Sean A. Munson

dblp:98/4667 · also Sean Munson · DBLP profile ↗
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71ranked-venue papers
8as first author
17since 2021 · last 2025
0000-0002-0472-6138ORCID · verified

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

Human-computer interaction and ubiquitous computing · 65 · 7 first-author · 17 since 2021Applied, interdisciplinary, general and emerging computing · 10 · 4 first-authorDatabases, data management, data science and information retrieval · 5 · 3 first-authorArtificial intelligence and machine learning · 1Graphics, computer vision, multimedia, augmented reality and games · 1
YearPublicationVenuePosition
2025 What's In Your Kit? Mental Health Technology Kits for Depression Self-Management
abstract
This paper characterizes the mental health technology "kits" of individuals managing depression: the specific technologies on their digital devices and physical items in their environments that people turn to as part of their mental health management. We interviewed 28 individuals living across the United States who use bundles of connected tools for both individual and collaborative mental health activities. We contribute to the HCI community by conceptualizing these tool assemblages that people managing depression have constructed over time. We detail categories of tools, describe kit characteristics (intentional, adaptable, available), and present participant ideas for future mental health support technologies. We then discuss what a mental health technology kit perspective means for researchers and designers and describe design principles (building within current toolkits; creating new tools from current self-management strategies; and identifying gaps in people's current kits) to support depression self-management across an evolving set of tools.
Eleanor R. Burgess, Sean A. Munson, David C. Mohr, Madhu C. Reddy
CHI2
2025 Deploying and Examining Beacon for At-Home Patient Self-Monitoring with Critical Flicker Frequency
abstract
Chronic liver disease can lead to neurological conditions that result in coma or death. Although early detection can allow for intervention, testing is infrequent and unstandardized. Beacon is a device for at-home patient self-measurement of cognitive function via critical flicker frequency, which is the frequency at which a flickering light appears steady to an observer. This paper presents our efforts in iterating on Beacon's hardware and software to enable at-home use, then reports on an at-home deployment with 21 patients taking measurements over 6 weeks. We found that measurements were stable despite being taken at different times and in different environments. Finally, through interviews with 15 patients and 5 hepatologists, we report on participant experiences with Beacon, preferences around how CFF data should be presented, and the role of caregivers in helping patients manage their condition. Informed by our experiences with Beacon, we further discuss design implications for home health devices.
Richard Li 0002, Philip Vutien, Sabrina Omer, Michael Yacoub, George N. Ioannou, Ravi Karkar, Sean A. Munson, James Fogarty
CHI7
2025 Micro-narratives: A Scalable Method for Eliciting Stories of People's Lived Experience
abstract
Engaging with people's lived experiences is foundational for HCI research and design. This paper introduces a novel narrative elicitation method to empower people to easily articulate 'micro-narratives' emerging from their lived experiences, irrespective of their writing ability or background. Our approach aims to enable at-scale collection of rich, co-created datasets that highlight target populations' voices with minimal participant burden, while precisely addressing specific research questions. To pilot this idea, and test its feasibility, we: (i) developed an AI-powered prototype, which leverages LLM-chaining to scaffold the cognitive steps necessary for users' narrative articulation; (ii) deployed it in three mixed-methods studies involving over 380 users; and (iii) consulted with established academics as well as C-level staff at (inter)national non-profits to map out potential applications. Both qualitative and quantitative findings show the acceptability and promise of the micro-narrative method, while also identifying the ethical and safeguarding considerations necessary for any at-scale deployments.
Amira Skeggs, Ashish Mehta, Valerie Yap, Seray B. Ibrahim, Charla Rhodes, James J. Gross, Sean A. Munson, Predrag V. Klasnja, Amy C. Orben, Petr Slovák
CHI7
2025 The Cruel Optimism of Tech Work: Tech Workers' Affective Attachments in the Aftermath of 2022-23 Tech Layoffs
Samuel So, Vannary Sou, Sean A. Munson, Sucheta Ghoshal
CHI3
2024 MigraineTracker: Examining Patient Experiences with Goal-Directed Self-Tracking for a Chronic Health Condition
abstract
Self-tracking and personal informatics offer important potential in chronic condition management, but such potential is often undermined by difficulty in aligning self-tracking tools to an individual's goals. Informed by prior proposals of goal-directed tracking, we designed and developed MigraineTracker, a prototype app that emphasizes explicit expression of goals for migraine-related self-tracking. We then examined migraine patient experiences in a deployment study for an average of 12+ months, including a total of 50 interview sessions with 10 patients working with 3 different clinicians. Patients were able to express multiple types of goals, evolve their goals over time, align tracking to their goals, personalize their tracking, reflect in the context of their goals, and gain insights that enabled understanding, communication, and action. We discuss how these results highlight the importance of accounting for distinct and concurrent goals in personal informatics together with implications for the design of future goal-directed personal informatics tools.
Yasaman S. Sefidgar, Carla L. Castillo, Shaan Chopra, Tae Jones, Anant Mittal, Hyeyoung Ryu, Jessica Schroeder, Allison M. Cole, Natalia Murinova, Sean A. Munson, James Fogarty
CHI11
2024 HCI Contributions in Mental Health: A Modular Framework to Guide Psychosocial Intervention Design
abstract
Many people prefer psychosocial interventions for mental health care or other concerns, but these interventions are often complex and unavailable in settings where people seek care. Intervention designers use technology to improve user experience or reach of interventions, and HCI researchers have made many contributions toward this goal. Both HCI and mental health researchers must navigate tensions between innovating on and adhering to the theories of change that guide intervention design. In this paper, we propose a framework that describes design briefs and evaluation approaches for HCI contributions at the scopes of capabilities, components, intervention systems, and intervention implementations. We show how theories of change (from mental health) can be translated into design briefs (in HCI), and that these translations can bridge and coordinate efforts across fields. It is our hope that this framework can support researchers in motivating, planning, conducting, and communicating work that advances psychosocial intervention design.
Petr Slovák, Sean A. Munson
CHI2
2024 Menopause Legacies: Designing to Record and Share Experiences of Menopause Across Generations
abstract
Menopause is often overlooked or medicalized, consequently devaluing individual experiences and failing to support individuals experiencing this life event. Family dynamics, death, and taboo further mean that individuals often miss out on information that could help them contextualize their experiences. We examine participant experiences with menopause and explore designs of digital and non-digital legacies for sharing menopause experiences across generations. We conducted semi-structured interviews and design sessions with 17 participants who experienced or are experiencing menopause. We report participant information needs and sense-making practices, including what personalized information participants wish to pass down and preferred formats for intergenerational sharing. Findings highlight the potential of using storytelling and life-logging to create "holistic" memories of the menopause journey, to support self-reflection, and for using legacies to initiate conversations about marginalized health experiences. We identify future design and research opportunities for the HCI and CSCW communities to support intergenerational sharing of non-medicalized and stigmatized health experiences.
Shaan Chopra, Lisa Orii, Katherine Juarez, Nussara Tieanklin, James Fogarty, Sean A. Munson
Proc. ACM Hum. Comput. Interact.6
2024 Using Speculative Design to Understand Preferred Futures for the Design and Use of Tracking Data in U.S. College Sport Teams
abstract
US college sports teams are increasingly adopting personal data technologies, such as wearable sensors, with a goal of improving individual and team performance as well as individual safety. These tools can also reinforce the power that coaches hold over student-athletes and compromise student-athletes' needs for privacy and agency. To investigate preferred, and anti-preferred, approaches for navigating this complex sociotechnical challenge, we used a speculative design approach in which student athletes and technology design students developed three videos that portray tensions between student-athletes and coaches around the use of sports tracking technologies. We then shared these videos with 15 participants including student-athletes, coaches, and designers. Drawing on the perspectives of student-athletes, team staff, and designers embedded in the videos and expressed in reaction to the videos, we describe preferences for boundaries on tracking and sharing, how tracking data represent athletes, and for data practices. We also propose design requirements and recommendations for use to better align tracking technologies with these preferences.
