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Crysta J. Metcalf

dblp:75/3172 · DBLP profile ↗
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6ranked-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 · 5Computer networks · 1 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 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
4 papers
Collaborative and social computing · 58% Ubiquitous computing and smart environments · 27% Usability and user experience research · 9%
Network and information security
1 paper
Privacy and data protection · 100%

Topics — the 9 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing › interactive media
social television
0.222009
Of social television comes home: a field study of communication choices and practices in tv-based text and voice chat · CHI 2009
Ambient social tv: drawing people into a shared experience · CHI 2008
Ubiquitous computing and smart environments › pervasive displays
ambient display
0.112008
Ambient social tv: drawing people into a shared experience · CHI 2008
Collaborative and social computing › awareness
social awareness
0.112008
Ambient social tv: drawing people into a shared experience · CHI 2008
Collaborative and social computing › user-generated content
location sharing
0.112007
Sharing motion information with close family and friends · CHI 2007
Usability and user experience research
consumer behavior
0.112006
Personal vs. commercial content: the similarities between consumer use of photos and music · CHI 2006
Collaborative and social computing › information sharing
content sharing
0.112006
Personal vs. commercial content: the similarities between consumer use of photos and music · CHI 2006
User interface design and tools › interactive systems
interactive television
0.012008
Ambient social tv: drawing people into a shared experience · CHI 2008
Privacy and data protection
location privacy
0.012007
Sharing motion information with close family and friends · CHI 2007
Design research and methods › field study
ethnographic study
0.012006
Personal vs. commercial content: the similarities between consumer use of photos and music · CHI 2006

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

field study · 0.2field trial · 0.1ethnography · 0.1
YearPublicationVenuePosition
2012 Active aging in community centers and ICT design implications
abstract
In recent years, the wellness of seniors has become more important than ever before in our rapidly aging society. In the U. S., approximately 11,000 community senior centers provide a broad spectrum of programs for seniors to improve their overall health and wellness in their community. Although numerous studies have reported on the various benefits of participation in such programs, little is known about how information and communications technology (ICT) can support seniors' participation in this practice. We describe findings from a two-phase qualitative study using semi-structured interviews, site visits, and focus groups with seniors and staff of senior centers located in urban and suburban areas of Chicago, IL and Tampa, FL. Based on the results, we discuss design implications for technologies that could facilitate seniors' engagement with their local community including senior centers.
Young Seok Lee, Shirley Chaysinh, Santosh Basapur, Crysta J. Metcalf, Hiren M. Mandalia
Conference on Designing Interactive Systems4
2009 Of social television comes home: a field study of communication choices and practices in tv-based text and voice chat
abstract
Social television applications have emerged as a potentially valuable convergence of media and communication, but questions remain about the utility and nature of the communication experiences they will provide. We present our study of STV3, an application that adds freeform text and voice chat capabilities to the conventional television-viewing experience. We conducted an in-depth field study of STV3 to understand how friends integrate communication through social television into their lives. Our results reveal users' choices of communication modality, their topics of conversation, and the sense of connectedness that was fostered through their use of STV3. Our findings indicate that participants overwhelmingly preferred text chat to voice chat, and that they often communicated about topics unrelated to the television content.
Elaine M. Huang, Gunnar Harboe, Joe Tullio, Ashley Novak, Noel Massey, Crysta J. Metcalf, Guy Romano
CHI6
2008 Ambient social tv: drawing people into a shared experience
abstract
We examine how ambient displays can augment social television. Social TV 2 is an interactive television solution that incorporates two ambient displays to convey to participants an aggregate view of their friends' current TV-watching status. Social TV 2 also allows users to see which television shows friends and family are watching and send lightweight messages from within the TV-viewing experience. Through a two-week field study we found the ambient displays to be an integral part of the experience. We present the results of our field study with a discussion of the implications for future social systems in the home.
Gunnar Harboe, Crysta J. Metcalf, Frank Bentley, Joe Tullio, Noel Massey, Guy Romano
CHI2
2008 Examining presence and lightweight messaging in a social television experience
abstract
We report on a field evaluation of a prototype social television system (Social TV) that incorporates lightweight messaging as well as ambient awareness of user presence on the system. This evaluation was conducted over a two-week period and involved the participation of ten households. Participants appreciated the ability to see their buddies' presence on the system, the ability to see or suggest the programs they were currently watching, and the ability to send short messages to one another. The presence facilities available in Social TV also allowed participants to learn more about one another's TV viewing habits and preferences, and fostered a sense of connectedness between them. However, they also felt constrained by the limitations of the communication options available to them and demanded free-form text or voice chat to be able to fully express themselves.
Crysta J. Metcalf, Gunnar Harboe, Joe Tullio, Noel Massey, Guy Romano, Elaine M. Huang, Frank Bentley
ACM Trans. Multim. Comput. Commun. Appl.1
2007 Sharing motion information with close family and friends
abstract
We present the Motion Presence application, an augmented phone book style application that allows close friends and family to view each other's current motion status ("moving" or "not moving") on their mobile phones. We performed a two week long field trial with 10 participants to observe usage and investigate any privacy concerns that might arise. We found that our participants used the motion information to infer location and activity as well as to plan communication, to help in coordinating in-person get-togethers, and to stay connected to patterns in each others' lives. Participants saw the motion data as mostly confirming their existing thoughts about the locations and activities of others and expressed few privacy concerns. In fact, they frequently asked for more information to be shared to make the application more compelling.
Frank Bentley, Crysta J. Metcalf
CHI2
2006 Personal vs. commercial content: the similarities between consumer use of photos and music
abstract
We describe the results of two ethnographic-style studies that investigated consumer use of photos and music respectively. Although the studies were designed, executed, and analyzed separately, in our findings we discovered striking similarities between the ways in which our participants used personally captured photos and commercially purchased music. These findings have implications for the design of future systems with respect to handling and sharing content in photo or music form. We discuss making allowances for satisficing behavior, sharing media as a way to reminisce or to communicate an experience (tell a story), getting sidetracked while browsing, and similarities in organizing behaviors.
Frank Bentley, Crysta J. Metcalf, Gunnar Harboe
CHI2