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Nicholas Persa

dblp:338/5775 · DBLP profile ↗
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1ranked-venue papers
1as first author
1since 2021 · last 2022
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 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
1 paper
Health and well-being technologies · 77% Wearable and physiological sensing · 23%

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

TopicWeightPapersLastEvidence papers
Health and well-being technologies
self-regulation support
0.612022
Enhancing Youth Self-Regulation Through Wearable Apps: Increasing Usage Through Participatory Design in Low Income Youth · ACM Trans. Comput. Hum. Interact. 2022
Wearable and physiological sensing › smart wearable
smartwatch applications
0.212022
Enhancing Youth Self-Regulation Through Wearable Apps: Increasing Usage Through Participatory Design in Low Income Youth · ACM Trans. Comput. Hum. Interact. 2022

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

user study · 0.6participatory design · 0.6field deployment · 0.6
YearPublicationVenuePosition
2022 Enhancing Youth Self-Regulation Through Wearable Apps: Increasing Usage Through Participatory Design in Low Income Youth
abstract
Managing attention, progressing towards goals, and monitoring behaviors are elements of self-regulation (SR). SR applications based on contemplative practices such as breath counting have demonstrated gains in field studies but have failed to engage youth without coercion. Prior research generated behavioral and neurological changes, but was disliked by youth. This three-part study includes a participatory design workshop, application redesign, and subsequent field deployment to understand how wearable devices can support self-regulation. Twenty-seven youth designed activities that revealed interest in and models of self-regulation that became part of a smartwatch app. Researchers revisited and redesign the application based on youth feedback, and then released the redesigned application (some of whom participated in workshops, some of whom did not). Redesigning the application to be responsive to youth needs resulted in higher levels of satisfaction than previously observed. Youth also used this application more often and reported higher use. Three design tensions persisted: (1) Breath counting applications as attention grabbing vs. attention cultivating and (2) breath counting activities as a relaxation activity vs. a mental workout, and (3) exposing youth to meditation and breath counting as a strategy for developing healthy minds vs. an institutionalized or compulsory required action. Activity occupied positions along these continua, which creates associated challenges for researchers. A fruitful design space exists for researchers to integrate attention focusing into activities that youth value, which can include stress reduction or mindfulness training, but also could be simply to improve their academic work.
Nicholas Persa, Craig G. Anderson, Richard Martinez, Max Collins, Maria J. Anderson-Coto, Kurt Squire
ACM Trans. Comput. Hum. Interact.1