Samantha Kolovson, Samuel So, Sean A. Munson
Proc. ACM Hum. Comput. Interact.3
2024 Understanding the Role of Technology in Older Adults' Changing Social Support Networks
abstract
Technologies that facilitate communication between older adults and those around them have the potential to strengthen older adults' connections with their support network. In this paper, we present findings from interviews with 16 older adult participants in the United States about their social network composition and related technology use during a challenging life event, the COVID-19 pandemic, which saw a decrease of in-person meetings and increase in communication technology adoption. Using the convoy model of social relations, we sought to better understand the roles different technologies play in older adults' social connections. Participants chose what communication tools to use depending on social and situational contexts and overcame accessibility issues to adopt new technologies that supported continued engagement with their support networks. However, when others positioned technologies as ways for the older adults to receive social support, they resisted. A more comprehensive view of older adults' evolving social convoys can help designers and researchers better create technologies that help expand and maintain older adults' social support networks. Further, to facilitate older adults' social connectivity, the design of technology should encourage older adults' support networks to see those older adults as support providers, not just potential support recipients.
Adoniah Carmeline, Beth E. Kolko, Sean A. Munson
Proc. ACM Hum. Comput. Interact.4
2023 SwitchTube: A Proof-of-Concept System Introducing "Adaptable Commitment Interfaces" as a Tool for Digital Wellbeing
abstract
YouTube has many features, such as homepage recommendations, that encourage users to explore its vast library of videos. However, when users visit YouTube with a specific intention, e.g., learning how to program in Python, these features to encourage exploration are often distracting. Prior work has innovated ‘commitment interfaces’ that restrict social media but finds that they often indiscriminately block needed content. In this paper, we describe the design, development, and evaluation of an ‘adaptable commitment interface,’ the SwitchTube mobile app, in which users can toggle between two interfaces when watching YouTube videos: Focus Mode (search-first) and Explore Mode (recommendations-first). In a three-week field deployment with 46 US participants, we evaluate how the ability to switch between interfaces affects user experience, finding that it provides users with a greater sense of agency, satisfaction, and goal alignment. We conclude with design implications for how adaptable commitment interfaces can support digital wellbeing.
Kai Lukoff, Ulrik Lyngs, Karina Shirokova, Raveena Rao, Larry Tian, Himanshu Zade, Sean A. Munson, Alexis Hiniker
CHI7
2022 Critical-Playful Speculations with Cameras in the Home
abstract
Smart home cameras present new challenges for understanding behaviors and relationships surrounding always-on, domestic recording systems. We designed a series of discursive activities involving 16 individuals from ten households for six weeks in their everyday settings. These activities functioned as speculative probes—prompting participants to reflect on themes of privacy and power through filming with cameras in their households. Our research design foregrounded critical-playful enactments that allowed participants to speculate potentials for relationships with cameras in the home beyond everyday use. We present four key dynamics with participants and home cameras by examining their relationships to: the camera's eye, filming, their data, and camera's societal contexts. We contribute discussions about the mundane, information privacy, and post-hoc reflection with one's camera footage. Overall, our findings reveal the camera as a strange, yet banal entity in the home—interrogating how participants compose and handle their own and others’ video data.
Neilly H. Tan, Brian Kinnee, Dana Langseth, Sean A. Munson, Audrey Desjardins
CHI4
2022 Monitoring Pets, Deterring Intruders, and Casually Spying on Neighbors: Everyday Uses of Smart Home Cameras
abstract
The increased adoption of smart home cameras (SHCs) foregrounds issues of surveillance, power, and privacy in homes and neighborhoods. However, questions remain about how people are currently using these devices to monitor and surveil, what the benefits and limitations are for users, and what privacy and security tensions arise between primary users and other stakeholders. We present an empirical study with 14 SHC users to understand how these devices are used and integrated within everyday life. Based on semi-structured qualitative interviews, we investigate users’ motivations, practices, privacy concerns, and social negotiations. Our findings highlight the SHC as a perceptually powerful and spatially sensitive device that enables a variety of surveillant uses outside of basic home security—from formally surveilling domestic workers, to casually spying on neighbors, to capturing memories. We categorize surveillant SHC uses, clarify distinctions between primary and non-primary users, and highlight under-considered design directions for addressing power imbalances among primary and non-primary users.
Neilly H. Tan, Richmond Y. Wong, Audrey Desjardins, Sean A. Munson, James Pierce 0001
CHI4
2022 A Longitudinal Goal Setting Model for Addressing Complex Personal Problems in Mental Health
abstract
Goal setting is critical to achieving desired changes in life. Many technologies support defining and tracking progress toward goals, but these are just some parts of the process of setting and achieving goals. People want to set goals that are more complex than the ones supported through technology. Additionally, people use goal-setting technologies longitudinally, yet the understanding of how people's goals evolve is still limited. We study the collaborative practices of mental health therapists and clients for longitudinally setting and working toward goals through semi-structured interviews with 11 clients and 7 therapists who practiced goal setting in their therapy sessions. Based on the results, we create the Longitudinal Goal Setting Model in mental health, a three-stage model. The model describes how clients and therapists select among multiple complex problems, simplify complex problems to specific goals, and adjust goals to help people address complex issues. Our findings show collaboration between clients and therapists can support transformative reflection practices that are difficult to achieve without the therapist, such as seeing problems through new perspectives, questioning and changing practices, or addressing avoided issues.
Elena Agapie, Pat A. Areán, Gary Hsieh, Sean A. Munson
Proc. ACM Hum. Comput. Interact.4
2021 "They don't always think about that": Translational Needs in the Design of Personal Health Informatics Applications
abstract
Personal health informatics continues to grow in both research and practice, revealing many challenges of designing applications that address people's needs in their health, everyday lives, and collaborations with clinicians. Research suggests strategies to address such challenges, but has struggled to translate these strategies into design practice. This study examines translation of insights from personal health informatics research into resources to support designers. Informed by a review of relevant literature, we present our development of a prototype set of design cards intended to support designers in re-thinking potential assumptions about personal health informatics. We examined our design cards in semi-structured interviews, first with 12 student designers and then with 12 health-focused professional designers and researchers. Our results and discussion reveal tensions and barriers designers encounter, the potential for translational resources to inform the design of health-related technologies, and a need to support designers in addressing challenges of knowledge, advocacy, and evidence in designing for health.
Susanne Kirchner, Jessica Schroeder, James Fogarty, Sean A. Munson
CHI4
2021 How the Design of YouTube Influences User Sense of Agency
abstract
In the attention economy, video apps employ design mechanisms like autoplay that exploit psychological vulnerabilities to maximize watch time. Consequently, many people feel a lack of agency over their app use, which is linked to negative life effects such as loss of sleep. Prior design research has innovated external mechanisms that police multiple apps, such as lockout timers. In this work, we shift the focus to how the internal mechanisms of an app can support user agency, taking the popular YouTube mobile app as a test case. From a survey of 120 U.S. users, we find that autoplay and recommendations primarily undermine sense of agency, while playlists and search support it. From 13 co-design sessions, we find that when users have a specific intention for how they want to use YouTube they prefer interfaces that support greater agency. We discuss implications for how designers can help users reclaim a sense of agency over their media use.
