Demo Data from SIGIR 2026 / reviewers in the wild / expert
Allison Marie Hishikawa
dblp:239/7779
· DBLP profile ↗
4ranked-venue papers
0as first author
1since 2021 · last 2021
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 4 · 1 since 2021
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
3 papers |
Design research and methods · 60% Personal fabrication and tangible interfaces · 15% Usability and user experience research · 13% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Computing education · 100% |
Topics — the 7 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Design research and methods
participatory design |
0.8 | 2 | 2020 | Opportunities and Challenges in Involving Users in Project-Based HCI Education · CHI 2020 Laughing is Scary, but Farting is Cute: A Conceptual Model of Children's Perspectives of Creepy Technologies · CHI 2019 |
Computing education › computer science curriculum
HCI education |
0.4 | 1 | 2020 | Opportunities and Challenges in Involving Users in Project-Based HCI Education · CHI 2020 |
Design research and methods › participatory design
co-design with children |
0.4 | 1 | 2020 | Opportunities and Challenges in Involving Users in Project-Based HCI Education · CHI 2020 |
Design research and methods › user-centered design
child-centered design |
0.4 | 1 | 2019 | Laughing is Scary, but Farting is Cute: A Conceptual Model of Children's Perspectives of Creepy Technologies · CHI 2019 |
Usability and user experience research
user perception |
0.4 | 1 | 2019 | Laughing is Scary, but Farting is Cute: A Conceptual Model of Children's Perspectives of Creepy Technologies · CHI 2019 |
Design research and methods › design workshops
co-design workshop |
0.1 | 1 | 2020 | "I Feel Like This is a Bad Thing": Investigating Disassembly in Action for Novices · CHI 2020 |
Ubiquitous computing and smart environments
sustainability |
0.1 | 1 | 2020 | "I Feel Like This is a Bad Thing": Investigating Disassembly in Action for Novices · CHI 2020 |
Methods — techniques the papers use, named apart from their topics
interviews · 1.2participant observation · 0.9case study · 0.9workshop study · 0.4vignette analysis · 0.4participatory design sessions · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Pedagogical Strategies for Reflection in Project-based HCI Education with End UsersabstractAs HCI pedagogy research grows, so too does an emerging set of evidence-based teaching and curricular recommendations. Yet, few studies have implemented and examined these recommendations in the classroom. In this paper, we present a Research Through Design investigation of a studio-based HCI course, which was revised based on HCI education literature. Drawing on reflection surveys, video recordings of student-led user sessions, final project artifacts, and student interviews, we explore how students responded to key educational changes, the strategies that supported and hindered their reflective practices, and how reflection afforded new student insights. Our findings highlight the utility of video-based reflection exercises to support student learning in designing and running user sessions, the importance of multi-faceted reflection prompts, and how students noticed moments of inclusion and exclusion by attending to users’ non-verbal cues. Additionally, we empirically demonstrate the importance of implementing and studying HCI education research recommendations in the classroom. Wendy Roldan, Sarah Kay Strickler, Allison Marie Hishikawa, Jon Froehlich, Jason C. Yip 0001 |
Conference on Designing Interactive Systems | 5 |
| 2020 | "I Feel Like This is a Bad Thing": Investigating Disassembly in Action for NovicesabstractMaterials are dynamic-they can be shaped and changed. Often however, our tools and technologies appear to fix materials in place. Disassembly is one practice that provides openings to explore and understand the dynamic nature of material. In this research, we investigate possibilities that emerge from disassembly. Specifically, we studied how novices disassembled a common digital artifact-desktop printers. We worked with 21 young people and family members across two evening workshops at a middle school. We report on the workshop interactions, categories of actions of disassembly, and four in-depth vignettes showcasing disassembly in action. In the discussion, we reflect on disassembly and permission, sustainability, the joy of disassembling, and design considerations in support of disassembly. Our contributions include: (1) extending existing theoretical framings about artifacts and materials; (2) an empirical study documenting the process by which novices disassemble; and (3) preliminary design and policy considerations that enable disassembly. Nick Logler, Caroline Pitt, Allison Marie Hishikawa, Jason C. Yip 0001, Batya Friedman |
CHI | 4 |
| 2020 | Opportunities and Challenges in Involving Users in Project-Based HCI EducationabstractUsers are fundamental to HCI. However, little is known about how HCI education introduces students to working with users, particularly those different from themselves. To better understand design students' engagement, reactions, and reflections with users, we investigate a case study of a graduate-level 10-week prototyping studio course that partnered with a children's co-design team. HCI students participated in two co-design sessions with children to design a STEM learning experience for youth. We conducted participant observations, interviews with 14 students, and analyzed final artifacts. Our findings demonstrate the communication challenges and strategies students experienced, how students observed issues of power dynamics, and students' perceived value in engaging with users. We contribute empirical evidence of how HCI students directly interact with target users, principles for reflective HCI pedagogy, and highlight the need for more intentional investigation into HCI educational practice. Wendy Roldan, Allison Marie Hishikawa, Tiffany Ku, Echo Zhang, Jon Froehlich, Jason C. Yip 0001 |
CHI | 3 |
| 2019 | Laughing is Scary, but Farting is Cute: A Conceptual Model of Children's Perspectives of Creepy TechnologiesabstractIn HCI, adult concerns about technologies for children have been studied extensively. However, less is known about what children themselves find concerning in everyday technologies. We examine children's technology-related fears by probing their use of the colloquial term "creepy." To understand children's perceptions of "creepy technologies," we conducted four participatory design sessions with children (ages 7 - 11) to design and evaluate creepy technologies, followed by interviews with the same children. We found that children's fear reactions emphasized physical harm and threats to their relationships (particularly with attachment figures). The creepy signals from technology the children described include: deception, lack of control, mimicry, ominous physical appearance, and unpredictability. Children acknowledged trusted adults will mediate the relationship between creepy technology signals and fear responses. Our work contributes a close examination of what children mean when they say a technology is "creepy." By treating these concerns as principal design considerations, developers can build systems that are more transparent about the risks they produce and more sensitive to the fears they may unintentionally raise. Jason C. Yip 0001, Kiley Sobel, Allison Marie Hishikawa, Alexis Lim, Laura Meng, Romaine Flor Ofiana, Justin Park, Alexis Hiniker |
CHI | 4 |