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Daniel Kestranek

dblp:63/10485 · DBLP profile ↗
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3ranked-venue papers
1as first author
0since 2021 · last 2012
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 3 · 1 first-author

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
2 papers
Health and well-being technologies · 61% Games and playful interaction · 20% Collaborative and social computing · 6%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Health and well-being technologies › behavior change
behavior change intervention
0.112012
The work of play: supporting a pervasive health behavior change intervention for us middle school students · CSCW 2012
Health and well-being technologies › behavior change
health behavior change
0.112012
This is not a one-horse race: understanding player types in multiplayer pervasive health games for youth · CSCW 2012
Games and playful interaction
multiplayer games
0.112012
This is not a one-horse race: understanding player types in multiplayer pervasive health games for youth · CSCW 2012
Health and well-being technologies
physical activity
0.112012
The work of play: supporting a pervasive health behavior change intervention for us middle school students · CSCW 2012
Collaborative and social computing
computer-supported cooperative work
0.012012
This is not a one-horse race: understanding player types in multiplayer pervasive health games for youth · CSCW 2012
Wearable and physiological sensing
on-body sensing
0.012012
The work of play: supporting a pervasive health behavior change intervention for us middle school students · CSCW 2012

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

empirical deployment study · 0.1
YearPublicationVenuePosition
2012 This is not a one-horse race: understanding player types in multiplayer pervasive health games for youth
abstract
Technology-based interventions for promoting health behavior-change frequently leverage multiplayer game mechanics such as group-based competitions. However, health interventions successful for groups writ large may not always translate to successful behavior change at the individual level. In this paper, we explore the tension between group and individual success, based on an empirical study on a long-term real-world deployment of a pervasive health game for youth. We report five distinctive player types along the dimensions of motivation, behavior, and influence on others. Based on the findings, we provide design suggestions to help game designers integrate group-based mechanisms that maximize intervention effectiveness.
Elsa Eiriksdottir, Daniel Kestranek, Richard Catrambone, Elizabeth D. Mynatt, Andrew D. Miller 0001, Yan Xu 0011, Erika S. Poole
CSCW2
2012 The work of play: supporting a pervasive health behavior change intervention for us middle school students
abstract
Technology-based health behavior change interventions involving passive on-body sensing and feedback interfaces show promise for increasing participation in physical activity. However, the majority of prior studies are small-scale interventions that heavily rely on research teams for programmatic support. In larger-scale deployments, participants may have to take over setup and maintenance tasks. In this paper, we examine the "hidden work" involved with the large-scale deployment of a behavior change application in American schools. We offer insight into the coordination required to maintain such deployments, and identify unique challenges that arise when schoolchildren are the target of a behavior change intervention. Our findings highlight the behind-the-scenes coordination and management work required of adult facilitators in order to support pervasive health interventions for children in school environments. We offer advice to researchers and project managers attempting integration of technology-based health behavior change applications for children.
Andrew D. Miller 0001, Erika S. Poole, Yan Xu 0011, Elsa Eiriksdottir, Daniel Kestranek, Richard Catrambone, Elizabeth D. Mynatt
CSCW5
2011 Spaces Without Faces
abstract
In this paper, we present an entry for the 2011 MobileHCI design competition. Our aim is to define the "essence" of mobile communication and connectivity, and illustrate it via a design example called Spaces Without Faces, an application to locate quiet study spaces on a university campus. We argue that the essence of mobile communication and connectivity, no matter the form factor of the phone, comes not from the ability to make text and voice calls, but rather to use the phone as a device for obtaining information about resources in nearby physical environments.
Daniel Kestranek, Russell J. Clark 0001, Matt Sanders, Erika S. Poole, Philip Marquardt, Jackson Rabun, Joseph Rhodes
Mobile HCI1