Kai Lukoff, Ulrik Lyngs, Himanshu Zade, J. Vera Liao, James Choi, Kaiyue Fan, Sean A. Munson, Alexis Hiniker
CHI7
2021 Parenting in a Pandemic: Juggling Multiple Roles and Managing Technology Use in Family Life During COVID-19 in the United States
abstract
The COVID-19 pandemic upended the lives of families with young children as school closures and social distancing requirements left caregivers struggling to facilitate educational experiences, maintain social connections, and ensure financial stability. Considering families' increased reliance on technology to survive, this research documents parents' lived experiences adapting to technology's outsized role alongside other shifts in family life associated with the COVID-19 pandemic. In this paper, we describe a 10-week study with 30 enrolled families with children aged 3 to 13 in the United States using the asynchronous remote communities (ARC) methodology to 1) understand the benefits and challenges faced by families as they adapted technology at home to navigate the pandemic, and 2) to ideate improvements to those experiences through co-design. We found that amidst gaps in infrastructural support from schools, workplaces, and communities, parents experienced deep anxiety and took on new roles, including tech support, school administrator, and curator of meaningful activities for their children. As parents shared bold and creative technology-based solutions for improving family well-being, schooling experiences, social life, and beyond, they demonstrated their capacity to contribute to new models of learning and family life. Our findings are a call to action for CSCW researchers, designers, and family-focused practitioners to work with learning communities that incorporate parent, teacher, and technology experiences in their academic and community planning.
Rebecca Michelson, Akeiylah DeWitt, Ria Nagar, Alexis Hiniker, Jason C. Yip 0001, Sean A. Munson, Julie A. Kientz
Proc. ACM Hum. Comput. Interact.6
2021 Embracing Four Tensions in Human-Computer Interaction Research with Marginalized People
abstract
Human-computer interaction has a long history of working with marginalized people. We sought to understand how HCI researchers navigate work that engages with marginalized people and considerations researchers might work through to expand benefits and mitigate potential harms. In total, 24 HCI researchers, located primarily in the United States, participated in an interview, survey, or both. Through a reflexive thematic analysis, we identified four tensions—exploitation, membership, disclosure, and allyship. We explore the complexity involved in each, demonstrating that an equitable endpoint may not be possible, but this work is still worth pursuing when researchers make certain considerations. We emphasize that researchers who work with marginalized people should account for each tension in their research approaches to move forward. Finally, we propose an allyship-oriented approach to research that draws inspiration from discourse occurring in tangential fields and activist spaces and pushes the field into a new paradigm of research with marginalized people.
Calvin A. Liang, Sean A. Munson, Julie A. Kientz
ACM Trans. Comput. Hum. Interact.2
2020 "This just felt to me like the right thing to do": Decision-Making Experiences of Parents of Young Children
abstract
Parenting comes with many responsibilities, one of which is making ongoing decisions affecting their child's health. While today's parents have access to an abundance of parenting advice and data-both offline and online-little is known about their lived experience with these resources and how it interacts with other aspects of decision-making like intuition. Drawing on a survey of 65 parents and interviews of 12 parents of children aged 0-5 in the U.S., we provide the following contributions: an analysis of parents' experiences and needs when using different resources to make health and wellbeing decisions for their child; a definition of parents' lived experiences with intuition throughout the decision-making process; and a discussion of tensions and opportunities for designing in this sensitive space. Our findings can inform new design directions for interactive technology-based parenting support, particularly the potential to consider intuition and make parenting information and data more socially oriented.
Susanne Kirchner, Dawn Sakaguchi-Tang, Rebecca Michelson, Sean A. Munson, Julie A. Kientz
Conference on Designing Interactive Systems4
2020 From Ancient Contemplative Practice to the App Store: Designing a Digital Container for Mindfulness
abstract
Hundreds of popular mobile apps today market their ties to mindfulness. What activities do these apps support and what benefits do they claim? How do mindfulness teachers, as domain experts, view these apps? We first conduct an exploratory review of 370 mindfulness-related apps on Google Play, finding that mindfulness is presented primarily as a tool for relaxation and stress reduction. We then interviewed 15 U.S. mindfulness teachers from the therapeutic, Buddhist, and Yogic traditions about their perspectives on these apps. Teachers expressed concern that apps that introduce mindfulness only as a tool for relaxation neglect its full potential. We draw upon the experiences of these teachers to suggest design implications for linking mindfulness with further contemplative practices like the cultivation of compassion. Our results also speak to the importance of coherence in design: that the metaphors and mechanisms of a technology align with the underlying principles it follows.
Kai Lukoff, Ulrik Lyngs, Stefania Gueorguieva, Erika S. Dillman, Alexis Hiniker, Sean A. Munson
Conference on Designing Interactive Systems6
2020 Designing an online sex education resource for gender-diverse youth
abstract
Transgender and gender-diverse youth deserve proper sex education, but current educational and clinical structures largely ignore their developmental experiences. As a result, many of these teens go online to seek crucial information. Designers and researchers alike can benefit from an understanding of the design needs of gender-diverse youth for sex education online resources. We recruited 19 gender-diverse youth, ages 15 to 21, to participate in a mix of in-person and online design methods. This research makes three contributions; 1) identification of preferences for where gender-diverse teens prefer to get certain kinds of sexual health information, 2) design considerations for an online resource, 3a) a new method for eliciting preferences, the Four Corners Exercise, and 3b) a new method for combining the Asynchronous Remote Community (ARC) method with in-person sessions. Through this research, we provide key considerations in developing an online sex education resource for gender-diverse youth.
Calvin A. Liang, Katie Albertson, Florence Williams, David Inwards-Breland, Sean A. Munson, Julie A. Kientz, Kym Ahrens
IDC5
2020 Yarn: Adding Meaning to Shared Personal Data through Structured Storytelling
abstract
People often do not receive the reactions they desire when they use social networking sites to share data collected through personal tracking tools like Fitbit, Strava, and Swarm. Although some people have found success sharing with close connections or in finding online communities, most audiences express limited interest and rarely respond. We report on findings from a human-centered design process undertaken to examine how tracking tools can better support people in telling their story using their data formative interviews contribute design goals for telling stories of accomplishment, including a need to include relevant data. We implement these goals in Yarn, a mobile app that offers structure for telling stories of accomplishment around training for running races and completing Do-It-Yourself projects.1 participants used Yarn for 4 weeks across two studies. Although Yarn's structure led some participants to include more data or explanation in the moments they created, many felt like the structure prevented them from telling their stories in the way they desired. In light of participant use, we discuss additional challenges to using personal data to inform and target an interested audience.
Daniel A. Epstein, Mira Dontcheva, James Fogarty, Sean A. Munson
Graphics Interface4
2020 Personal Data and Power Asymmetries in U.S. Collegiate Sports Teams
abstract
Collaborations increasingly draw on personal data. We examine personal-data-supported collaborations in a high stakes, high-performance environment: collegiate sports. We conducted 22 interviews with people from four common roles within collegiate sports teams: athletes, sport coaches, athletic trainers, and strength and conditioning coaches. Using boundary negotiating artifacts as a lens for analysis, we describe an ecology of personal data in collaborations among these four roles. We use this ecology to highlight tensions and foreground issues of power asymmetry in these collaborations. To characterize these power asymmetries in the collaborative use of personal data, we propose an extension of boundary negotiating artifacts: extraction artifacts.
Samantha Kolovson, Calvin A. Liang, Sean A. Munson, Kate Starbird
Proc. ACM Hum. Comput. Interact.3
2020 DreamCatcher: Exploring How Parents and School-Age Children can Track and Review Sleep Information Together
abstract
Parents and their school-age children can impact one another's sleep. Most sleep-tracking tools, however, are designed for adults and make it difficult for parents and children to track together. To examine how to design a family-centered sleep tracking tool, we designed DreamCatcher. DreamCatcher is an in-home, interactive, shared display that aggregates data from wrist-worn sleep sensors and self-reported mood. We deployed DreamCatcher as a probe to examine the design space of tracking sleep as a family. Ten families participated in the study probe between 15 and 50 days. This study uses a family systems perspective to explore research questions regarding the feasibility of children actively tracking health data alongside their parents and the effects of tracking and sharing on family dynamics. Our results indicate that children can be active tracking contributors and that having parents and children track together encourages turn-taking and working together. However, there were also moments when family members, in particular parents, felt discomfort from sharing their sleep and mood with other family members. Our research contributes to a growing understanding of designing family-centered health-informatics tools to support the combined needs of parents and children.
