Demo Data from SIGIR 2026 / reviewers in the wild / expert
Katie O'Leary
dblp:120/4229
· DBLP profile ↗
7ranked-venue papers
6as first author
0since 2021 · last 2018
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 4 · 3 first-authorApplied, interdisciplinary, general and emerging computing · 3 · 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
1 paper |
Health and well-being technologies · 77% Design research and methods · 23% |
Topics — the 1 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Health and well-being technologies › chronic illness management › self-management
health self-management |
0.2 | 1 | 2015 | Understanding Design Tradeoffs for Health Technologies: A Mixed-Methods Approach · CHI 2015 |
Methods — techniques the papers use, named apart from their topics
q-methodology · 0.2interviews · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | Collaborative Health Reminders and Notifications: Insights from Prototypes
Katie O'Leary, Daryl Tanghe, Wanda Pratt, James D. Ralston |
AMIA | 1 |
| 2017 | The Moving Context Kit: Designing for Context Shifts in Multi-Device ExperiencesabstractMulti-device product designers need tools to better address ecologically valid constraints in naturalistic settings early in their design process. To address this need, we created a reusable design kit of scenarios, "hint" cards, and a framework that codifies insights from prior work and our own field study. We named the kit the Moving Context Kit, or McKit for short, because it helps designers focus on context shifts that we found to be highly influential in everyday multi-device use. Specifically, we distilled the following findings from our field study in the McKit: (1) devices are typically specialized into one of six roles during parallel use notifier, broadcaster, collector, gamer, remote, and hub, and (2) device roles are influenced by context shifts between private and shared situations. Through a workshop, we validated that the McKit enables designers to engage with complex user needs, situations, and relationships when incorporating novel multi-device techniques into the products they envision. Katie O'Leary, Julia Katherine Haines, Michael D. Gilbert, Elizabeth F. Churchill, Jeffrey Nichols 0001 |
Conference on Designing Interactive Systems | 1 |
| 2016 | Persuasive Reminders for Health Self-Management
Katie O'Leary, Leslie S. Liu 0001, Jennifer B. McClure, James D. Ralston, Wanda Pratt |
AMIA | 1 |
| 2015 | Maximizing children's opportunities with inclusive play: considerations for interactive technology designabstractInclusive play, defined as play among children with and without disabilities, provides learning opportunities that challenge stereotypes, foster strong friendships, and help children develop empathy and other social and emotional skills. Designing technologies to support inclusive play are understudied in Human-Computer Interaction. We synthesized literature, conducted design ethnography in an inclusive classroom, and interviewed and surveyed parents and teachers to explore this problem. Our research contributes an empirical understanding of the current state of inclusive play and a characterization of the design space for interactive technologies that can support children and adults with inclusive play. We identify key facilitators of inclusive play: direct and embedded supports, transparency, adjustability, emphasis on children's interests and strengths, and current technology use. We also describe significant barriers to inclusive play: effort required to facilitate inclusive play, children's preferences, parental inexperience, and inappropriate technology. Through our discussion, we conclude that interactive technologies should be designed to harness the facilitators and help overcome the barriers in order to maximize children's opportunities with inclusive play. Kiley Sobel, Katie O'Leary, Julie A. Kientz |
IDC | 2 |
| 2015 | Understanding patients' health and technology attitudes for tailoring self-management interventions
Katie O'Leary, Lisa M. Vizer, Jordan Eschler, James D. Ralston, Wanda Pratt |
AMIA | 1 |
| 2015 | Understanding Design Tradeoffs for Health Technologies: A Mixed-Methods ApproachabstractWe introduce a mixed-methods approach for determining how people weigh tradeoffs in values related to health and technologies for health self-management. Our approach combines interviews with Q-methodology, a method from psychology uniquely suited to quantifying opinions. We derive the framework for structured data collection and analysis for the Q-methodology from theories of self-management of chronic illness and technology adoption. To illustrate the power of this new approach, we used it in a field study of nine older adults with type 2 diabetes, and nine mothers of children with asthma. Our mixed-methods approach provides three key advantages for health design science in HCI: (1) it provides a structured health sciences theoretical framework to guide data collection and analysis; (2) it enhances the coding of unstructured data with statistical patterns of polarizing and consensus views; and (3) it empowers participants to actively weigh competing values that are most personally significant to them. Katie O'Leary, Jordan Eschler, Logan Kendall, Lisa M. Vizer, James D. Ralston, Wanda Pratt |
CHI | 1 |
| 2012 | Design goals for a system for enhancing AAC with personalized videoabstractEnabling end-users of Augmentative and Alternative Communication (AAC) systems to add personalized video content at runtime holds promise for improving communication, but the requirements for such systems are as yet unclear. To explore this issue, we present Vid2Speech, a prototype AAC system for children with complex communication needs (CCN) that uses personalized video to enhance representations of action words. We describe three design goals that guided the integration of personalized video to enhance AAC in our early-stage prototype: 1) Providing social-temporal navigation; 2) Enhancing comprehension; and 3) Enabling customization in real time. Our system concept represents one approach to realizing these goals, however, we contribute the goals and the system as a starting point for future innovations in personalized video-based AAC. Katie O'Leary, Charles B. Delahunt, Patricia Dowden, Ivan Darmansya, Jiaqi Heng, Eve A. Riskin, Richard E. Ladner, Jacob O. Wobbrock |
ASSETS | 1 |