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Lindsay Reynolds

dblp:20/7985 · DBLP profile ↗
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12ranked-venue papers
3as first author
0since 2021 · last 2019
0000-0001-9904-7949ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 12 · 3 first-authorDatabases, data management, data science and information retrieval · 1 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1Applied, interdisciplinary, general and emerging computing · 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
7 papers
Collaborative and social computing · 51% Accessibility and assistive technology · 23% Health and well-being technologies · 11%
Artificial intelligence
1 paper
Face, body and person analysis · 100%

Topics — the 11 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing
computer-mediated communication
0.322013
Butler lies from both sides: actions and perceptions of unavailability management in texting · CSCW 2013
Contact stratification and deception: blackberry messenger versus SMS use among students · CSCW 2011
Collaborative and social computing
computer-supported cooperative work
0.322013
Butler lies from both sides: actions and perceptions of unavailability management in texting · CSCW 2013
Contact stratification and deception: blackberry messenger versus SMS use among students · CSCW 2011
Collaborative and social computing › computer-mediated communication
deception
0.322013
Butler lies from both sides: actions and perceptions of unavailability management in texting · CSCW 2013
Contact stratification and deception: blackberry messenger versus SMS use among students · CSCW 2011
Human-AI interaction
affective computing
0.212015
Real-Time Representation Versus Response Elicitation in Biosensor Data · CHI 2015
Health and well-being technologies › mental health technology
stress management technologies
0.212015
Real-Time Representation Versus Response Elicitation in Biosensor Data · CHI 2015
Collaborative and social computing › social media
social network sites
0.212014
Awkward encounters of an "other" kind: collective self-presentation and face threat on facebook · CSCW 2014
Health and well-being technologies
persuasive technology
0.112011
Side effects and "gateway" tools: advocating a broader look at evaluating persuasive systems · CHI 2011
Computer vision › Face, body and person analysis
face recognition
0.112018
A Face Recognition Application for People with Visual Impairments: Understanding Use Beyond the Lab · CHI 2018
Ubiquitous computing and smart environments › pervasive displays
ambient display
0.112015
Real-Time Representation Versus Response Elicitation in Biosensor Data · CHI 2015
Collaborative and social computing › interpersonal communication
impression formation
0.112014
Awkward encounters of an "other" kind: collective self-presentation and face threat on facebook · CSCW 2014
Games and playful interaction
exergames
0.012011
Side effects and "gateway" tools: advocating a broader look at evaluating persuasive systems · CHI 2011

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

diary study · 0.8computer vision · 0.7neural machine translation · 0.4field study · 0.4user study · 0.2system development · 0.2online survey · 0.2deception perception analysis · 0.2qualitative analysis · 0.1interview study · 0.1
YearPublicationVenuePosition
2019 Design and Evaluation of a Social Media Writing Support Tool for People with Dyslexia
abstract
People with dyslexia face challenges expressing themselves in writing on social networking sites (SNSs). Such challenges come from not only the technicality of writing, but also the self-representation aspect of sharing and communicating publicly on social networking sites such as Facebook. To empower people with dyslexia-style writing to express them-selves more confidently on SNSs, we designed and implemented Additional Writing Help(AWH) - a writing assistance tool to proofread text produced by users with dyslexia before they post on Facebook. AWH was powered by a neural machine translation (NMT) model that translates dyslexia style to non-dyslexia style writing. We evaluated the performance and the design of AWH through a week-long field study with 19 people with dyslexia and received highly positive feedback. Our field study demonstrated the value of providing better and more extensive writing support on SNSs, and the potential of AI for building a more inclusive Internet.
Shaomei Wu, Lindsay Reynolds, Xian Li 0003, Francisco Guzmán
CHI2
2018 A Face Recognition Application for People with Visual Impairments: Understanding Use Beyond the Lab
abstract
Recognizing others is a major challenge for people with visual impairments (VIPs) and can hinder engagement in social activities. We present Accessibility Bot, a research prototype bot on Facebook Messenger, that leverages state-of-the-art computer vision and a user's friends' tagged photos on Facebook to help people with visual impairments recognize their friends. Accessibility Bot provides users information about identity and facial expressions and attributes of friends captured by their phone's camera. To guide our design, we interviewed eight VIPs to understand their challenges and needs in social activities. After designing and implementing the bot, we conducted a diary study with six VIPs to study its use in everyday life. While most participants found the Bot helpful, their experience was undermined by perceived low recognition accuracy, difficulty aiming a camera, and lack of knowledge about the phone's status. We discuss these real-world challenges, identify suitable use cases for Accessibility Bot, and distill design implications for future face recognition applications.