Laura R. Pina, Sang-Wha Sien, Clarissa Song, Teresa Ward, James Fogarty, Sean A. Munson, Julie A. Kientz
Proc. ACM Hum. Comput. Interact.6
2019 Engaging Teenagers in Asynchronous Online Groups to Design for Stress Management
abstract
Teenagers have unique needs for mental wellbeing that can be supported by interactive technologies. Teens also have valuable input in the design of technology, so designers and researchers must seek new methods for involving them in the design process. We enrolled 23 unacquainted teenagers in an Asynchronous Remote Communities (ARC) study consisting of two private online groups. Teens participated in 10 weekly design activities on stress management across three months. We found that teens sought support from technology tailored to their perception of control in stressful contexts, developing sense of self, and varying social needs, including asking for no intervention from others. Teens appreciated that the ARC design experience allowed for flexibility in participation and supported selective disclosure. However, there were limited interactions between teenagers online. Reflecting on our study, we provide design implications for tools to support teenager mental health and discuss how the ARC method can be adapted for designing with teenagers.
Arpita Bhattacharya, Calvin A. Liang, Emily Y. Zeng, Kanishk Shukla, Miguel E. R. Wong, Sean A. Munson, Julie A. Kientz
IDC6
2019 A Translational Science Model for HCI
abstract
Using scientific discoveries to inform design practice is an important, but difficult, objective in HCI. In this paper, we provide an overview of Translational Science in HCI by triangulating literature related to the research-practice gap with interview data from many parties engaged (or not) in translating HCI knowledge. We propose a model for Translational Science in HCI based on the concept of a continuum to describe how knowledge progresses (or stalls) through multiple steps and translations until it can influence design practice. The model offers a conceptual framework that can be used by researchers and practitioners to visualize and describe the progression of HCI knowledge through a sequence of translations. Additionally, the model may facilitate a precise identification of translational barriers, which allows devising more effective strategies to increase the use of scientific findings in design practice.
Lucas Colusso, Ridley Jones, Sean A. Munson, Gary Hsieh
CHI3
2018 Examining Self-Tracking by People with Migraine: Goals, Needs, and Opportunities in a Chronic Health Condition
abstract
Self-tracked health data can help people and their health providers understand and manage chronic conditions. This paper examines personal informatics practices and challenges in migraine, a condition characterized by unpredictable, intermittent, and poorly-understood symptoms. To investigate how people with migraine track and use data related to their condition, we surveyed 279 people with migraine and conducted semi-structured interviews with 13 survey respondents and 6 health providers. We find four distinct goals people bring to tracking and data: 1) answering questions about migraines, 2) predicting and preventing migraines, 3) monitoring and managing migraines over time, and 4) enabling motivation and social recognition. Each goal suggests different needs for the design of tools to support migraine tracking. We also find needs resulting from an individual's goals evolving over time, their varied personal experiences, and their communication and collaboration with providers. We discuss these goals and needs in terms of opportunities for personal informatics tools to facilitate learning to: 1) avoid common pitfalls; 2) support customization and flexibility; 3) account for burden, negativity, and lapsing; and 4) support management with uncertainty.
Jessica Schroeder, Chia-Fang Chung, Daniel A. Epstein, Ravi Karkar, Adele Parsons, Natalia Murinova, James Fogarty, Sean A. Munson
Conference on Designing Interactive Systems8
2018 Crowdsourcing Exercise Plans Aligned with Expert Guidelines and Everyday Constraints
abstract
Exercise plans help people implement behavior change. Crowd workers can help create exercise plans for clients, but their work may result in lower quality plans than produced by experts. We built CrowdFit, a tool that provides feedback about compliance with exercise guidelines and leverages strengths of crowdsourcing to create plans made by non-experts. We evaluated CrowdFit in a comparative study with 46 clients using exercise plans for two weeks. Clients received plans from crowd planners using CrowdFit, crowd planners without CrowdFit, or from expert planners. Compared to crowd planners not using CrowdFit, crowd planners using CrowdFit created plans that are more actionable and more aligned with exercise guidelines. Compared to experts, crowd planners created more actionable plans, and plans that are not significantly different with respect to tailoring, strength and aerobic principles. They struggled, however, to satisfy exercise requirements of amount of exercise. We discuss opportunities for designing technology supporting physical activity planning by non-experts.
Elena Agapie, Bonnie Chinh, Laura R. Pina, Diana Oviedo, Molly C. Welsh, Gary Hsieh, Sean A. Munson
CHI7
2018 Uncertainty Displays Using Quantile Dotplots or CDFs Improve Transit Decision-Making
abstract
Everyday predictive systems typically present point predictions, making it hard for people to account for uncertainty when making decisions. Evaluations of uncertainty displays for transit prediction have assessed people's ability to extract probabilities, but not the quality of their decisions. In a controlled, incentivized experiment, we had subjects decide when to catch a bus using displays with textual uncertainty, uncertainty visualizations, or no-uncertainty (control). Frequency-based visualizations previously shown to allow people to better extract probabilities (quantile dotplots) yielded better decisions. Decisions with quantile dotplots with 50 outcomes were(1) better on average, having expected payoffs 97% of optimal(95% CI: [95%,98%]), 5 percentage points more than control (95% CI: [2,8]); and (2) more consistent, having within-subject standard deviation of 3 percentage points (95% CI:[2,4]), 4 percentage points less than control (95% CI: [2,6]).Cumulative distribution function plots performed nearly as well, and both outperformed textual uncertainty, which was sensitive to the probability interval communicated. We discuss implications for real time transit predictions and possible generalization to other domains.
Michael Fernandes, Logan Walls, Sean A. Munson, Jessica Hullman, Matthew Kay 0001
CHI3
2018 Values, Identity, and Social Translucence: Neurodiverse Student Teams in Higher Education
abstract
To successfully function within a team, students must develop a range of skills for communication, organization, and conflict resolution. For students on the autism spectrum, these skills mirror the social, communicative, and cognitive experiences that can often be challenging for these learners. Since instructors and students collaborate using a mix of technology, we investigated the technology needs of neurodiverse teams comprised of autistic and non-autistic students. We interviewed seven autistic students and five employees of disability services in higher education. Our analysis focused on technology stakeholder values, stages of small-group development, and Social Translucence -- a model for online collaboration highlighting principles of visibility, awareness, and accountability. Despite motivation to succeed, neurodiverse students have difficulty expressing individual differences and addressing team conflict. To support future design of technology for neurodiverse teams, we propose: (1) a design space and design concepts including collaborative and affective computing tools, and (2) extending Social Translucence to account for student and group identities.
Annuska Z. Perkins, Anne Spencer Ross, Arpita Bhattacharya, Lauren R. Milne, Sean A. Munson
CHI5
2018 Understanding pivotal experiences in behavior change for the design of technologies for personal wellbeing
Arpita Bhattacharya, Samantha Kolovson, Yi-Chen Sung, Mike Eacker, Sean A. Munson, Julie A. Kientz
J. Biomed. Informatics6
2017 Translational Resources: Reducing the Gap Between Academic Research and HCI Practice
abstract
Academic research can offer insights for HCI practitioners, yet past work shows that research findings are rarely used in industry. We interviewed 22 design practitioners to identify why they do not use academic research and why and how they use other resources at work. We contribute recommendations for the design of translational resources to bridge the gap between theory and practice in HCI. We recommend ways to create theory-driven examples tailored to specific activities: understanding, brainstorming, building, and advocacy. Additionally, practitioners prefer actionable guidance and see prescriptive recommendations and downloadable design patterns as most useful. Design-oriented filters, support for mapping design challenges to research keywords, and visual galleries of examples from theory have the potential to facilitate designers' search processes. Finally, translational resources and discussion features can be integrated into tools for designers and academics to support cross-community collaboration.
