- Indiana University, School of Informatics and Computing, Faculty Memberadd
- Human Computer Interaction, Health Informatics, Social Computing, Computer Supported Cooperative Work (CSCW), Ubiquitous Computing, Human Computation, and 7 moreCommunity Informatics, Creativity, Data Science, Data Visualization, Interspecies Computing, Deliberative Democracy, and Sport and Event Tourismedit
- Ph.D. in Information and Computer Science at University of California, Irvine, 2011 M.S. in Information Networking at... morePh.D. in Information and Computer Science at University of California, Irvine, 2011
M.S. in Information Networking at Carnegie Mellon University, 2005
B.S. in Computer Science and Engineering at University of California, Los Angeles, 2003edit
To assess the feasibility and acceptability of using BACtrack Skyn wearable alcohol monitors in a college student population. Method: In September 2019, we enrolled n=5 Indiana University undergraduate students in a study to wear alcohol... more
To assess the feasibility and acceptability of using BACtrack Skyn wearable alcohol monitors in a college student population. Method: In September 2019, we enrolled n=5 Indiana University undergraduate students in a study to wear alcohol monitor wristbands continuously over a 5-day period. Concurrently, participants completed daily surveys querying details about their alcohol use in the previous 24 hours. We measured acceptability at endline with the Acceptability of Intervention Measure (AIM) scale (min=1, max=5). We measured feasibility with process measures: 1) amount of alcohol monitor data produced, and 2) correlation between drinking events identified by the alcohol monitors and drinking events reported by participants. Result: Participants reported high acceptability of the wearable alcohol monitors with a mean AIM score of 4.3 (range: 3.3 to 5.0). Feasibility of monitor use was high: A total of 589 hours of alcohol use data was collected. All participants were able to successfully use the alcohol monitors, producing a total of 24 out of 25 possible days of alcohol monitoring data. Participants reported a total of 15 drinking events during follow-up and we detected 12 drinking events with the alcohol monitors. The self-reported drinking event start times were highly correlated with the monitor detected event start time (Spearman's ρ=0.9, p<0.0001). The self-reported number of drinks during a drinking event was correlated with the area under the curve of each drinking event peak (Pearson's r=0.7, p=0.008). Conclusion: Wearable alcohol monitors are a promising data collection tool for more objective real-time measures of alcohol use in college student populations.
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Environmental enrichment is adding complexity to an environment that has a positive impact on a captive animal as a necessity of care. Computing technology is being rapidly weaved throughout the space in both enrichment devices as well as... more
Environmental enrichment is adding complexity to an environment that has a positive impact on a captive animal as a necessity of care. Computing technology is being rapidly weaved throughout the space in both enrichment devices as well as evaluating enrichment outcomes. In this article, we present a scoping review of 102 captive animal enrichment studies and propose a contextual lens for exploring current practices. We discuss the importance of directed growth in species inclusion, transitioning beyond anthro-centric designs, and utilizing shared methodologies.
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Virtual reality (VR) has seen increased use for training and instruction. Designers can enable VR users to gain insights into their own performance by visualizing telemetry data from their actions in VR. Our ability to detect patterns and... more
Virtual reality (VR) has seen increased use for training and instruction. Designers can enable VR users to gain insights into their own performance by visualizing telemetry data from their actions in VR. Our ability to detect patterns and trends visually suggests the use of data visualization as a tool for users to identify strategies for improved performance. Typical tasks in VR training scenarios are manipulation of 3D objects (e.g., for learning how to maintain a jet engine) and navigation (e.g., to learn the geography of a building or landscape before traveling on-site). In this paper, we present the results of the RUI VR (84 subjects) and Luddy VR studies (68 subjects), where participants were divided into experiment and control cohorts. All subjects performed a series of tasks: 44 cube-matching tasks in RUI VR, and 48 navigation tasks through a virtual building in Luddy VR (all divided into two sets). All Luddy VR subjects used VR gear. RUI VR subjects were divided across three setups: 2D Desktop (with laptop and mouse), VR Tabletop (in VR, sitting at a table), and VR Standup (in VR, standing). In an intervention called "Reflective phase," the experiment cohorts were presented with data visualizations, designed with the Data Visualization Literacy Framework (DVL-FW), of the data they generated during the first set of tasks before continuing to the second part of the study. For Luddy VR, we found that experiment users had significantly faster completion times in their second trial (p 0.014) while scoring higher in a mid-questionnaire about the virtual building (p 0.009). For RUI VR, we found no significant differences for completion time and accuracy between the two cohorts in the VR setups. however, 2D Desktop subjects in the experiment cohort had significantly higher rotation accuracy as well as satisfaction (p rotation 0.031, p satisfaction 0.040). We conclude with suggestions for adjustments to the Reflective phase to boost user performance before generalizing our findings to performance improvement in VR with data visualizations.
