location-based game called GEMS to support storytelling amongst family members and close friends. The game narrative and mechanics prompt players to reflect on meaningful places from their past and create geolocated digital memory. Other players can then visit the locations to collect and view the records. A user study revealed that location can provide a rich foundation for storytelling activities. We learned that location-based storytelling strategies often elicit a sense of discovery through exploration, sharing, and conscious reflection.
Jason Procyk, Carman Neustaedter
CSCW2
2014 Exploring How a Co-dependent Tangible Tool Design Supports Collaboration in a Tabletop Activity
abstract
Many studies suggest that tangibles and digital tabletops have potential to support collaborative interaction. However, previous findings show that users often work in parallel with such systems. One design strategy that may encourage collaboration rather than parallel use involves creating a system that responds to co-dependent access points in which more than one action is required to create a successful system response. To better understand how co-dependent access points support collaboration, we designed a comparative study with 12 young adults using the same application with a co-dependent and an independent access point design. We collected and analyzed categories of both verbal and behavioural data in the two conditions. Our results show support for the co-dependent strategy and suggest ways that the co-dependent design can be used to support flexible collaboration on tangible tabletops for young adults.
Alissa Nicole Antle, Carman Neustaedter, Alyssa Friend Wise
GROUP3
2014 User challenges and successes with mobile payment services in North America
abstract
Mobile payment services have recently emerged in North America where users pay for items using their smartphones. Yet we have little understanding of how people are making use of them and what successes and challenges they have experienced. As a result, we conducted a diary and interview study of user behaviors, motivations, and first impressions of mobile payment services in North America in order to understand how to best design for mobile payment experiences. Participants used a variety of services, including Google Wallet, Amazon Payments, LevelUp, Square and company apps geared towards payments (e.g., Starbucks). Our findings show that users experience challenges related to mental model development, pre-purchase anxiety and trust issues, despite enjoying the gamification, ease-of-use, and support for routine purchases with mobile payments. This suggests designing a better mobile payment experience through the incorporation of users' routines and behaviors, gamification and trust mechanism development.
Serena Hillman, Carman Neustaedter, Erick Oduor, Carolyn Pang
Mobile HCI2
2013 Medium-specific properties of urban screens: towards an ontological framework for digital public displays
abstract
The purpose of the present theoretical exploration is to lay the foundations of a platform-specific ontology of urban screens, which we define as an architectural scale media environment comprising two or more digital displays that can support interactive and/or artificial intelligence features. Still in its budding stages, this framework is intended to assist artists and HCI practitioners in the conception and evaluation of public space installations that heavily rely on digital displays. Using an architectural approach that analyzes urban screens in terms of medium specificity, this paper asks: "What are some of the key ontological attributes of urban screens as a computational medium?" We propose a taxonomy of five medium-specific properties articulated in relation to sensory modalities and modes of interaction. In providing an aesthetic, poetic, cognitive and experiential basis for understanding urban screens, this paper seeks to help researchers broadly consider their design parameters and generate new ideas.
Claude Fortin, Steve DiPaola, Kate Hennessy, Jim Bizzocchi, Carman Neustaedter
Creativity & Cognition5
2013 "Shared joy is double joy": the social practices of user networks within group shopping sites
abstract
Group shopping sites are beginning to rise in popularity amongst eCommerce users. Yet we do not know how or why people are using such sites, and whether or not the design of group shopping sites map to the real shopping needs of end users. To address this, we describe an interview study that investigates the friendship networks of people who participate in group shopping sites (e.g., Groupon) with the goal of understanding how to best design for these experiences. Our results show that group shopping sites are predominently used to support social activities; that is, users do not use them first and foremost to find 'deals'. Instead, group shopping sites are used for planning group activities, extending and building friendships, and constructing one's social identity. Based on these findings, we suggest improved social network integration and impression management tools to improve user experience within group shopping sites.