Lucas Colusso, Cynthia L. Bennett, Gary Hsieh, Sean A. Munson
Conference on Designing Interactive Systems4
2017 Value Sensitive Design for Neurodiverse Teams in Higher Education
abstract
In a neurodiverse team, such as one comprised of students with autism and neurotypical students, social interaction and cognitive styles differ. We used a Value-Sensitive Design (VSD) approach to explore the role of technology in supporting the diverse values of neurodiverse teams. We conducted interviews with higher education disability services staff, followed by interviews with students with autism. We analyzed the students' values using the Q-Methodology. We found that key values of students with autism are: freedom from stigma, individual comfort, social comfort, social connection, and team cohesion. Through a VSD technical investigation, we found that current collaboration and affective technologies focus on supporting social connection and team cohesion. However, these technologies tend to not enable tailoring the user experience for the individual comfort that can benefit autistic users.
Annuska Z. Perkins, Anne Spencer Ross, Arpita Bhattacharya, Lauren R. Milne, Sean A. Munson
ASSETS5
2017 Lessons from Practice: Designing Tools to Facilitate Individualized Support for Quitting Smoking
abstract
Many health care providers, with a variety of trainings, counsel clients on quitting smoking on a day-to-day basis. In their clinical practice, they draw from and adapt guidelines and research-based strategies to fit individual client situations and challenges. Designers of technologies to support quitting smoking can learn from these real world practices to create tools that better adapt to individual differences. We present findings from interviews with 28 providers with diverse experiences in smoking cessation counselling. Through analysis of their individualization strategies, challenges, and perceptions of technology, we find that providers: (1) individualize context appropriate coping strategies by involving clients in brainstorming, (2) emphasize the need to support nicotine withdrawal in clients, (3) mitigate social triggers and mediate social support for clients, and (4) need to navigate dependencies with other providers for managing medications and comorbid health conditions of clients. With this empirical understanding, we extend the discussion on the design of technology to support quitting smoking, highlight current barriers to individualization, and suggest future opportunities to address these barriers.
Arpita Bhattacharya, Roger Vilardaga, Julie A. Kientz, Sean A. Munson
CHI4
2017 When Personal Tracking Becomes Social: Examining the Use of Instagram for Healthy Eating
abstract
Many people appropriate social media and online communities in their pursuit of personal health goals, such as healthy eating or increased physical activity. However, people struggle with impression management, and with reaching the right audiences when they share health information on these platforms. Instagram, a popular photo-based social media platform, has attracted many people who post and share their food photos. We aim to inform the design of tools to support healthy behaviors by understanding how people appropriate Instagram to track and share food data, the benefits they obtain from doing so, and the challenges they encounter. We interviewed 16 women who consistently record and share what they eat on Instagram. Participants tracked to support themselves and others in their pursuit of healthy eating goals. They sought social support for their own tracking and healthy behaviors and strove to provide that support for others. People adapted their personal tracking practices to better receive and give this support. Applying these results to the design of health tracking tools has the potential to help people better access social support.
Chia-Fang Chung, Elena Agapie, Jessica Schroeder, Sonali R. Mishra, James Fogarty, Sean A. Munson
CHI6
2017 Finding the Right Fit: Understanding Health Tracking in Workplace Wellness Programs
abstract
Workplace health and wellness programs are increasingly integrating personal health tracking technologies, such as Fitbit and Apple Watch. Many question whether these technologies truly support employees in their pursuit of better wellness levels, raising objections about workplace surveillance and further blurring of boundaries between work and personal life. We conducted a study to understand how tracking tools are adopted in wellness programs and employees' opinions about these programs. We find that employees are generally positive about incentivized health tracking in the workplace, as it helps raise awareness of activity levels. However, there is a gap between the intentions of the programs and individual experiences and health goals. This sometimes results in confusion and creates barriers to participation. Even if this gap can be addressed, health tracking in the workplace will not be for everyone; this has implications for the design of both workplace wellness programs and tracking technologies.
Chia-Fang Chung, Nanna Jensen, Irina Shklovski, Sean A. Munson
CHI4
2017 Examining Menstrual Tracking to Inform the Design of Personal Informatics Tools
abstract
We consider why and how women track their menstrual cycles, examining their experiences to uncover design opportunities and extend the field's understanding of personal informatics tools. To understand menstrual cycle tracking practices, we collected and analyzed data from three sources: 2,000 reviews of popular menstrual tracking apps, a survey of 687 people, and follow-up interviews with 12 survey respondents. We find that women track their menstrual cycle for varied reasons that include remembering and predicting their period as well as informing conversations with healthcare providers. Participants described six methods of tracking their menstrual cycles, including use of technology, awareness of their premenstrual physiological states, and simply remembering. Although women find apps and calendars helpful, these methods are ineffective when predictions of future menstrual cycles are inaccurate. Designs can create feelings of exclusion for gender and sexual minorities. Existing apps also generally fail to consider life stages that women experience, including young adulthood, pregnancy, and menopause. Our findings encourage expanding the field's conceptions of personal informatics.
Daniel A. Epstein, Nicole B. Lee, Jennifer H. Kang, Elena Agapie, Jessica Schroeder, Laura R. Pina, James Fogarty, Julie A. Kientz, Sean A. Munson
CHI9
2017 TummyTrials: A Feasibility Study of Using Self-Experimentation to Detect Individualized Food Triggers
abstract
Diagnostic self-tracking, the recording of personal information to diagnose or manage a health condition, is a common practice, especially for people with chronic conditions. Unfortunately, many who attempt diagnostic self-tracking have trouble accomplishing their goals. People often lack knowledge and skills needed to design and conduct scientifically rigorous experiments, and current tools provide little support. To address these shortcomings and explore opportunities for diagnostic self-tracking, we designed, developed, and evaluated a mobile app that applies a self-experimentation framework to support patients suffering from irritable bowel syndrome (IBS) in identifying their personal food triggers. TummyTrials aids a person in designing, executing, and analyzing self-experiments to evaluate whether a specific food triggers their symptoms. We examined the feasibility of this approach in a field study with 15 IBS patients, finding that participants could use the tool to reliably undergo a self-experiment. However, we also discovered an underlying tension between scientific validity and the lived experience of self-experimentation. We discuss challenges of applying clinical research methods in everyday life, motivating a need for the design of self-experimentation systems to balance rigor with the uncertainties of everyday life.
Ravi Karkar, Jessica Schroeder, Daniel A. Epstein, Laura R. Pina, Jeffrey Scofield, James Fogarty, Julie A. Kientz, Sean A. Munson, Roger Vilardaga, Jasmine Zia
CHI8
2017 Design Opportunities for Mental Health Peer Support Technologies
abstract
Barriers to accessing mental health care leave the majority of people with mental illnesses without professional care. Peer support has been shown to address gaps in care, and could scale to wider audiences through technology. But technology design for mental health peer support lags far behind tools for individuals and clinicians. To identify opportunities for design, we interviewed 18 people with a diverse range of mental illnesses about their use of technology for peer support, and invited them to design technologies that could improve their experience of peer support. We found that technology could enhance peer support for mental health by: (1) matching peers on similarities beyond diagnosis; (2) enhancing accessibility; and (3) proactively mitigating risk through training and intervention. We discuss these findings in the context of the broad peer support literature, and present design opportunities for making mental health peer support tools empowering, accessible, and safe.