Yuhang Zhao 0001, Shaomei Wu, Lindsay Reynolds, Shiri Azenkot
CHI3
2018 "I'm Never Happy with What I Write": Challenges and Strategies of People with Dyslexia on Social Media
Lindsay Reynolds, Shaomei Wu
ICWSM1
2017 The Effect of Computer-Generated Descriptions on Photo-Sharing Experiences of People with Visual Impairments
abstract
Like sighted people, visually impaired people want to share photographs on social networking services, but find it difficult to identify and select photos from their albums. We aimed to address this problem by incorporating state-of-the-art computer-generated descriptions into Facebook's photo-sharing feature. We interviewed 12 visually impaired participants to understand their photo-sharing experiences and designed a photo description feature for the Facebook mobile application. We evaluated this feature with six participants in a seven-day diary study. We found that participants used the descriptions to recall and organize their photos, but they hesitated to upload photos without a sighted person's input. In addition to basic information about photo content, participants wanted to know more details about salient objects and people, and whether the photos reflected their personal aesthetic. We discuss these findings from the lens of self-disclosure and self-presentation theories and propose new computer vision research directions that will better support visual content sharing by visually impaired people.
Yuhang Zhao 0001, Shaomei Wu, Lindsay Reynolds, Shiri Azenkot
Proc. ACM Hum. Comput. Interact.3
2016 Building Mood, Building Community: Usage Patterns of an Interactive Art Installation
abstract
To examine the processes by which appropriation happens around an interactive art installation in an organizational context, this paper presents a qualitative, longitudinal study of an interactive art installation called mood.cloud. While designed to collect and to visually display building occupants' collective emotion, the installation was not necessarily used or interpreted in this way. Instead, building occupants saw the sensory experience of mood.cloud and the ability to change the display as a way to influence their own feelings, the feelings of others, and the overall workplace ambience. We found that interaction with mood.cloud fostered reflection about the relationship between the individual and the larger collective that the person is a part of. This relationship, between appropriation for individual benefit and appropriation for the benefit of others, afforded participants the opportunity to become more aware of their own contribution as part of a larger community. These findings suggest an opportunity to design systems around the interplay between appropriation for the individual and appropriation for the community.
Leah M. Scolere, Eric P. S. Baumer, Lindsay Reynolds, Geri Gay
GROUP3
2015 Real-Time Representation Versus Response Elicitation in Biosensor Data
abstract
Recognized stress management techniques include cultivating mindfulness, breathing exercises, and meditation. While these approaches have been shown to mitigate the negative effects of stress, they can be difficult to learn or consistently apply. To support these techniques, we developed MoodLight, a playful system that uses ambient colored light to provide feedback regarding an individual's current arousal levels. Like many affective computing systems, MoodLight was designed to help users observe their internal state and learn to relax. However, our findings indicate that prompting or leading feedback can be more effective than real time feedback in helping users relax. This work contributes to affective computing by suggesting alternative approaches to designing biofeedback systems for stress management.
Mark Matthews, Jaime Snyder, Lindsay Reynolds, Jacqueline T. Chien, Adam Shih, Jonathan W. Lee, Geri Gay
CHI3
2014 Reviewing reflection: on the use of reflection in interactive system design
abstract
Designers have demonstrated an increased interest in designing for reflection. However, that work currently occurs under a variety of diverse auspices. To help organize and investigate this literature, this paper present a review of research on systems designed to support reflection. Key findings include that most work in this area does not actually define the concept of reflection. We also find that most evaluations do not focus on reflection per se rather but on some other outcome arguably linked to reflection. Our review also describes the relationship between reflection and persuasion evidenced implicitly by both rhetorical motivations for and implementation details of system design. After discussing the significance of our findings, we conclude with a series of recommendations for improving research on and design for reflection.
