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Alan Walendowski

dblp:64/6385 · DBLP profile ↗
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6ranked-venue papers
0as first author
0since 2021 · last 2013
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 5Computer networks · 1

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
Collaborative and social computing · 40% Ubiquitous computing and smart environments · 28% Health and well-being technologies · 25%
Databases, data mining, and information retrieval
1 paper
Recommender systems · 100%

Topics — the 9 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Recommender systems
context-aware recommendation
0.112008
Activity-based serendipitous recommendations with the Magitti mobile leisure guide · CHI 2008
Ubiquitous computing and smart environments
mobile sensing
0.012013
Echoes from the past: how technology mediated reflection improves well-being · CHI 2013
Collaborative and social computing
awareness
0.012002
Hubbub: a sound-enhanced mobile instant messenger that supports awareness and opportunistic interactions · CHI 2002
Collaborative and social computing
computer-supported cooperative work
0.012002
The character, functions, and styles of instant messaging in the workplace · CSCW 2002
Collaborative and social computing › computer-mediated communication
instant messaging
0.012002
The character, functions, and styles of instant messaging in the workplace · CSCW 2002
Interaction techniques and input
mobile interaction
0.012002
Hubbub: a sound-enhanced mobile instant messenger that supports awareness and opportunistic interactions · CHI 2002
Collaborative and social computing › organizational communication
workplace communication
0.012002
The character, functions, and styles of instant messaging in the workplace · CSCW 2002
Collaborative and social computing
conversation analysis
0.012002
The character, functions, and styles of instant messaging in the workplace · CSCW 2002
Haptics and multimodal interaction › auditory feedback
earcons
0.012002
Hubbub: a sound-enhanced mobile instant messenger that supports awareness and opportunistic interactions · CHI 2002

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

psychological well-being metrics · 0.2content analysis · 0.2prototype evaluation · 0.2field study · 0.2iterative design · 0.1field trial · 0.1quantitative analysis · 0.0longitudinal deployment study · 0.0conversation logging · 0.0
YearPublicationVenuePosition
2013 Echoes from the past: how technology mediated reflection improves well-being
abstract
As people document more of their lives online, some recent systems are encouraging people to later revisit those recordings, a practice we're calling technology-mediated reflection (TMR). Since we know that unmediated reflection benefits psychological well-being, we explored whether and how TMR affects well-being. We built Echo, a smartphone application for recording everyday experiences and reflecting on them later. We conducted three system deployments with 44 users who generated over 12,000 recordings and reflections. We found that TMR improves well-being as assessed by four psychological metrics. By analyzing the content of these entries we discovered two mechanisms that explain this improvement. We also report benefits of very long-term TMR.
Ellen Isaacs, Artie Konrad, Alan Walendowski, Thomas Lennig, Victoria Hollis, Steve Whittaker 0001
CHI3
2010 Countertop responsive mirror: supporting physical retail shopping for sellers, buyers and companions
abstract
We examine opportunities for ubiquitous technologies in retail shopping, jewelry shopping in this case, to supplement the unique information needs inherent to physical trials of tactile products. We describe an iterative design approach to develop a mirror system that records and matches images across jewelry trials called the Countertop Responsive Mirror. The key technological distinction of our system from prior technologies is the use of "matched access," which automatically retrieves images that match a scene shown in separately accessed images. This not only helps shoppers compare jewelry but also promotes interactions among all parties during shopping. We report qualitative findings from multiple field trials of the system. This paper contributes to a body of research on the design and introduction of new technologies into retail shopping that provide value to all users without disruption to their normative practices and behaviors.
Maurice Chu, Brinda Dalal, Alan Walendowski, James Begole
CHI3
2008 Activity-based serendipitous recommendations with the Magitti mobile leisure guide
abstract
This paper presents a context-aware mobile recommender system, codenamed Magitti. Magitti is unique in that it infers user activity from context and patterns of user behavior and, without its user having to issue a query, automatically generates recommendations for content matching. Extensive field studies of leisure time practices in an urban setting (Tokyo) motivated the idea, shaped the details of its design and provided data describing typical behavior patterns. The paper describes the fieldwork, user interface, system components and functionality, and an evaluation of the Magitti prototype.
Victoria Bellotti, James Begole, Ed H. Chi, Nicolas Ducheneaut, Ji Fang, Ellen Isaacs, Tracy Holloway King, Mark W. Newman, Kurt Partridge, Bob Price, Paul Rasmussen, Michael Roberts, Diane J. Schiano, Alan Walendowski
CHI14
2008 Scalable architecture for context-aware activity-detecting mobile recommendation systems
abstract
One of the main challenges in building multi-user mobile information systems for real-world deployment lies in the development of scalable systems. Recent work on scaling infrastructure for conventional web services using distributed approaches can be applied to the mobile space, but limitations inherent to mobile devices (computational power, battery life) and their communication infrastructure (availability and quality of network connectivity) challenge system designers to carefully design and optimize their software architectures. Additionally, notions of mobility and position in space, unique to mobile systems, provide interesting directions for the segmentation and scalability of mobile information systems. In this paper we describe the implementation of a mobile recommender system for leisure activities, codenamed Magitti, which was built for commercial deployment under stringent scalability requirements. We present concrete solutions addressing these scalability challenges, with the goal of informing the design of future mobile multi-user systems.
Michael Roberts, Nicolas Ducheneaut, James Begole, Kurt Partridge, Bob Price, Victoria Bellotti, Alan Walendowski, Paul Rasmussen
WOWMOM7
2002 Hubbub: a sound-enhanced mobile instant messenger that supports awareness and opportunistic interactions
abstract
There have been many attempts to support awareness and lightweight interactions using video and audio, but few have been built on widely available infrastructure. Text-based systems have become more popular, but few support awareness, opportunistic conversations, and mobility, three important elements of distributed collaboration. We built on the popularity of text-based Instant Messengers (IM) by building a mobile IM called Hubbub that tries to provide all three, notably through the use of earcons. In a 5.5-month use study, we found that Hubbub helped people feel connected to colleagues in other locations and supported opportunistic interactions. The sounds provided effective awareness cues, although some found them annoying. It was more important to support graceful transitions between multiple fixed locations than to support wireless access, although both were useful
Ellen Isaacs, Alan Walendowski, Dipti Ranganthan
CHI2
2002 The character, functions, and styles of instant messaging in the workplace
abstract
Current perceptions of Instant Messaging (IM) use are based primarily on self-report studies. We logged thousands of (mostly) workplace IM conversations and evaluated their conversational characteristics and functions. Contrary to prior research, we found that the primary use of workplace IM was for complex work discussions. Only 28% of conversations were simple, single-purpose interactions and only 31% were about scheduling or coordination. Moreover, people rarely switched from IM to another medium when the conversation got complex. We found evidence of two distinct styles of use. Heavy IM users and frequent IM partners mainly used it to work together: to discuss a broad range of topics via many fast-paced interactions per day, each with many short turns and much threading and multitasking. Light users and infrequent pairs mainly used IM to coordinate: for scheduling, via fewer conversations per day that were shorter, slower-paced with less threading and multitasking.
Ellen Isaacs, Alan Walendowski, Steve Whittaker 0001, Diane J. Schiano, Candace A. Kamm
CSCW2