Kathleen O'Leary, Arpita Bhattacharya, Sean A. Munson, Jacob O. Wobbrock, Wanda Pratt
CSCW3
2017 From Personal Informatics to Family Informatics: Understanding Family Practices around Health Monitoring
abstract
In families composed of parents and children, the health of parents and children is often interrelated: the health of children can have an impact on the health of parents, and vice versa. However, the design of health tracking technologies typically focuses on individual self-tracking and self-management, not yet addressing family health in a unified way. To examine opportunities for family-centered health informatics, we interviewed 14 typically healthy families, interviewed 10 families with a child with a chronic condition, and conducted three participatory design sessions with children aged 7 to 11. Although we identified similarities between family-centered tracking and personal self-tracking, we also found families want to: (1) identify ripple effects between family members; (2) consider both caregivers and children as trackers to support distributing the burdens of tracking across family members; and (3) identify and pursue health guidelines that consider the state of their family (e.g., specific health guidelines for families that include a child with a chronic condition). We contribute to expanding the design lens from self-tracking to family-centered health tracking.
Laura R. Pina, Sang-Wha Sien, Teresa Ward, Jason C. Yip 0001, Sean A. Munson, James Fogarty, Julie A. Kientz
CSCW5
2017 Supporting Patient-Provider Collaboration to Identify Individual Triggers using Food and Symptom Journals
abstract
Patient-generated data can allow patients and providers to collaboratively develop accurate diagnoses and actionable treatment plans. Unfortunately, patients and providers often lack effective support to make use of such data. We examine patient-provider collaboration to interpret patient-generated data. We focus on irritable bowel syndrome (IBS), a chronic illness in which particular foods can exacerbate symptoms. IBS management often requires patient-provider collaboration using a patient's food and symptom journal to identify the patient's triggers. We contribute interactive visualizations to support exploration of such journals, as well as an examination of patient-provider collaboration in interpreting the journals. Drawing upon individual and collaborative interviews with patients and providers, we find that collaborative review helps improve data comprehension and build mutual trust. We also find a desire to use tools like our interactive visualizations within and beyond clinic appointments. We discuss these findings and present guidance for the design of future tools.
Jessica Schroeder, Jane Hoffswell, Chia-Fang Chung, James Fogarty, Sean A. Munson, Jasmine Zia
CSCW5
2017 On the Design of Subly: Instilling Behavior Change During Web Surfing Through Subliminal Priming
Ana Karina Caraban, Evangelos Karapanos, Vitor Teixeira, Sean A. Munson, Pedro F. Campos
PERSUASIVE4
2017 Introduction to This Special Issue on the Lived Experience of Personal Informatics
abstract
Over the last decade, the idea of a “quantified self” has become increasingly well-known (Swan, 2013). The main premise is to collect and reflect on data about oneself in order to gain new insights...
Dan Cosley, Elizabeth F. Churchill, Jodi Forlizzi, Sean A. Munson
Hum. Comput. Interact.4
2017 Should you always have a backup? One vs. two goals in games
Chia-Fang Chung, Sean A. Munson
Int. J. Hum. Comput. Stud.2
2017 Friends Don't Need Receipts: The Curious Case of Social Awareness Streams in the Mobile Payment App Venmo
abstract
We study the inclusion of a social awareness stream (SAS) in the peer-to-peer payment app Venmo. While SASs are prominent in many social network sites, such as Facebook and Twitter, Venmo's use offers an illustrative example of how SASs can be used in task-oriented apps, particularly in a domain, finance, which people often view as sensitive. Through interviews with 14 Venmo users and surveys of 164 peer-to-peer payment app users and 80 Venmo users, we find uses consistent with other SASs and uncover novel uses that reflect the unusual inclusion of an SAS within a utilitarian app for personal finance. For many users, the SAS is a flexible feature that creates an experience that blends their task-driven use with social benefits. People write purely functional transaction descriptions with strangers, while in transactions with friends, they sometimes craft playful descriptions that enhance their experience or perform their social relationships. The SAS provides opportunities for learning about how to use the application and for keeping up with friends. The results of this study extend the CSCW community's knowledge of SASs and offer guidance to designers considering use of SAS in a variety of applications.
Monica Caraway, Daniel A. Epstein, Sean A. Munson
Proc. ACM Hum. Comput. Interact.3
2016 Designing Closeness to Increase Gamers' Performance
abstract
Designers often make use of social comparisons to motivate people to perform better. In this paper, we present the concept of closeness to comparison to improve the efficacy of social comparison feedback. Specifically, we test two design strategies related to closeness: (1) comparing users to a target described as a similarly experienced player and (2) adjusting the visual representation of performance so player scores appear closer to the comparison target. We evaluate the effects of these strategies for social comparison on player performance in an online game. In a controlled experiment with 425 participants, both feedback techniques improved game performance, but only for experienced players. We conclude with design implications for helping designers create social comparisons that motivate higher game performance.
Lucas Colusso, Gary Hsieh, Sean A. Munson
CHI3
2016 Crumbs: Lightweight Daily Food Challenges to Promote Engagement and Mindfulness
abstract
Many people struggle with efforts to make healthy behavior changes, such as healthy eating. Several existing approaches promote healthy eating, but present high barriers and yield limited engagement. As a lightweight alternative approach to promoting mindful eating, we introduce and examine crumbs: daily food challenges completed by consuming one food that meets the challenge. We examine crumbs through developing and deploying the iPhone application Food4Thought. In a 3 week field study with 61 participants, crumbs supported engagement and mindfulness while offering opportunities to learn about food. Our 2x2 study compared nutrition versus non-nutrition crumbs coupled with social versus non-social features. Nutrition crumbs often felt more purposeful to participants, but non-nutrition crumbs increased mindfulness more than nutrition crumbs. Social features helped sustain engagement and were important for engagement with non-nutrition crumbs. Social features also enabled learning about the variety of foods other people use to meet a challenge.
Daniel A. Epstein, Felicia Cordeiro, James Fogarty, Gary Hsieh, Sean A. Munson
CHI5
2016 Beyond Abandonment to Next Steps: Understanding and Designing for Life after Personal Informatics Tool Use
abstract
Recent research examines how and why people abandon self-tracking tools. We extend this work with new insights drawn from people reflecting on their experiences after they stop tracking, examining how designs continue to influence people even after abandonment. We further contrast prior work considering abandonment of health and wellness tracking tools with an exploration of why people abandon financial and location tracking tools, and we connect our findings to models of personal informatics. Surveying 193 people and interviewing 12 people, we identify six reasons why people stop tracking and five perspectives on life after tracking. We discuss these results and opportunities for design to consider life after self-tracking.
Daniel A. Epstein, Monica Caraway, Chuck Johnston, An Ping, James Fogarty, Sean A. Munson
CHI6
2016 When (ish) is My Bus?: User-centered Visualizations of Uncertainty in Everyday, Mobile Predictive Systems
abstract
Users often rely on realtime predictions in everyday contexts like riding the bus, but may not grasp that such predictions are subject to uncertainty. Existing uncertainty visualizations may not align with user needs or how they naturally reason about probability. We present a novel mobile interface design and visualization of uncertainty for transit predictions on mobile phones based on discrete outcomes. To develop it, we identified domain specific design requirements for visualizing uncertainty in transit prediction through: 1) a literature review, 2) a large survey of users of a popular realtime transit application, and 3) an iterative design process. We present several candidate visualizations of uncertainty for realtime transit predictions in a mobile context, and we propose a novel discrete representation of continuous outcomes designed for small screens, quantile dotplots. In a controlled experiment we find that quantile dotplots reduce the variance of probabilistic estimates by ~1.15 times compared to density plots and facilitate more confident estimation by end-users in the context of realtime transit prediction scenarios.
