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Carmen Castaneda-Sceppa

dblp:159/0590 · also Carmen Sceppa · DBLP profile ↗
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10ranked-venue papers
0as first author
1since 2021 · last 2021
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 10 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
5 papers
Health and well-being technologies · 81% Wearable and physiological sensing · 8% Games and playful interaction · 5%

Topics — the 7 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Health and well-being technologies › physical activity
fitness tracking
1.332021
StoryMap: Using Social Modeling and Self-Modeling to Support Physical Activity Among Families of Low-SES Backgrounds · CHI 2021
Storywell: Designing for Family Fitness App Motivation by Using Social Rewards and Reflection · CHI 2020
Social Reflections on Fitness Tracking Data: A Study with Families in Low-SES Neighborhoods · CHI 2019
Health and well-being technologies › behavior change
health behavior change
1.032021
StoryMap: Using Social Modeling and Self-Modeling to Support Physical Activity Among Families of Low-SES Backgrounds · CHI 2021
Storywell: Designing for Family Fitness App Motivation by Using Social Rewards and Reflection · CHI 2020
Social Reflections on Fitness Tracking Data: A Study with Families in Low-SES Neighborhoods · CHI 2019
Health and well-being technologies
social modeling
0.512021
StoryMap: Using Social Modeling and Self-Modeling to Support Physical Activity Among Families of Low-SES Backgrounds · CHI 2021
Wearable and physiological sensing › activity tracking
activity trackers
0.312018
Family Health Promotion in Low-SES Neighborhoods: A Two-Month Study of Wearable Activity Tracking · CHI 2018
Games and playful interaction
exergames
0.212015
Spaceship Launch: Designing a Collaborative Exergame for Families · CSCW 2015
Learning and educational technologies › active learning
experiential learning
0.112019
Social Reflections on Fitness Tracking Data: A Study with Families in Low-SES Neighborhoods · CHI 2019
Health and well-being technologies
physical activity
0.112015
Spaceship Launch: Designing a Collaborative Exergame for Families · CSCW 2015