Serena Hillman, Carman Neustaedter, Carolyn Pang, Erick Oduor
CHI2
2013 Everyday activities and energy consumption: how families understand the relationship
abstract
Energy consumption is a growing concern and it is important to inform families of their consumption and how they might reduce it. We conducted an interview study that focuses on the existing routines of families and how they currently understand their power and gas consumption based on standard utility bills. We also investigated how this understanding ties to their everyday activities as might be recorded on their calendars. This allowed us to assess calendars as an artifact for energy consumption awareness. Our results show that many people relate changes in energy consumption to high-level effects such as weather and temperature and not necessarily their own everyday activities. Events on calendars may aid this understanding but people do not currently record enough information on their calendars to make a strong tie. This suggests that if calendars are to be used as artifacts to aid energy consumption understanding, digital calendars need to provide support to include more energy-related information, including both activities and patterns of consumption.
Carman Neustaedter, Lyn Bartram, Aaron Mah
CHI1
2013 Technology preferences and routines for sharing health information during the treatment of a chronic illness
abstract
When a patient has a chronic illness, such as heart disease or cancer, it can be challenging for distributed family members to stay aware of the patient's health status. A variety of technologies are available to support health information sharing (e.g., phone, video chat, social media), yet we still do not have a detailed understanding of which technologies are preferred and what challenges people still face when sharing information with them. To explore this, we conducted a mixed-method study-involving a survey and in-depth interviews--with people about their health information sharing routines and preferences for different technologies. Regardless of physical distance between distributed family members, synchronous methods of communication afforded the opportunity to provide affective support while asynchronous methods of communication were deemed to be the least intrusive. With family members adopting certain roles during the treatment of chronic illnesses, our findings suggest the need to design tools that mediate sharing health information across distance and age gaps, with consideration to respecting patient privacy while sharing health information.
Carolyn Pang, Carman Neustaedter, Bernhard E. Riecke, Erick Oduor, Serena Hillman
CHI2
2013 How and why teenagers use video chat
abstract
Teenagers are increasingly using video chat systems to communicate with others, however, little research has been conducted to explore how and why they use the technology. To better understand this design space, we present the results of a study of twenty teenagers and their use of video chat systems such as Skype, FaceTime, and Google Hangouts. Our results show that video chat plays an important role in helping teenagers socialize with their friends after school and on weekends where it allows them to see emotional reactions and participate in activities like shared homework sessions, show and tell, and performances over distance. Yet video chat is also used to engage in more private activities such as gossiping, flirting, and even the viewing of sexual acts. This presents an interesting design challenge of supporting teen use of video chat while mitigating privacy and parental concerns.
Tatiana Buhler, Carman Neustaedter, Serena Hillman
CSCW2
2013 Exploring pet video chat: the remote awareness and interaction needs of families with dogs and cats
abstract
Many people have pets such as dogs and cats that they would consider to be family. Along with this comes a need to stay aware of one's pet and, possibly, interact with it when away from home. There has even been a recent push by companies to create video-mediated communication (VMC) systems to connect pet owners and pets over distance. Yet the problem is that we do not know how such systems should be designed to meet the real needs of pet owners. To investigate this, we conducted a survey with dog and cat owners that explores their needs for remotely monitoring and interacting with their pets. Our results show that many family members would value being able to maintain an awareness of their pets and interact with them over distance using VMC systems. Such systems would be particularly valuable when pet owners are away from home for extended time periods. However, VMC systems for pets must be designed cautiously to avoid issues of owner disembodiment and other ethical challenges.
Carman Neustaedter, Jennifer Golbeck
CSCW1
2013 Creating scalable location-based games: lessons from Geocaching
Carman Neustaedter, Anthony Tang 0001, Tejinder K. Judge
Pers. Ubiquitous Comput.1
2012 Autobiographical design in HCI research: designing and learning through use-it-yourself
abstract
Designing a system with yourself as a target user and evaluating the design through your own self-usage is commonly considered a questionable approach in HCI research. Perhaps for this reason, HCI research including extensive self-usage of a design is underdocumented. Yet such self-usage does happen and many researchers have found great value in the lessons learned from it. Our goal in this paper is to bring these hidden practices to light and offer guidelines for how HCI researchers can usefully engage in what we term 'autobiographical design'---design research drawing on extensive, genuine usage by those creating or building a system. Through interviews with HCI experts who have engaged in variations of autobiographical design, we draw out the possibilities and limitations of autobiographical design methods and lay out best practices for its use as an HCI research method.