Matthew Kay 0001, Tara Kola, Jessica Hullman, Sean A. Munson
CHI4
2016 PlanSourcing: Generating Behavior Change Plans with Friends and Crowds
abstract
Specific, achievable plans can increase people's commitment to behavior change and increase their likelihood of success. However, many people struggle to create such plans, and available plans often do not fit their individual constraints. We conducted a study with 22 participants exploring the creation of personalized plans by strangers and friends to support three kinds of behavior change: diet, physical activity, and financial. In semi-structured interviews and analyses of the generated plans, we found that friends and strangers can help create behavior change plans that are actionable and help improve behavior. Participants perceived plans more positively when they were personalized to their goals, routines and preferences, or when they could foresee executing the plans with friends - often the friend who created the plan. Participants felt more comfortable sharing information with strangers and they received more diverse recommendations from strangers than friends.
Elena Agapie, Lucas Colusso, Sean A. Munson, Gary Hsieh
CSCW3
2016 Boundary Negotiating Artifacts in Personal Informatics: Patient-Provider Collaboration with Patient-Generated Data
abstract
Patient-generated data is increasingly common in chronic disease care management. Smartphone applications and wearable sensors help patients more easily collect health information. However, current commercial tools often do not effectively support patients and providers in collaboration surrounding these data. This paper examines patient expectations and current collaboration practices around patient-generated data. We survey 211 patients, interview 18 patients, and re-analyze a dataset of 21 provider interviews. We find that collaboration occurs in every stage of self-tracking and that patients and providers create boundary negotiating artifacts to support the collaboration. Building upon current practices with patient-generated data, we use these theories of patient and provider collaboration to analyze misunderstandings and privacy concerns as well as identify opportunities to better support these collaborations. We reflect on the social nature of patient-provider collaboration to suggest future development of the stage-based model of personal informatics and the theory of boundary negotiating artifacts.
Chia-Fang Chung, Kristin Dew, Allison M. Cole, Jasmine Zia, James Fogarty, Julie A. Kientz, Sean A. Munson
CSCW7
2016 Reconsidering the device in the drawer: lapses as a design opportunity in personal informatics
abstract
stage of their tool use. We explore how designs can support people when they lapse in tracking, considering how to design data representations for a person who lapses in Fitbit use. Through a survey of 141 people who had lapsed in using Fitbit, we identified three use patterns and four perspectives on tracking. Participants then viewed seven visual representations of their Fitbit data and seven approaches to framing this data. Participant Fitbit use and perspective on tracking influenced their preference, which we surface in a series of contrasts. Specifically, our findings guide selecting appropriate aggregations from Fitbit use (e.g., aggregate more when someone has less data), choosing an appropriate framing technique from tracking perspective (e.g., ensure framing aligns with how the person feels about tracking), and creating appropriate social comparisons (e.g., portray the person positively compared to peers). We conclude by discussing how these contrasts suggest new designs and opportunities in other tracking domains.
Daniel A. Epstein, Jennifer H. Kang, Laura R. Pina, James Fogarty, Sean A. Munson
UbiComp5
2016 Exploring the design space of glanceable feedback for physical activity trackers
abstract
Recent research reveals over 70% of the usage of physical activity trackers to be driven by glances -- brief, 5-second sessions where individuals check ongoing activity levels with no further interaction. This raises a question as to how to best design glanceable behavioral feedback. We first set out to explore the design space of glanceable feedback in physical activity trackers, which resulted in 21 unique concepts and 6 design qualities: being abstract, integrating with existing activities, supporting comparisons to targets and norms, being actionable, having the capacity to lead to checking habits and to act as a proxy to further engagement. Second, we prototyped four of the concepts and deployed them in the wild to better understand how different types of glanceable behavioral feedback affect user engagement and physical activity. We found significant differences among the prototypes, all in all, highlighting the surprisingly strong effect glanceable feedback has on individuals' behaviors.
Rúben Gouveia 0001, Fábio Pereira, Evangelos Karapanos, Sean A. Munson, Marc Hassenzahl
UbiComp4
2016 A framework for self-experimentation in personalized health
abstract
OBJECTIVE: To describe an interdisciplinary and methodological framework for applying single case study designs to self-experimentation in personalized health. The authors examine the framework's applicability to various health conditions and present an initial case study with irritable bowel syndrome (IBS). METHODS AND MATERIALS: An in-depth literature review was performed to develop the framework and to identify absolute and desired health condition requirements for the application of this framework. The authors developed mobile application prototypes, storyboards, and process flows of the framework using IBS as the case study. The authors conducted three focus groups and an online survey using a human-centered design approach for assessing the framework's feasibility. RESULTS: All 6 focus group participants had a positive view about our framework and volunteered to participate in future studies. Most stated they would trust the results because it was their own data being analyzed. They were most concerned about confounds, nonmeaningful measures, and erroneous assumptions on the timing of trigger effects. Survey respondents (N = 60) were more likely to be adherent to an 8- vs 12-day study length even if it meant lower confidence results. DISCUSSION: Implementation of the self-experimentation framework in a mobile application appears to be feasible for people with IBS. This framework can likely be applied to other health conditions. Considerations include the learning curve for teaching self-experimentation to non-experts and the challenges involved in operationalizing and customizing study designs. CONCLUSION: Using mobile technology to guide people through self-experimentation to investigate health questions is a feasible and promising approach to advancing personalized health.
Ravi Karkar, Jasmine Zia, Roger Vilardaga, Sonali R. Mishra, James Fogarty, Sean A. Munson, Julie A. Kientz
J. Am. Medical Informatics Assoc.6
2015 Unequal Representation and Gender Stereotypes in Image Search Results for Occupations
abstract
Information environments have the power to affect people's perceptions and behaviors. In this paper, we present the results of studies in which we characterize the gender bias present in image search results for a variety of occupations. We experimentally evaluate the effects of bias in image search results on the images people choose to represent those careers and on people's perceptions of the prevalence of men and women in each occupation. We find evidence for both stereotype exaggeration and systematic underrepresentation of women in search results. We also find that people rate search results higher when they are consistent with stereotypes for a career, and shifting the representation of gender in image search results can shift people's perceptions about real-world distributions. We also discuss tensions between desires for high-quality results and broader societal goals for equality of representation in this space.
Matthew Kay 0001, Cynthia Matuszek, Sean A. Munson
CHI3
2015 Effects of Public Commitments and Accountability in a Technology-Supported Physical Activity Intervention
abstract
Walking and other forms of physical activity have many health benefits, but people often fail to follow through on their own goals of being more active. To address gaps in current understanding of how to design technology-supported physical activity interventions, we conducted a randomized field experiment of a commitment device: making public announcements. In a control condition, weekly commitments were kept private. In two treatment conditions, they were announced on Facebook and by email. In one of the two, the announcements also included results: whether the previous week's commitment was kept. We find that, with or without public results, these posts can elicit supportive replies from the poster's social networks. People in both public announcements conditions were less likely to make commitments. We conclude that the prospect of public accountability may suppress the making of commitments in a way that counteracts the benefits of that accountability. Designers will need to address this limitation in order to make effective use of public accountability as a commitment device.
Sean A. Munson, Erin L. Krupka, Caroline R. Richardson, Paul Resnick
CHI1
2015 From "nobody cares" to "way to go!": A Design Framework for Social Sharing in Personal Informatics
abstract
Many research applications and popular commercial applications include features for sharing personally collected data with others in social awareness streams. Prior work has identified several barriers to use as well as discrepancies between designer goals and how these features are used in practice. We develop a framework for designing and evaluating these features based on an extensive review of prior literature. We demonstrate the value of this framework by analyzing physical activity sharing on Twitter, coding 4,771 tweets and their responses and gathering 444 reactions from 97 potential tweet recipients, learning that specific user-generated content leads to more responses and is better received by the post audience. We conclude by extending our findings to other sharing problems and discussing the value of our design framework.
