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Brenna McNally

dblp:87/9598 · DBLP profile ↗
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16ranked-venue papers
5as first author
0since 2021 · last 2020
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 16 · 5 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 · 44% Ubiquitous computing and smart environments · 23% Wearable and physiological sensing · 11%
Databases, data mining, and information retrieval
1 paper
Information retrieval · 100%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Energy systems and smart grids · 100%

Topics — the 6 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing › collaborative design
participatory design with children
0.932018
Co-designing Mobile Online Safety Applications with Children · CHI 2018
Gains from Participatory Design Team Membership as Perceived by Child Alumni and their Parents · CHI 2017
Children's Perspectives on Ethical Issues Surrounding Their Past Involvement on a Participatory Design Team · CHI 2016
Information retrieval
information seeking
0.312017
Internet Search Roles of Adults in their Homes · CHI 2017
Information retrieval
web search
0.312017
Internet Search Roles of Adults in their Homes · CHI 2017
Energy systems and smart grids › building energy
building energy efficiency
0.112019
Thermporal: An Easy-To-Deploy Temporal Thermographic Sensor System to Support Residential Energy Audits · CHI 2019
Ubiquitous computing and smart environments › domestic technology
domestic computing
0.112017
Internet Search Roles of Adults in their Homes · CHI 2017
Learning and educational technologies › medical education
anatomy education
0.112015
BodyVis: A New Approach to Body Learning Through Wearable Sensing and Visualization · CHI 2015

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

interviews · 1.1interview study · 0.8field study · 0.8observation · 0.6survey · 0.5co-design sessions · 0.3participatory design · 0.2e-textile prototyping · 0.2design probe · 0.2classroom study · 0.1
YearPublicationVenuePosition
2020 Giggle gauge: a self-report instrument for evaluating children's engagement with technology
abstract
The Giggle Gauge offers a quick and simple way for researchers to evaluate the engagement of systems designed for children. This self-report metric is based on prior work delineating the components of engagement and was designed to address the limitations of children's cognitive development (e.g., by focusing on simple language and rapid administration). Through a process of iterative design (N = 23, ages 4 -- 10) and co-design (N = 8, ages 7 -- 11), we refined the items of this metric to ensure children's comprehension. A validation study with 26 children, ages 4 -- 7, confirmed the validity and reliability of the Giggle Gauge through the assessment of three properties: known-groups validity, criterion validity, and test-retest reliability. We simultaneously developed a bifurcated response type, intended to reduce the cognitive load of traditional ordinal response, and show through participant quotes that it may decrease the cognitive load of self-report questions for children.
Griffin Dietz, Zachary Pease, Brenna McNally, Elizabeth Foss
IDC3
2019 Stranger Danger!: Social Media App Features Co-designed with Children to Keep Them Safe Online
abstract
Mobile social media applications ("apps"), such as TikTok (previously Musical.ly), have recently surfaced in news media due to harmful incidents involving young children engaging with strangers through these mobile apps. To better understand children's awareness of online stranger danger and explore their visions for technologies that can help them manage related online risks (e.g., sexual solicitations and cyberbullying), we held two participatory design sessions with 12 children (ages 8-11 years old). We found that children desired varying levels of agency, depending on the severity of the risk. In most cases, they wanted help resolving the issue themselves instead of relying on their parents to do it for them. Children also believed that social media apps should take on more responsibility in promoting online safety for children. We discuss the children's desires for agency, privacy, and automated intelligent assistance and provide novel design recommendations inspired by children.
Karla A. Badillo-Urquiola, Diva Smriti, Brenna McNally, Evan Golub, Elizabeth M. Bonsignore, Pamela J. Wisniewski
IDC3
2019 Thermporal: An Easy-To-Deploy Temporal Thermographic Sensor System to Support Residential Energy Audits
abstract
Underperforming, degraded, and missing insulation in US residential buildings is common. Detecting these issues, however, can be difficult. Using thermal cameras during energy audits can aid in locating potential insulation issues, but prior work indicates it is challenging to determine their severity using thermal imagery alone. In this work, we present an easy-to-deploy, temporal thermographic sensor system designed to support residential energy audits through quantitative analysis of building envelope performance. We then offer an evaluation of the system through two studies: (i) a one-week, in-home field study in five homes and (ii) a semi-structured interview study with five professional energy auditors. Our results show our system helps raise awareness, improves homeowners' ability to gauge the severity of issues, and provides opportunities for new interactions between homeowners, building data, and professional auditors.