Carman Neustaedter, Phoebe Sengers
Conference on Designing Interactive Systems1
2012 Intimacy in long-distance relationships over video chat
abstract
Many couples live a portion of their lives in a long-distance relationship (LDR). This includes a large number of dating college students as well as couples who are geographically-separated because of situational demands such as work. We conducted interviews with individuals in LDRs to understand how they make use of video chat systems to maintain their relationships. In particular, we have investigated how couples use video to "hang out" together and engage in activities over extended periods of time. Our results show that regardless of the relationship situation, video chat affords a unique opportunity for couples to share presence over distance, which in turn provides intimacy. While beneficial, couples still face challenges in using video chat, including contextual (e.g., location of partners, time zones), technical (e.g., mobility, audio/video quality, networking), and personal (e.g., a lack of physicality needed by most for intimate sexual acts) challenges.
Carman Neustaedter, Saul Greenberg
CHI1
2012 Moving beyond talking heads to shared experiences: the future of personal video communication
abstract
This workshop explores the future of personal video communications where systems and designs move beyond supporting conversations to a new design paradigm consisting of shared activities and experiences between distance-separated family and friends.
Carman Neustaedter, Erick Oduor, Gina Venolia, Tejinder K. Judge
GROUP1
2012 Soft trust and mCommerce shopping behaviours
abstract
Recently, there has been widespread growth of shopping and buying on mobile devices, termed mCommerce. With this comes a need to understand how to best design experiences for mobile shopping. To help address this, we conducted a diary and interview study with mCommerce shoppers who have already adopted the technology and shop on their mobile devices regularly. Our study explores typical mCommerce routines and behaviours along with issues of soft trust, given its long-term concern for eCommerce. Our results describe spontaneous purchasing and routine shopping behaviours where people gravitate to their mobile device even if a computer is nearby. We found that participants faced few trust issues because they had limited access to unknown companies. In addition, app marketplaces and recommendations from friends offered a form of brand protection. These findings suggest that companies can decrease trust issues by tying mCommerce designs to friend networks and known marketplaces. The caveat for shoppers, however, is that they can be easily lured into a potentially false sense of trust.
Serena Hillman, Carman Neustaedter, John Bowes, Alissa Nicole Antle
Mobile HCI2
2011 Family portals: connecting families through a multifamily media space
abstract
Video conferencing allows distance-separated family members to interact somewhat akin to being together at the same place and time. Yet most video conferencing systems are designed for phone-like calls between only two locations. Using such systems for long interactions or social gatherings with multiple families is cumbersome, if not impossible. For this reason, we wanted to explore how families would make use of a video system that permitted sharing everyday life over extended periods of time between multiple locations. We designed a media space called Family Portals that provides shared video between three locations and deployed it within the homes of six families. Results show that the media space increased feelings of connectedness and the focus on a triad, in contrast to a dyad, caused new styles of interaction to emerge. Despite this, families experienced new privacy challenges and non-adoption by some family members, not previously seen in dyadic family media spaces.
Tejinder K. Judge, Carman Neustaedter, Steve Harrison 0001, Andrew C. Blose
CHI2
2010 Sharing conversation and sharing life: video conferencing in the home
abstract
Video conferencing is a technology that families and friends use to connect with each other over distance. However, even with such technology readily available, we still do not have a good understanding of how video conferencing systems are used by people as a part of their domestic communication practices. For this reason, we have conducted interviews with 21 adults in the United States to understand video conferencing routines in the home and to inform the design of future domestic communication technologies. Our findings illustrate the importance of discerning availability and willingness to video conference prior to calling, the need to share everyday life activities in addition to conversation, and a need for new privacy protecting strategies that focus on autonomy and solitude as opposed to confidentiality.
Tejinder K. Judge, Carman Neustaedter
CHI2
2010 The family window: the design and evaluation of a domestic media space
abstract
Families have a strong need to connect with their loved ones over distance. However, most technologies do not provide the same feelings of connectedness that one feels from seeing remote family members. Hence our goal was to understand if a video connection, in the form of a media space, could help families feel more connected and what design factors would be critical for its success. To answer this, we designed a video media space called the Family Window and deployed it within the homes of two families for eight months and four families for five weeks. Our results show that always-on video can lead to an increase in feelings of connectedness by providing availability awareness and opportunities for sharing everyday life. However usage and value of such media spaces hinges on close-knit relationships and control over one's autonomy.