Daniel A. Epstein, Bradley H. Jacobson, Elizabeth S. Bales, David W. McDonald, Sean A. Munson
CSCW5
2015 I Would Like To..., I Shouldn't..., I Wish I...: Exploring Behavior-Change Goals for Social Networking Sites
abstract
Despite benefits and uses of social networking sites (SNSs) users are not always satisfied with their behaviors on the sites. These desires for behavior change both provide insight into users' perceptions of how SNSs impact their lives (positively or negatively) and can inform tools for helping users achieve desired behavior changes. We use a 604-participant online survey to explore SNS users' behavior-change goals for Facebook, Instagram, and Twitter. While some participants want to reduce site use, others want to improve their use or increase a range of behaviors. These desired changes differ by SNS, and, for Twitter, by participants' levels of site use. Participants also expect a range of benefits from these goals, including increased time, contact with others, intrinsic benefits, better security/privacy, and improved self presentation. Based on these results we provide insights both into how participants perceive different SNSs, as well as potential designs for behavior-change mechanisms to target SNS behaviors.
Manya Sleeper, Alessandro Acquisti, Lorrie Faith Cranor, Patrick Gage Kelley, Sean A. Munson, Norman M. Sadeh
CSCW5
2015 A lived informatics model of personal informatics
abstract
Current models of how people use personal informatics systems are largely based in behavior change goals. They do not adequately characterize the integration of self-tracking into everyday life by people with varying goals. We build upon prior work by embracing the perspective of lived informatics to propose a new model of personal informatics. We examine how lived informatics manifests in the habits of self-trackers across a variety of domains, first by surveying 105, 99, and 83 past and present trackers of physical activity, finances, and location and then by interviewing 22 trackers regarding their lived informatics experiences. We develop a model characterizing tracker processes of deciding to track and selecting a tool, elaborate on tool usage during collection, integration, and reflection as components of tracking and acting, and discuss the lapsing and potential resuming of tracking. We use our model to surface underexplored challenges in lived informatics, thus identifying future directions for personal informatics design and research.
Daniel A. Epstein, An Ping, James Fogarty, Sean A. Munson
UbiComp4
2015 Social Cues and Interest in Reading Political News Stories
Elena Agapie, Sean A. Munson
ICWSM2
2014 Taming data complexity in lifelogs: exploring visual cuts of personal informatics data
abstract
As people continue to adopt technology based self tracking devices and applications, questions arise about how personal informatics tools can better support self tracker goals. This paper extends prior work on analyzing and summarizing self tracking data, with the goal of helping self trackers identify more meaningful and actionable findings. We begin by surveying physical activity self trackers to identify their goals and the factors they report influence their physical activity. We then define a cut as a subset of collected data with some shared feature, develop a set of cuts over location and physical activity data, and visualize those cuts using a variety of presentations. Finally, we conduct a month long field deployment with participants tracking their location and physical activity data and then using our methods to examine their data. We report on participant reactions to our methods and future design opportunities suggested by our work.
Daniel A. Epstein, Felicia Cordeiro, Elizabeth S. Bales, James Fogarty, Sean A. Munson
Conference on Designing Interactive Systems5
2014 Monitoring email to indicate project team performance and mutual attraction
abstract
Many managers and mentors for project teams desire more efficient and more effective ways of monitoring and predicting the quality of social relationships and the performance of teams under their purview. A previous study found that one form of linguistic mimicry, linguistic style matching, and some lexical features indicated team performance and mutual attraction in short-term, laboratory tasks. In this paper, we evaluate whether these measures also work as indicators for performance, shared understanding, and team trust in longer-duration project teams, using only limited, unobtrusively obtained communication traces. In our four-month evaluation using student project team emails, we found no support for LSM or most of the previously identified measures as practical indicators in our field setting. We did find some support for using future-oriented words to indicate team performance over time.
Sean A. Munson, Karina Kervin, Lionel P. Robert Jr.
CSCW1
2014 WeDo: End-To-End Computer Supported Collective Action
Andrés Monroy-Hernández, Aaron D. Shaw, Sean A. Munson, Elizabeth Gerber, Benjamin Mako Hill, Peter Kinnaird, Shelly Farnham, Patrick Minder
ICWSM4
2013 Persuasive Performance Feedback: The Effect of Framing on Self-Efficacy
Eun Kyoung Choe, Bongshin Lee, Sean A. Munson, Wanda Pratt, Julie A. Kientz
AMIA3
2013 Encouraging Reading of Diverse Political Viewpoints with a Browser Widget
Sean A. Munson, Stephanie Y. Lee, Paul Resnick
ICWSM1
2011 Thanks and tweets: comparing two public displays
abstract
Two public display systems, with different methods of posting, were deployed over several years. One, the Thank You Board, was designed to give people an outlet specifically for publicly thanking and acknowledging others in the community. The other, SI Display, showed any Twitter post directed to the display and did not have explicit usage guidelines. People preferred the flexibility of the latter, but ambiguity about its purpose and norms of usage persisted even six months after deployment and made some people hesitant to post. Also, using Twitter as the posting mechanism facilitated participation for some but also created barriers for those not using Twitter and for Twitter users who were wary of mixing their professional and non-professional contexts.
Sean A. Munson, Emily Rosengren, Paul Resnick
CSCW1
2011 It's not that i don't have problems, i'm just not putting them on facebook: challenges and opportunities in using online social networks for health
abstract
To understand why and how people share health information online, we interviewed fourteen people with significant health concerns who participate in both online health communities and Facebook. Qualitative analysis of these interviews highlighted the ways that people think about with whom and how to share different types of information as they pursue social goals related to their personal health, including emotional support, motivation, accountability, and advice. Our study suggests that success in these goals depends on how well they develop their social networks and how effectively they communicate within those networks. Effective communication is made more challenging by the need to strike a balance between sharing information related to specific needs and the desire to manage self-presentation. Based on these observations, we outline a set of design opportunities for future systems to support health-oriented social interactions online, including tools to help users shape their social networks and communicate effectively within those.
Mark W. Newman, Debra Lauterbach, Sean A. Munson, Paul Resnick, Margaret E. Morris
CSCW3
2011 The Prevalence of Political Discourse in Non-Political Blogs
Sean A. Munson, Paul Resnick
ICWSM1
2010 Presenting diverse political opinions: how and how much
abstract
Is a polarized society inevitable, where people choose to be exposed to only political news and commentary that reinforces their existing viewpoints? We examine the relationship between the numbers of supporting and challenging items in a collection of political opinion items and readers' satisfaction, and then evaluate whether simple presentation techniques such as highlighting agreeable items or showing them first can increase satisfaction when fewer agreeable items are present. We find individual differences: some people are diversity-seeking while others are challenge-averse. For challenge-averse readers, highlighting appears to make satisfaction with sets of mostly agreeable items more extreme, but does not increase satisfaction overall, and sorting agreeable content first appears to decrease satisfaction rather than increasing it. These findings have important implications for builders of websites that aggregate content reflecting different positions.
Sean A. Munson, Paul Resnick
CHI1
2010 Happier Together: Integrating a Wellness Application into a Social Network Site
Sean A. Munson, Debra Lauterbach, Mark W. Newman, Paul Resnick
PERSUASIVE1
2009 Sidelines: An Algorithm for Increasing Diversity in News and Opinion Aggregators
Sean A. Munson, Daniel Xiaodan Zhou, Paul Resnick
ICWSM1
2006 Maytag: A Multi-Staged Approach to Identifying Complex Events in Textual Data
Conrad Chang, Lisa Ferro, John Gibson, Janet Hitzeman, Suzi Lubar, Justin Palmer, Sean A. Munson, Marc B. Vilain, Ben Wellner
EACL7