Matthew Louis Mauriello, Brenna McNally, Jon Froehlich
CHI2
2018 Co-designing online privacy-related games and stories with children
abstract
Children ages 8--12 spend nearly six hours per day with digital content, but they receive little formal instruction related to managing privacy online. In this study, we explore how games and storytelling can inform the development of resources to help children learn about privacy online. We present results from three co-design sessions with a university-based intergenerational design team that included eight children ages 8--11. During these sessions, we reviewed existing privacy resources with children and elicited design ideas for new resources. Our findings yield several recommendations for designers. Specifically, online privacy-focused educational resources should: (1) include relatable elements such as familiar characters and easily understandable storylines, (2) go beyond instructing children through "dos and don'ts" and equip children to make privacy-related decisions, and (3) expose children to a range of privacy consequences, highlighting the positive and negative outcomes that can result from disclosing and managing information online.
Priya Kumar 0001, Jessica Vitak, Marshini Chetty, Tamara L. Clegg, Jonathan Yang, Brenna McNally, Elizabeth M. Bonsignore
IDC6
2018 Co-designing Mobile Online Safety Applications with Children
abstract
Parents use mobile monitoring software to observe and restrict their children's activities in order to minimize the risks associated with Internet-enabled mobile devices. As children are stakeholders in such technologies, recent research has called for their inclusion in its design process. To investigate children's perceptions of parental mobile monitoring technologies and explore their interaction preferences, we held two co-design sessions with 12 children ages 7-12. Children first reviewed and redesigned an existing mobile monitoring application. Next, they designed ways children could use monitoring software when they encounter mobile risks (e.g., cyberbullying, inappropriate content). Results showed that children acknowledged safety needs and accepted certain parental controls. They preferred and designed controls that emphasized restriction over monitoring, taught risk coping, promoted parent-child communication, and automated interactions. Our results benefit designers looking to develop parental mobile monitoring technologies in ways that children will both accept and can actively benefit from.
Brenna McNally, Priya Kumar 0001, Chelsea Hordatt, Matthew Louis Mauriello, Shalmali Naik, Leyla Norooz, Alazandra Shorter, Evan Golub, Allison Druin
CHI1
2018 A large-scale analysis of YouTube videos depicting everyday thermal camera use
abstract
The emergence of low-cost thermographic cameras for mobile devices provides users with new practical and creative prospects. While recent work has investigated how novices use thermal cameras for energy auditing tasks in structured activities, open questions remain about "in the wild" use and the challenges or opportunities therein. To study these issues, we analyzed 1,000 YouTube videos depicting everyday uses of thermal cameras by non-professional, novice users. We coded the videos by content area, identified whether common misconceptions regarding thermography were present, and analyzed questions within the comment threads. To complement this analysis, we conducted an online survey of the YouTube content creators to better understand user behaviors and motivations. Our findings characterize common thermographic use cases, extend discussions surrounding the challenges novices encounter, and have implications for the design of future thermographic systems and tools.
Matthew Louis Mauriello, Brenna McNally, Cody Buntain, Sapna Bagalkotkar, Samuel Kushnir, Jon Froehlich
MobileHCI2
2017 Toward Understanding Children's Perspectives on Using 3D Printing Technologies in their Everyday Lives
abstract
Children are currently using 3D printers in schools, libraries, and maker-oriented spaces. As in-home use of 3D printing becomes more common, children's access to this technology will increase. Research has investigated challenges and educational opportunities around children's use of 3D printers, and has speculated on their desires. So far, little research has investigated how children perceive the opportunities of 3D printing in their everyday lives. This exploratory work presents results from a series of three Cooperative Inquiry design sessions that investigated children's anticipated everyday uses of 3D printing and how 3D printing technologies may need to adapt to meet this envisioned future. We found that children welcomed the idea of 3D printing in their everyday lives, envisioning diverse uses spanning utilitarian needs, promoting social good, encouraging play, and providing rapid interventions. We discuss the implications of these outcomes for future designers of 3D printing and modeling technologies.