Eric P. S. Baumer, Vera D. Khovanskaya, Mark Matthews, Lindsay Reynolds, Victoria Schwanda Sosik, Geri Gay
Conference on Designing Interactive Systems4
2014 Awkward encounters of an "other" kind: collective self-presentation and face threat on facebook
abstract
While we tend to think of self-presentation as a process executed by the self, reputation management on social network sites, like Facebook, is increasingly viewed as a collective endeavor. The information users share about one another can have significant impacts on impression formation, and at times this other-generated content may be face threatening, or challenging to one's desired self-presentation. However, we know little about the nature of these other-generated face threats and the ways that people perceive them. Using an online survey of 150 Facebook users, we report on what these users consider to be other-generated face threats and how they feel after experiencing them. Results suggest that many face threats result from other Facebook users neglecting or misunderstanding a target's audience and/or self-presentation goals, as well as a target's fear of creating an unwanted association with another Facebook user. Experience of these threats is affected by both individual and situational factors. We also report on a new unique measure capturing Facebook skills.
Eden Litt, Erin L. Spottswood, Jeremy P. Birnholtz, Jeffrey T. Hancock, Madeline E. Smith, Lindsay Reynolds
CSCW6
2013 Butler lies from both sides: actions and perceptions of unavailability management in texting
abstract
In an always-connected world, managing one's unavailability for interaction with others can be as important and difficult as coordinating mutual availability. Prior studies have identified the butler lie, a linguistic strategy commonly used to manage unavailability, and examined message-level data to examine how message senders' use of butler lies varies across media and situations. This study is the first to examine how butler lies are perceived by those who receive them. Pairs of student participants provided messages sent to each other in real conversations and indicated whether these messages were deceptive or not. These messages were then passed to the partner, who indicated perceived deception and provided an explanation. Results suggest that participants expect butler lies regularly although not as often as they are actually produced, and participants are not very accurate in identifying butler lies. Moreover, detailed analysis of messages and explanations suggests that butler lies play a relational role that is expected by both parties in a dialog.
Lindsay Reynolds, Madeline E. Smith, Jeremy P. Birnholtz, Jeffrey T. Hancock
CSCW1
2011 Side effects and "gateway" tools: advocating a broader look at evaluating persuasive systems
abstract
This paper argues for evaluating the impact of persuasive systems on users beyond metrics that focus on system usage, based on an interview study of 16 Wii Fit users. While exploring their experiences and reasons for abandoning the system, two main themes emerged: the tension between Wii Fit as a fitness tool and a game, and ways participants reacted to the system's feedback about their weight and performance. Some participants used Wii Fit as a "gateway fitness" tool, moving beyond it to other fitness routines. Additionally, some users had significant emotional reactions to the Wii Fitts feedback. We argue that these 'side effects' are crucial considerations for the design and long-term evaluation of persuasive technologies.
Victoria Schwanda Sosik, Steven Ibara, Lindsay Reynolds, Dan Cosley
CHI3
2011 Contact stratification and deception: blackberry messenger versus SMS use among students
abstract
The proliferation of communication technology has led to potential stratification of contacts across different media, which has important implications for interpersonal dynamics, such as deception. The present study examines how two text-based communication media, BBM and SMS, involve different kinds of social contact networks, and how these differences lead to changes in the frequency and nature of lies. The results reveal that BBM social contacts are relationally closer and include more friends but fewer family and acquaintances than SMS. More deception was also observed in BBM, which included more lies about managing social interactions. The results have important implications for the impact of design features, such as PIN exchange, in text messaging.
Lindsay Reynolds, Samantha Gillette, Jason Marder, Zachary Miles, Pavel Vodenski, Ariella Weintraub, Jeremy P. Birnholtz, Jeffrey T. Hancock
CSCW1
2010 Awareness beyond the desktop: exploring attention and distraction with a projected peripheral-vision display
Jeremy P. Birnholtz, Lindsay Reynolds, Eli Luxenberg, Carl Gutwin, Maryam Mustafa
Graphics Interface2