Methods — techniques the papers use, named apart from their topics

qualitative study · 1.6social cognitive theory · 0.5self-determination theory · 0.4interviews · 0.4two-month deployment · 0.3iterative design · 0.2formative study · 0.2field evaluation · 0.2
YearPublicationVenuePosition
2021 StoryMap: Using Social Modeling and Self-Modeling to Support Physical Activity Among Families of Low-SES Backgrounds
abstract
Physical activity (PA) is crucial for reducing the risk of obesity, an epidemic that disproportionately burdens families of low-socioeconomic status (SES). While fitness tracking tools can increase PA awareness, more work is needed to examine (1) how such tools can help people benefit from their social environment, and (2) how reflections can help enhance PA attitudes. We investigated how fitness tracking tools for families can support social modeling and self-modeling (through reflection), two critical processes in Social Cognitive Theory. We developed StoryMap, a novel fitness tracking app for families aimed at supporting both modes of modeling. Then, we conducted a five-week qualitative study evaluating StoryMap with 16 low-SES families. Our findings contribute an understanding of how social and self-modeling can be implemented in fitness tracking tools and how both modes of modeling can enhance key PA attitudes: self-efficacy and outcome expectations. Finally, we propose design recommendations for social personal informatics tools.
Herman Saksono, Carmen Castaneda-Sceppa, Jessica A. Hoffman, Magy Seif El-Nasr, Andrea G. Parker
CHI2
2020 Storywell: Designing for Family Fitness App Motivation by Using Social Rewards and Reflection
abstract
Physical activity (PA) is critical for reducing the risk of obesity, a prevalent health concern that burdens low-socioeconomic status (SES) households. While self-tracking apps can increase PA, encouraging app engagement remains a challenge, thus limiting the app's efficacy. To understand how to better support caregiver's motivation to use family health apps, we designed and evaluated Storywell?a mobile app for promoting family PA. Guided by Self-Determination Theory, Storywell provides social rewards (e.g., storybooks with interactive reflective questions) aimed at supporting relatedness and motivation. Our 3-month qualitative study with 18 families revealed satisfying moments that can affect caregiver's motivation. We contribute new knowledge on designing satisfying moments that heighten the motivation to use health apps, especially for low-SES families who face many barriers to using such systems.
Herman Saksono, Carmen Castaneda-Sceppa, Jessica A. Hoffman, Vivien Morris, Magy Seif El-Nasr, Andrea G. Parker
CHI2
2020 Go&Grow: An Evaluation of a Pervasive Social Exergame for Caregivers of Loved Ones with Dementia
abstract
Caregivers of persons with dementia (PWD) experience higher rates of stress, social isolation, and poor mental and physical health compared to non-caregiving populations. There is a vital need for engaging, sustainable, and scalable resources to support social, physical, and emotional wellbeing amongst caregivers of PWD. To explore this open design space, we designed and conducted a 6-week mixed-method evaluation of Go&Grow, a pervasive social exergame in which flowers grow as users increase physical activity and interact with other caregivers of PWD. Our findings showed that using Go&Grow helped participants relieve stress, increase physical activity, and develop empathy for and patience towards the loved one with dementia that they cared for. At the same time, tension arose as some caregivers desired to learn about the life challenges that Go&Grow users faced, while others hesitated to share such content. We discuss our findings and recommendations for future technology that promotes caregivers' time for themselves, understanding of PWD, and connections with other caregivers.
Xin Yao Lin, Herman Saksono, Elizabeth Stowell, Margie E. Lachman, Carmen Castaneda-Sceppa, Andrea G. Parker
Proc. ACM Hum. Comput. Interact.5
2019 Social Reflections on Fitness Tracking Data: A Study with Families in Low-SES Neighborhoods
abstract
Wearable activity trackers can encourage physical activity (PA)-a behavior critical for preventing obesity and reducing the risks of chronic diseases. However, prior work has rarely explored how these tools can leverage family support or help people think about strategies for being active-wo factors necessary for achieving regular PA. In this 2-month qualitative study, we investigated PA tracking practices amongst 14 families living in low-income neighborhoods, where obesity is prevalent. We characterize how social discussions of PA data rarely extended beyond the early stages of experiential learning, thus limiting the utility of PA trackers. Caregivers and children rarely analyzed their experiences to derive insights about the meaning of their PA data for their wellbeing. Those who engaged in these higher-order learning processes were often influenced by parenting beliefs shaped by personal health experiences. We contribute recommendations for how technology can more effectively support family experiential learning using PA tracking data.
Herman Saksono, Carmen Castaneda-Sceppa, Jessica A. Hoffman, Magy Seif El-Nasr, Vivien Morris, Andrea G. Parker
CHI2
2019 Caring for Alzheimer's Disease Caregivers: A Qualitative Study Investigating Opportunities for Exergame Innovation
abstract
The number of informal caregivers for family members with Alzheimer's Disease (AD) is rising dramatically in the United States. AD caregivers disproportionately experience numerous health problems and are often isolated with little support. An active lifestyle can help prevent and mitigate physical and psychological health concerns amongst AD caregivers. Research has demonstrated how pervasive exergames can encourage physical activity (PA) in the general population, yet little work has explored how these tools can address the significant PA barriers that AD caregivers face. To identify opportunities for design, we conducted semi-structured interviews and participatory design sessions with 14 informal caregivers of family members with AD. Our findings characterize how becoming an AD caregiver profoundly impacts one's ability to be active, perspectives on being active, and the ways that exergames might best support this population.We discuss implications for design and howour findings challenge existing technological approaches to PA promotion.
Elizabeth Stowell, Yixuan Zhang 0001, Carmen Castaneda-Sceppa, Margie E. Lachman, Andrea G. Parker
Proc. ACM Hum. Comput. Interact.3
2018 Family Health Promotion in Low-SES Neighborhoods: A Two-Month Study of Wearable Activity Tracking
abstract
Low-socioeconomic status (SES) families face increased barriers to physical activity (PA)-a behavior critical for reducing and preventing chronic disease. Research has explored how wearable PA trackers can encourage increased activity, and how the adoption of such trackers is driven by people's emotions and social needs. However, more work is needed to understand how PA trackers are perceived and adopted by low-SES families, where PA may be deprioritized due to economic stresses, limited resources, and perceived crime. Accordingly, we conducted a two-month, in-depth qualitative study, exploring low-SES caregivers' perspectives on PA tracking and promotion. Our findings show how PA tracking was impacted by caregivers' attitudes toward safety, which were influenced by how they perceived social connections within their neighborhoods; and cognitive-emotional processes. We conclude that PA tracking tools for low-SES families should help caregivers and children to experience and celebrate progress.
Herman Saksono, Carmen Castaneda-Sceppa, Jessica A. Hoffman, Magy Seif El-Nasr, Vivien Morris, Andrea G. Parker
CHI2
2015 Spaceship Launch: Designing a Collaborative Exergame for Families
abstract
Parents play a critical role in facilitating children's physical activity, as they are an important source of modeling and support. While Human-Computer Interaction (HCI) researchers have explored exergame design for children or adults separately, an important open area of work is identifying design guidelines for family exergames. One question that researchers have increasingly posed is, how can exergames be designed to avoid potential negative consequences of competition? To address these questions we designed Spaceship Launch, an exergame for parents and kids in lower income neighborhoods, where obesity is most prevalent. We describe our iterative design process: the formative study to identify design opportunities, our resulting system, and our field evaluation of the tool. Our findings highlight the impact of SL on physical activity intentions, and how parental preferences for in-game competition were aligned with the psychological needs of relatedness and competence. We conclude with design recommendations for future family-focused exergames.
Herman Saksono, Ashwini Ranade, Geeta Kamarthi, Carmen Castaneda-Sceppa, Jessica A. Hoffman, Cathy Wirth, Andrea G. Parker
CSCW4
2015 Unpacking Adherence and Engagement in Persuasive Health Games
Magy Seif El-Nasr, Shree Durga, Mariya Shiyko, Carmen Castaneda-Sceppa
FDG4
2015 Investigating behavior change indicators and cognitive measures in persuasive health games
Shree Subramanian, Sean Hallinan, Magy Seif El-Nasr, Mariya Shiyko, Carmen Castaneda-Sceppa
FDG5
2013 Leveraging Play in Health-Based Games to Promote Sustained Behavior Change in Healthy Eating and Exercise
Shree Durga, Magy Seif El-Nasr, Mariya Shiyko, Carmen Castaneda-Sceppa, Pamela Naab, Lisa Andres
DiGRA Conference4