Tejinder K. Judge, Carman Neustaedter, Andrew F. Kurtz
CHI2
2010 The role of community and groupware in geocache creation and maintenance
abstract
Applications that provide location-based experiences are an increasingly viable design space given the proliferation of GPS-enabled mobile devices. However, these applications are in their infancy, and we do not yet know what design factors will contribute to their success. For this reason, we have studied the well-established location-based experience of geocaching. We report on the results of a survey of geocachers along with observations from our own in-depth geocaching activities. Our findings illustrate that geocaching permits users to create a range of experiences for others within a permeable yet restricted culture of norms. Once created, geocaches are maintained by the community of geocachers through a well-designed groupware system. Here maintenance acts can be performed “in the small, ” given their lightweight and well-defined nature, and become less about maintenance and more about personal participation. These findings provide insight into how community and groupware can be leveraged to support applications for location-based experiences.
Carman Neustaedter, Anthony Tang 0001, Tejinder K. Judge
CHI1
2010 Connecting families: new technologies, family communication, and the impact on domestic space
abstract
tutorial Share on Connecting families: new technologies, family communication, and the impact on domestic space Authors: Carman Neustaedter Simon Fraser University, Surrey, BC, Canada Simon Fraser University, Surrey, BC, CanadaView Profile , Tejinder K. Judge Virginia Tech, Blacksburg, VA, USA Virginia Tech, Blacksburg, VA, USAView Profile , Steve Harrison Virginia Tech, Blacksburg, VA, USA Virginia Tech, Blacksburg, VA, USAView Profile , Abigail Sellen Microsoft Research Cambridge, Cambridge, United Kingdom Microsoft Research Cambridge, Cambridge, United KingdomView Profile , Xiang Cao Microsoft Research Cambridge, Cambridge, United Kingdom Microsoft Research Cambridge, Cambridge, United KingdomView Profile , David Kirk University of Nottingham University of NottinghamView Profile , Joseph Kaye Nokia Research Nokia ResearchView Profile Authors Info & Claims GROUP '10: Proceedings of the 16th ACM international conference on Supporting group workNovember 2010 Pages 363–366https://doi.org/10.1145/1880071.1880152Online:07 November 2010Publication History 8citation633DownloadsMetricsTotal Citations8Total Downloads633Last 12 Months38Last 6 weeks3 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
Carman Neustaedter, Tejinder K. Judge, Steve Harrison 0001, Abigail Sellen, David S. Kirk, Joseph Kaye
GROUP1
2009 Capturing and sharing memories in a virtual world
abstract
Virtual worlds (VWs) such as Second Life® (SL) contain a rich social culture where people engage in a multitude of experiences much like real life. With this comes the need to capture and share memories with others. To understand what tools people use to accomplish this and what limitations they may face, we conducted interviews with participants in SL. Our results identify two clusters of users - Casuals and Lifers - who differed in the ways in which they captured and shared memories. Here we describe the use of photos, landmarks, friend lists, and conversation logs. We also show how a lack of real life physical and social constraints in the VW affects user routines, and, in some cases, how it does not. This suggests design directions for memory tools in the VW and also real life that break the bounds of current everyday practice.
Carman Neustaedter, Elena A. Fedorovskaya
CHI1
2009 Presenting identity in a virtual world through avatar appearances
Carman Neustaedter, Elena A. Fedorovskaya
Graphics Interface1
2009 Understanding and improving flow in digital photo ecosystems
Carman Neustaedter, Elena A. Fedorovskaya
Graphics Interface1
2009 Using physical memorabilia as opportunities to move into collocated digital photo-sharing
abstract
The uptake of digital photos vs. print photos has altered the practice of photo-sharing. Print photos are easy to share within the home, but much harder to share outside of it. The opposite is true of digital photos. People easily share digital photos outside the home, e.g., to family and friends by e-mail gift-giving, and to social networks and the broader public by web publishing. Yet within the home, collocated digital photo-sharing is harder, primarily because digital photos are typically stored on personal accounts in desktop computers located in home offices. This leads to several consequences. (1) The invisibility of digital photos implies few opportunities for serendipitous photo-sharing. (2) Access control and navigation issues inhibit family members from retrieving photo collections. (3) Photo viewing is compromised as digital photos are displayed on small screens in an uncomfortable viewing setting. To mitigate some of these difficulties, we explore how physical memorabilia collected by family members can create opportunities that encourage social and collocated digital photo-sharing. First, we studied (via contextual interviews with 20 households) how families currently practice photo-sharing and how they keep memorabilia. We identified classes of memorabilia that can serve as memory triggers to family events, trips, and times when people took photos. Second, we designed Souvenirs, a photo-viewing system that exploits memorabilia as a social instrument. Using Souvenirs, a family member can meaningfully associate physical memorabilia with particular photo-sets. Later, any family member can begin their story-telling with others through the physical memento, and then enrich the story by displaying its associated photos simply by moving the memento close to the home's large-format television screen. Third, we re-examined our design premises by evoking household reactions to an early version of Souvenirs. Based on these interviews, we redesigned Souvenirs to better reflect the preferences and real practices of photo and memorabilia use in the home.