Brenna McNally, Leyla Norooz, Alazandra Shorter, Evan Golub
IDC1
2017 Internet Search Roles of Adults in their Homes
abstract
Internet search is one of the major activities that American adults engage in online. Building on studies of youth Internet search roles, this paper investigates adults' online information seeking processes within the home. Through in-home interviews and observations of search task performance with 40 adult participants, we identify and describe characteristics of 9 search roles. By comparing these roles with those of youths, we explain how previously identified roles, such as Power Searcher and Social Searcher, have evolved in adult populations, and how new roles, such as Efficient Searcher and Interest-driven Searcher, have emerged. We also review the challenges and benefits associated with search roles and their potential impacts on search performance. The findings of this study provide a better understanding of how contextual factors influence search roles in relation to ELIS, what can be learned from search roles, and opportunities to support different search roles.
Brenna McNally, Leyla Norooz, Allison Druin
CHI2
2017 Gains from Participatory Design Team Membership as Perceived by Child Alumni and their Parents
abstract
The direct gains children perceive from their membership on Participatory Design (PD) teams are seldom the focus of research studies. Yet, how HCI practitioners choose to include children in PD methods may influence the value participants see in their participation, and thereafter the outcomes of PD processes. To understand what gains former child members of a PD team perceive from their participation we conducted a two-part study. In Study 1 we surveyed and interviewed child alumni of a PD team to determine gains that are perceived first-hand. In Study 2 we obtained a secondary perspective by surveying and interviewing parents of alumni. We report on the perceived gains to former participants that were identified and described in these two studies-including collaboration, communication, design process knowledge, and confidence. We reflect on our findings through discussions of the continued applicability of gains, new opportunities, and implications for PD practitioners and methods.
Brenna McNally, Matthew Louis Mauriello, Mona Leigh Guha, Allison Druin
CHI1
2016 Children's Perspectives on Ethical Issues Surrounding Their Past Involvement on a Participatory Design Team
abstract
Participatory Design (PD) gives users a voice in the design of technologies they are meant to use. When PD methods are adapted for research with children, design teams need to address additional issues of ethical accountability (e.g., adult-child power relations). While researchers have taken measures to ensure ethical accountability in PD research with children, to our knowledge there has been no work examining how former child design partners view ethical issues surrounding their participation. In this work we ask: How do children view ethical issues around their role on Participatory Design teams? We present findings from surveys and interviews with 12 former child design partners. Findings, identified by the former participants themselves, outline: (i) balancing attribution and anonymity, (ii) promoting ongoing consent and dissent, and (iii) cultivating a balanced design partnership. From these findings we recommend practices for researchers and designers of children's technologies that align with participant views.
Brenna McNally, Mona Leigh Guha, Matthew Louis Mauriello, Allison Druin
CHI1
2015 BodyVis: A New Approach to Body Learning Through Wearable Sensing and Visualization
abstract
Internal organs are hidden and untouchable, making it difficult for children to learn their size, position, and function. Traditionally, human anatomy (body form) and physiology (body function) are taught using techniques ranging from worksheets to three-dimensional models. We present a new approach called BodyVis, an e-textile shirt that combines biometric sensing and wearable visualizations to reveal otherwise invisible body parts and functions. We describe our 15-month iterative design process including lessons learned through the development of three prototypes using participatory design and two evaluations of the final prototype: a design probe interview with seven elementary school teachers and three single-session deployments in after-school programs. Our findings have implications for the growing area of wearables and tangibles for learning.
Leyla Norooz, Matthew Louis Mauriello, Anita Jorgensen, Brenna McNally, Jon Froehlich
CHI4
2014 Incorporating peephole interactions into children's second language learning activities on mobile devices
abstract
Physical movement has the potential to enhance learning activities. To investigate how movement can be incorporated into children's mobile language learning, we designed and evaluated two versions of a German vocabulary game called Scenic Words. The first version used movementbased dynamic peephole navigation, which requires physical movement of the arms, while the second version used touchbased static peephole navigation, which only requires standard touchscreen interactions; static peepholes are the status quo interaction technique for navigation, commonly found, for example, in map applications and games. To compare the two types of navigation and to assess children's reactions to dynamic peepholes, we conducted an inhome study with 16 children (ages 89). The children participated in pairs but individually played each version of the game on a mobile device. While results showed that the more familiar static peepholes were the preferred interaction style overall, participants became accustomed to the movementbased dynamic peepholes during the study. Participants noted that the dynamic peephole interaction became easier over time, and that it had some advantages such as for dragginganddropping elements in the game.
