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Janet Go

dblp:82/7848 · DBLP profile ↗
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11ranked-venue papers
1as first author
0since 2021 · last 2013
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 11 · 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
8 papers
Collaborative and social computing · 44% Games and playful interaction · 15% Learning and educational technologies · 14%

Topics — the 14 heaviest of 18, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing
family communication
0.332011
Hello, is grandma there? let's read! StoryVisit: family video chat and connected e-books · CHI 2011
Making love in the network closet: the benefits and work of family videochat · CSCW 2010
Family story play: reading with young children (and elmo) over a distance · CHI 2010
Collaborative and social computing › family technology
joint media engagement
0.212013
Electric agents: fostering sibling joint media engagement through interactive television and augmented reality · CSCW 2013
Collaborative and social computing › video conferencing
video chat
0.122011
Making love in the network closet: the benefits and work of family videochat · CSCW 2010
Hello, is grandma there? let's read! StoryVisit: family video chat and connected e-books · CHI 2011
Games and playful interaction › social play
family co-play
0.112012
Brothers and sisters at play: exploring game play with siblings · CSCW 2012
Games and playful interaction
game design
0.112012
Brothers and sisters at play: exploring game play with siblings · CSCW 2012
Design research and methods › design ethics
values in design
0.112011
Understanding technology choices and values through social class · CSCW 2011
Learning and educational technologies
literacy learning
0.112010
Family story play: reading with young children (and elmo) over a distance · CHI 2010
Ubiquitous computing and smart environments › mobile computing
mobile services
0.112010
Fear and the city: role of mobile services in harnessing safety and security in urban use contexts · CHI 2010
Immersive interaction
augmented reality
0.012013
Electric agents: fostering sibling joint media engagement through interactive television and augmented reality · CSCW 2013
Collaborative and social computing › family technology
family technology use
0.012011
Understanding technology choices and values through social class · CSCW 2011
Ubiquitous computing and smart environments › domestic technology
domestic technology use
0.012010
Making love in the network closet: the benefits and work of family videochat · CSCW 2010
Personal fabrication and tangible interfaces
tangible interaction
0.012010
Family story play: reading with young children (and elmo) over a distance · CHI 2010
Ubiquitous computing and smart environments
urban computing
0.012010
Fear and the city: role of mobile services in harnessing safety and security in urban use contexts · CHI 2010
Collaborative and social computing › computer-mediated communication › virtual communication
video-mediated communication
0.012010
Making love in the network closet: the benefits and work of family videochat · CSCW 2010

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

interviews · 0.5prototype · 0.2pilot testing · 0.2observational study · 0.1field deployment · 0.1contextual inquiry · 0.1field study · 0.1ethnography · 0.1field trial · 0.1diary study · 0.1
YearPublicationVenuePosition
2013 Electric agents: fostering sibling joint media engagement through interactive television and augmented reality
abstract
Electric Agents is a multi-player game that uses augmented reality on mobile phones to facilitate in-room collaboration and promote joint media engagement around interactive educational television content in the home. Joint media engagement describes 'collaborative' consumption of media and has potential learning benefits. Our research examines whether technology can support joint media engagement, through the use of a series of prototypes that combine handheld augmented reality with web-based video. In pilot testing, sibling play patterns showed evidence of the kind of in-room collaboration and joint media engagement that previous research has shown to facilitate children in making sense of media content.
Rafael Ballagas, Thérèse E. Dugan, Glenda Revelle, Koichi Mori, Maria Sandberg, Janet Go, Emily Reardon, Mirjana Spasojevic
CSCW6
2012 Brothers and sisters at play: exploring game play with siblings
abstract
To effectively design for families, we must understand familial relationships, which exert a significant influence on children's growth, learning, and play. In particular, siblings can be influential play partners and teachers, providing important scaffolding to each other. We report our observations of eight sibling pairs between ages 6 and 10, playing four popular games of different gaming paradigms. We found that certain patterns of sibling behavior persisted through all game sessions, regardless of the play patterns afforded by the different games, and that parents reports were consistent with our observations. We also observed instances where game design seemed to influence sibling play dynamics. We share our insights into considerations for designing for sibling play, including specialized social dynamics, opportunities for scaffolding, and the particular challenges they present.
