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Brian M. Landry

dblp:07/3634 · DBLP profile ↗
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5ranked-venue papers
3as 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 · 5 · 3 first-author

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

Human-computer interaction and pervasive computing
2 papers
Collaborative and social computing · 65% Health and well-being technologies · 25% Ubiquitous computing and smart environments · 10%

Topics — the 2 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Health and well-being technologies › health informatics
health information sharing
0.112010
Characteristics of shared health reflections in a local community · CSCW 2010
Collaborative and social computing › social support
online support groups
0.012010
Characteristics of shared health reflections in a local community · CSCW 2010

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

mobile application prototyping · 0.1content analysis · 0.1
YearPublicationVenuePosition
2012 weShop: using social data as context in the retail experience
abstract
Uncertainty about a product can act as a barrier to purchase. The more confident a customer is about a product, the more likely she is to purchase it. Online shopping websites provide an array of tools and information to support decision-making (e.g., product comparison, ratings, reviews, etc.). In contrast, few tools are available in physical stores to help customers navigate the decision process. We have developed a mobile application prototype to support the purchase decision process in the store. At the core of the experience is the use of social profile data as a form of context to provide a tailored experience aimed at reducing customer uncertainty.
Brian M. Landry, Kelly L. Dempski
UbiComp1
2010 Characteristics of shared health reflections in a local community
abstract
We performed a content analysis of the information shared in a locally and culturally focused health application, EatWell. In EatWell, information is shared via the creation of audio recordings. Our results highlight the reflective nature of these recordings, in particular, 1) the topics discussed in these reflections as well as their tone, 2) how these reflections were contextualized (locally and culturally) and 3) how system users addressed one another in their reflections. We compare our findings with the dominant technological approach to supporting health information exchange amongst lay people: online support groups. In particular, we reflect upon why, though many of the community-building features of online support groups did not translate into EatWell, our users felt a sense of community empowerment. Based on our results, we discuss implications for designing locally and culturally focused health applications that leverage reflection as a contribution method.
Andrea Grimes, Brian M. Landry, Rebecca E. Grinter
CSCW2
2010 Alternate reality games and groupwork
abstract
Alternate reality games (ARGs) represent a unique form of group collaboration. The comparison of ARGs to more traditional groupware systems around themes of group formation and collective storytelling provides several questions for the study of groupwork and groupware systems.
David Gurzick, Brian M. Landry, Kevin F. White
GROUP2
2006 iTell: supporting retrospective storytelling with digital photos
abstract
Digital photographs capture moments in time. Often these moments represent a much larger experience. Storytelling is often used to elicit these experiences from images in an attempt to communicate them to others. In this work, we focus on supporting the creation of narratives using digital images to share personal experiences. In previous work [11], we learned story development, process management and collaboration were activities essential to navigating the process of digital narrative composition. In this work, we detail our design and evaluation of iTell - a digital narrative composition tool. We employ a design process based on providing supports intended to help novice storytellers engage in the composition process like experts. We discuss our experience with our design approach and explore implications of our design decisions.
Brian M. Landry, Mark Guzdial
Conference on Designing Interactive Systems1
2004 Supporting routine decision-making with a next-generation alarm clock
Brian M. Landry, Jeffrey S. Pierce, Charles L. Isbell Jr.
Pers. Ubiquitous Comput.1