Brenna McNally, Mona Leigh Guha, Leyla Norooz, Emily Rhodes, Leah Findlater
IDC1
2014 Interactive and live performance design with children
abstract
Performative Experience Design (PED) is an extension of experience design focusing on the unique timebound encounter between performers and spectators. Technology is purposefully designed to enhance the experience between audience and performers. PED has been studied with adult participants; however, it has not been explored with children. We conducted a Cooperative Inquiry session to explore 1) how children want to interact with live performances; 2) how they seek to change a story in live performances; and 3) a specific technique that might facilitate designing for such interactions. We present our initial findings regarding children's perceptions of what constitutes live performance and the ways in which children want to use technology to interact with, direct, and respond to narrative structures and characters within live performances. We include a discussion of the features of a specific codesign technique for supporting the ideation process of our child designers.
Karen Rust, Elizabeth Foss, Elizabeth M. Bonsignore, Brenna McNally, Chelsea Hordatt, Meethu Malu, Mei Bie, Hubert Kofi Gumbs
IDC4
2013 Children initiating and leading cooperative inquiry sessions
abstract
Cooperative Inquiry is a Participatory Design method that involves children (typically 7--11 years old) as full partners with adults in the design of technologies intended for use by children. For many years, child designers have worked together with adults in Cooperative Inquiry approaches. However, in the past children have not typically initiated the design problems tackled by the intergenerational team, nor have they acted in leadership roles by conducting design sessions-- until now. In this paper, we detail three case studies of Cooperative Inquiry in which children led the process of design, from initial problem formulation through one iteration of design review and elaboration. We frame our analysis from three perspectives on the design process: behaviors exhibited by child leaders and their fellow co-designers; supports required for child leaders; and views expressed by child leaders and their co-design cohort about the sessions that they led.
Jason C. Yip 0001, Elizabeth Foss, Elizabeth M. Bonsignore, Mona Leigh Guha, Leyla Norooz, Emily Rhodes, Brenna McNally, Panagis Papadatos, Evan Golub, Allison Druin
IDC7
2012 How students find, evaluate and utilize peer-collected annotated multimedia data in science inquiry with zydeco
abstract
Scientific inquiry can be more authentic and meaningful to students when using personal and peer-collected data. The challenges of organizing and evaluating a potentially large amount of data can be overcome through the use of annotations (title, tags, and audio notes). We created Zydeco, a multi-component system that students use to collect annotated multimedia data from a museum (using a smartphone app), and then create a scientific explanation with their personal and peers' data (using a tablet app). We ran a classroom study with 54 students (ages 11-13) investigating how students searched for, evaluated, and used annotated data to construct a scientific explanation. We found that tags supported data interpretation, while title searching and panning through the unfiltered data set supported finding and using data.
Alex Kuhn, Brenna McNally, Shannon Schmoll, Clara Cahill, Wan-Tzu Lo, Chris Quintana, Ibrahim Delen
CHI2
2011 Mobile learning in museums: how mobile supports for learning influence student behavior
abstract
Nomadic scientific inquiry -- technology-supported authentic inquiry done on-the-go, across settings -- has the potential to engage students in learning new concepts and practicing essential science skills. We developed the Zydeco system to support nomadic inquiry in part through enabling the collection and annotation of multimodal data (photographs and audio notes). The system was designed to bridge school and museum contexts through project-based science inquiry. In this study, we explore how Zydeco influences student behavior and sensemaking in the museum. We compared the behaviors of middle-school students who used either Zydeco or paper worksheets to perform inquiry in a museum, and found that, while both the worksheets and the system engendered heads-down behavior, the Zydeco system increased active sociocultural engagement.
Clara Cahill, Alex Kuhn, Shannon Schmoll, Wan-Tzu Lo, Brenna McNally, Chris Quintana
IDC5