Janet Go, Rafael Ballagas, Mirjana Spasojevic
CSCW1
2012 Mixing metaphors in mobile remote presence
abstract
Metaphors for making sense of new communication technologies are important for setting user expectations about appropriate use of the technologies. When users do not share a common metaphorical model for using these technologies, interpersonal communication breakdowns can occur. Through a set of three 8-week-long field deployments and one ongoing observation in-house, we conducted contextual inquiries around the uses of a relatively new communication technology, a mobile remote presence (MRP) system. We observed many nonhuman-like metaphors (e.g., orienting toward the system as a robot, an object) and human-like metaphors (e.g., a person, or a person with disabilities). These metaphors influence people's expectations about social norms in using the systems. We found that there is a serious risk of creating interpersonal conflict when the metaphors are mismatched between people (e.g., locals use nonhuman-like metaphors when remote pilots use human-like metaphors). We explore the implications for understanding remote pilots' rights and responsibilities and present design guidelines for MRP systems that support geographically distributed groups.
Leila Takayama, Janet Go
CSCW2
2011 Electric Agents: combining television and mobile phones for an educational game
abstract
Electric Agents is a cross-media game that presents new ways for children to actively engage with television content. In the game Manny, a member of the Pranksters, steals words out of the mouth of Hector, a member of The Electric Company team, and hides them to prevent the story from progressing. Children collaborate through a mobile augmented reality experience to find and collect the missing vocabulary words relevant to the show narrative. The players return the stolen words back to the show by "throwing" the words towards the television using their mobile devices. This blend of a narrative and a game strives to make educational television content more engaging and participatory while fostering collaborative play and use of specific vocabulary words.
Rafael Ballagas, Glenda Revelle, Kyle Buza, Hiroshi Horii, Koichi Mori, Hayes Raffle, Mirjana Spasojevic, Janet Go, Kristin Cook, Emily Reardon, Yun-Ta Tsai, Christopher Paretti
IDC8
2011 Hello, is grandma there? let's read! StoryVisit: family video chat and connected e-books
abstract
StoryVisit allows children and long-distance adults to experience a sense of togetherness by reading children's story books together over a distance. StoryVisit combines video conferencing and connected books: remote grown-up and child readers can see and hear each other, and can also see and control the same e-book. We report on research with 61 families - over 200 users including parents, children and long-distance readers - who used StoryVisit in their homes with a long-distance reader for at least one reading session. In addition, we report qualitative findings regarding nineteen of the families who participated in telephone interviews and four families who were monitored and interviewed by researchers at home. Results show that connected e-book video chat sessions last about five times as long as the typical video chats reported in previous research on families with young children. Moreover, the addition of an animated character increased session lengths by another 50%. StoryVisit usage peaked for families with three year olds, showing that sustained distance interactions with very young children are possible if communication technologies incorporate joint activities that engage children and adults.
Hayes Raffle, Glenda Revelle, Koichi Mori, Rafael Ballagas, Kyle Buza, Hiroshi Horii, Joseph Kaye, Kristin Cook, Natalie Freed, Janet Go, Mirjana Spasojevic
CHI10
2011 Understanding technology choices and values through social class
abstract
This ethnographic study of 22 diverse families in the San Francisco Bay Area provides a holistic account of parents' attitudes about their children's use of technology. We found that parents from different socioeconomic classes have different values and practices around technology use, and that those values and practices reflect structural differences in their everyday lives. Calling attention to class differences in technology use challenges the prevailing practice in human-computer interaction of designing for those similar to oneself, which often privileges middle-class values and practices. By discussing the differences between these two groups and the advantages of researching both, this research highlights the benefits of explicitly engaging with socioeconomic status as a category of analysis in design.