Michael Nunes, Saul Greenberg, Carman Neustaedter
Int. J. Hum. Comput. Stud.3
2009 The calendar is crucial: Coordination and awareness through the family calendar
abstract
Everyday family life involves a myriad of mundane activities that need to be planned and coordinated. We describe findings from studies of 44 different families' calendaring routines to understand how to best design technology to support them. We outline how a typology of calendars containing family activities is used by three different types of families— monocentric , pericentric , and polycentric —which vary in the level of family involvement in the calendaring process. We describe these family types, the content of family calendars, the ways in which they are extended through annotations and augmentations, and the implications from these findings for design.
Carman Neustaedter, A. J. Bernheim Brush, Saul Greenberg
ACM Trans. Comput. Hum. Interact.1
2008 Sharing digital photographs in the home through physical mementos, souvenirs, and keepsakes
abstract
People now easily share digital photos outside the home via web publishing and gift-giving. Yet within the home, digital photos are hard to access and lack the physical affordances that make sharing easy and opportunistic. To promote in-home photo sharing, we designed Souvenirs, a system that lets people link digital photo sets to physical memorabilia. These mementos trigger memories and serve as social instruments; a person can enrich their story-telling by moving the physical memento close to their large-format television screen, and the associated photos are immediately displayed. We implemented Souvenirs, and then re-examined our design premises through contextual interviews with 20 households. Families described their current practices of photo sharing and memento use, and also reacted to the Souvenirs design. Based on these interviews, we redesigned Souvenirs to better fit the real practices of photo and memento use in the home.
Michael Nunes, Saul Greenberg, Carman Neustaedter
Conference on Designing Interactive Systems3
2008 Image harmony for consumer images
abstract
Images elicit a variety of emotional responses related to image content, overall aesthetic appeal, or a combination of both. One aspect of aesthetic appeal is harmony: the pleasing or congruent arrangement of parts producing internal calm or tranquility. We conducted a series of experiments to identify what low level features could predict harmony in an image. Subjective judgments of image harmony were collected for images representative of typical consumer photography. Our initial results show that for simplified images (pixelated to control for emotional responses to scenes and objects) impressions of image harmony depend on statistical properties of low level local features. The feature combinations vary for different individuals but typically involve edge contrast, average lightness and range of lightness. At the same time inclusion of Gestalt principles is needed to account for the subjects’ data. Additionally, global low level features related to spatial image structure may help to explain results with black and white and color images.
Elena A. Fedorovskaya, Carman Neustaedter
ICIP2
2008 Image annotation using personal calendars as context
abstract
10.1145/1459359.1459458
Andrew C. Gallagher, Carman Neustaedter, Liangliang Cao, Jiebo Luo 0001, Tsuhan Chen
ACM Multimedia2
2007 Location-dependent information appliances for the home
abstract
Ethnographic studies of the home revealed the fundamental roles that physical locations and context play in how household members understand and manage conventional information. Yet we also know that digital information is becoming increasingly important to households. The problem is that this digital information is almost always tied to traditional computer displays, which inhibits its incorporation into household routines. Our solution, location-dependent information appliances, exploit both home location and context (as articulated in ethnographic studies) to enhance the role of ambient displays in the home setting; these displays provide home occupants with both background awareness of an information source and foreground methods to gain further details if desired. The novel aspect is that home occupants assign particular information to locations within a home in a way that makes sense to them. As a device is moved to a particular home location, information is automatically mapped to that device along with hints on how it should be displayed.