Morgan G. Ames, Janet Go, Joseph Kaye, Mirjana Spasojevic
CSCW2
2010 Video play: playful interactions in video conferencing for long-distance families with young children
abstract
Long-distance families are increasingly staying connected with free video conferencing tools. However research has highlighted a need for shared activities for long-distance family communication. While video technology is reportedly superior to audio-only tools for children under age 7, the tools themselves are not designed to accommodate children's or families' needs. This paper introduces four design explorations of shared play activities over video conferencing that support family togetherness between children and remote adult family members. We build on research in CSCW and child development to create opportunities for silliness and open-ended play between adults and young children. Our goal is to scaffold interaction across distance and generations.
Sean Follmer, Hayes Raffle, Janet Go, Rafael Ballagas, Hiroshi Ishii 0001
IDC3
2010 Fear and the city: role of mobile services in harnessing safety and security in urban use contexts
abstract
This paper describes investigation of a mobile communication system that helps alleviate fear experienced in the urban context. In order to obtain empirically grounded insights for the concept design, urban females in their twenties and thirties and living in Bangalore, New Delhi and San Francisco, were studied. More than 200 females filled in an online survey. Extensive qualitative data for 13 participants were collected through week long diaries, semi-structured interviews, and situated participative enactment of scenarios. Fear-related concerns were voiced both in India and the U.S., suggesting that reducing fear, particularly in a pedestrian context after the onset of darkness, could be a globally applicable need. User research findings into subjective experiences of fear, contexts in which they occur, and behavioral strategies were used to design a mobile service titled ComfortZones. This concept was developed to the level of a high fidelity prototype and tested in a field trial in India. The investigation highlights further opportunities for design, particularly the notion of emphasizing positive and socially successful qualities of cities to communities concerned with their safety and security.
Jan Blom, Divya Viswanathan, Mirjana Spasojevic, Janet Go, Karthik Acharya, Robert Ahonius
CHI4
2010 Family story play: reading with young children (and elmo) over a distance
abstract
We introduce Family Story Play, a system that supports grandparents to read books together with their grandchildren over the Internet. Family Story Play is designed to improve communication across generations and over a distance, and to support parents and grandparents in fostering the literacy development of young children. The interface encourages active child participation in the book reading experience by combining a paper book, a sensor-enhanced frame, video conferencing technology, and video content of a Sesame Street Muppet (Elmo). Results with users indicate that Family Story Play improves child engagement in long-distance communication and increases the quality of interaction between young children and distant grandparents. Additionally, Family Story Play encourages dialogic reading styles that are linked with literacy development. Ultimately, reading with Family Story Play becomes a creative shared activity that suggests a new kind of collaborative story telling.
Hayes Raffle, Rafael Ballagas, Glenda Revelle, Hiroshi Horii, Sean Follmer, Janet Go, Emily Reardon, Koichi Mori, Joseph Kaye, Mirjana Spasojevic
CHI6
2010 Making love in the network closet: the benefits and work of family videochat
abstract
In this paper, we explore the benefits of videochat for families and the corresponding work that home users engage in to make a video call run smoothly. We explore the varieties of social work required, including coordination work, presentation work, behavioral work, and scaffolding work, as well as the technical work necessary. We outline the benefits families enjoy for doing this work and discuss the ways in which families use videochat to reinforce their identity as a family and reinforce their family values, in effect making - as in creating - love. We conclude with recommendations for improving videochat and for designing with family values in mind more generally.
Morgan G. Ames, Janet Go, Joseph Kaye, Mirjana Spasojevic
CSCW2
2009 Family communication: phone conversations with children
abstract
We interviewed and observed families in their homes to understand how they communicate across generations and across distances. The phone is still the most common way for keeping children in touch with distant relatives. However, many children can't talk on the phone by themselves until 7 or 8 years old. This paper examines the challenges children have with phone conversations, and looks at how families are currently working around these issues. These findings can help inform the design of future family communications technologies.
Rafael Ballagas, Joseph Kaye, Morgan G. Ames, Janet Go, Hayes Raffle
IDC4