Kathryn Elliot, Mark Watson, Carman Neustaedter, Saul Greenberg
Graphics Interface3
2007 A digital family calendar in the home: lessons from field trials of LINC
abstract
Digital family calendars have the potential to help families coordinate, yet they must be designed to easily fit within existing routines or they will simply not be used. To understand the critical factors affecting digital family calendar design, we extended LINC, an inkable family calendar to include ubiquitous access, and then conducted a month-long field study with four families. Adoption and use of LINC during the study demonstrated that LINC successfully supported the families' existing calendaring routines without disrupting existing successful social practices. Families also valued the additional features enabled by LINC. For example, several primary schedulers felt that ubiquitous access positively increased involvement by additional family members in the calendaring routine. The field trials also revealed some unexpected findings, including the importance of mobility---both within and outside the home---for the Tablet PC running LINC.
Carman Neustaedter, A. J. Bernheim Brush, Saul Greenberg
Graphics Interface1
2007 StickySpots: using location to embed technology in the social practices of the home
abstract
Ethnographic studies of domestic environments have shown the fundamental roles that locations and context play in helping people understand and manage information in their homes. Yet it is not clear how this knowledge can be applied to the design of home technologies. For this reason, we present a case study in home technology design that uses the understandings gained from previous ethnographic studies on domestic locations to motivate the design of a home messaging system. Our prototype, called StickySpots, uses locations to embed technology in the social practices of the home. We then use this case study to reflect more generally on location-based design in the home.
Kathryn Elliot, Carman Neustaedter, Saul Greenberg
TEI2
2006 "LINC-ing" the family: the participatory design of an inkable family calendar
abstract
Families must continually organize, plan, and stay aware of the activities of their households in order to coordinate everyday life. Despite having organization schemes, many people still feel overwhelmed when it comes to family coordination. To help overcome this, we present our research efforts on LINC: an inkable family calendar designed for the kitchen. LINC was developed using a participatory design process involving interviews, paper prototyping, and a formative evaluation. Our work outlines key implications for digital family calendars and family coordination systems in general. We found that coordination is not typically done through the family calendar; rather, the family calendar is a tool that provides family members with an awareness of activities and changes that in turn enables coordination. Thus, digital family calendars should provide tools that enable families to use their own coordination routines which leverage the social affordances prominent in existing paper calendars.
Carman Neustaedter, A. J. Bernheim Brush
CHI1
2006 Blur filtration fails to preserve privacy for home-based video conferencing
abstract
Always-on video provides rich awareness for distance-separated coworkers. Yet video can threaten privacy, especially when it captures telecommuters working at home. We evaluated video blurring, an image masking method long touted to balance privacy and awareness. Results show that video blurring is unable to balance privacy with awareness for risky situations. Reactions by participants suggest that other popular image masking techniques will be problematic as well. The design implication is that image masking techniques will not suffice for privacy protection in video-based telecommuting situations. Other context-aware privacy-protecting strategies are required, as illustrated in our prototype context-aware home media space.
Carman Neustaedter, Saul Greenberg, Michael Boyle
ACM Trans. Comput. Hum. Interact.1
2005 Time, Ownership and Awareness: The Value of Contextual Locations in the Home
Kathryn Elliot, Carman Neustaedter, Saul Greenberg
UbiComp2
2003 Understanding sequence and reply relationships within email conversations: a mixed-model visualization
abstract
It has been proposed that email clients could be improved if they presented messages grouped into conversations. An email conversation is the tree of related messages that arises from the use of the reply operation. We propose two models of conversation. The first model characterizes a conversation as a chronological sequence of messages; the second as a tree based on the reply relationship. We show how existing email clients and prior research projects implicitly support each model to a greater or lesser degree depending on their design, but none fully supports both models simultaneously. We present a mixed-model visualization that simultaneously presents sequence and reply relationships among the messages of a conversation, making both visible at a glance. We describe the integration of the visualization into a working prototype email client. A usability study indicates that the system meets our usability goals and verifies that the visualization fully conveys both types of relationships within the messages of an email conversation.
Gina Venolia, Carman Neustaedter
CHI2
2003 The Design of a Context-Aware Home Media Space for Balancing Privacy and Awareness
Carman Neustaedter, Saul Greenberg
UbiComp1