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A virtual reality (VR) controller plays a key role in supporting interactions between users and the virtual environment. This paper investigates the relationship between the user experience and VR control device modality. We developed a... more
A virtual reality (VR) controller plays a key role in supporting interactions between users and the virtual environment. This paper investigates the relationship between the user experience and VR control device modality. We developed a VR firefighting training system integrated with four control devices adapted from real firefighting tools. We iteratively improved the controllers and VR system through a pilot study with six participants and conducted a user study with 30 participants to assess two salient human factor constructs—perceived presence and cognitive load—with three device modality conditions (two standard VR controllers, four real tools, and a hybrid of one real tool and one standard VR controller). We found that having more realistic devices that simulate real tools does not necessarily guarantee a higher level of user experience, highlighting a strategic approach to the development and utilization of VR control devices. Our study gives empirical insights on establishing appropriate combinations of VR control device modality in the context of field-based VR simulation and training.
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Working with organs and extracted tissue blocks is an essential task in many medical surgery and anatomy environments. In order to prepare specimens from human donors for further analysis, wet-bench workers must properly dissect human... more
Working with organs and extracted tissue blocks is an essential task in many medical surgery and anatomy environments. In order to prepare specimens from human donors for further analysis, wet-bench workers must properly dissect human tissue and collect metadata for downstream analysis, including information about the spatial origin of tissue. The Registration User Interface (RUI) was developed to allow stakeholders in the Human Biomolecular Atlas Program (HuBMAP) to register tissue blocks-i.e., to record the size, position, and orientation of human tissue data with regard to reference organs. The RUI has been used by tissue mapping centers across the HuBMAP consortium to register a total of 45 kidney, spleen, and colon tissue blocks, with planned support for 17 organs in the near future. In this paper, we compare three setups for registering one 3D tissue block object to another 3D reference organ (target) object. The first setup is a 2D Desktop implementation featuring a traditional screen, mouse, and keyboard interface. The remaining setups are both virtual reality (VR) versions of the RUI: VR Tabletop, where users sit at a physical desk which is replicated in virtual space; VR Standup, where users stand upright while performing their tasks. All three setups were implemented using the Unity game engine. We then ran a user study for these three setups involving 42 human subjects completing 14 increasingly difficult and then 30 identical tasks in sequence and reporting position accuracy, rotation accuracy, completion time, and satisfaction. All study materials were made available in support of future study replication, alongside videos documenting our setups. We found that while VR Tabletop and VR Standup users are about three times as fast and about a third more accurate in terms of rotation than 2D Desktop users (for the sequence of 30 identical tasks), there are no significant differences between the three setups for position accuracy when normalized by the height of the virtual kidney across setups. When extrapolating from the 2D Desktop setup with a 113-mm-tall kidney, the absolute performance values for the 2D Desktop version (22.6 seconds per task, 5.88 degrees rotation, and 1.32 mm position accuracy after 8.3 tasks in the series of 30 identical tasks) confirm that the 2D Desktop interface is well-suited for allowing users in HuBMAP to register tissue blocks at a speed
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Music therapists provide critical, evidence-based care to a diverse range of clients. However, despite their active role in empowering individuals affected by disability, stigma, grief, and trauma, music therapists remain understudied by... more
Music therapists provide critical, evidence-based care to a diverse range of clients. However, despite their active role in empowering individuals affected by disability, stigma, grief, and trauma, music therapists remain understudied by the HCI community. We present the results of a mixed methods study of 10 interviewees and 20 survey respondents in the U.S., all of whom are practicing music therapists. Our results show that music therapists engage in technology-aided practices such as making personalized connections with clients, assisting in identity formation, encouraging musicking (music-making), and preserving legacies. Results also show that music therapists face key challenges such as environmental, societal, and financial constraints, including high workload, lack of awareness of the value of music therapy among the general community, and limited access to secure technologies for remote client care. In light of these challenges, we present a set of design implications for creating future technologies for music therapists. This work diverges from previous studies on music therapy technologies, which focus largely on interventions with music therapy clients, by highlighting the often-neglected perspectives from music therapists.
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Preadolescence substance exposure, which increases the risk of regular substance use, has been a public health concern. Although studies found that impulsivity is a predisposing factor of early substance exposure, the pathways through... more
Preadolescence substance exposure, which increases the risk of regular substance use, has been a public health concern. Although studies found that impulsivity is a predisposing factor of early substance exposure, the pathways through which impulsivity is associated with early substance exposure remain unclear. This study examined how family conflict mediates this association among U.S. preteens as family environment plays an essential role in pre-adolescent development. Methods: Respondents (N = 11,800, 9-10 years old) from the Adolescent Brain Cognitive Development (ABCD) Study Release 2.01 (July 2019) were included in this study. Generalized structural equation modeling was performed to investigate the mediation effects of family conflict on the associations between childhood impul-sivity and early exposure to alcohol and tobacco use, controlling for covariates based on the Problem Behavior Theory. Results: Pre-adolescents with high impulsivity levels (≥90 th percentile) were more likely to report early alcohol and tobacco exposure (total effect: ORs = 1.49 and 1.70, respectively), where 4.13% and 12.41% of the associations , respectively, were meditated by family conflict (indirect effect: ORs = 1.02 and 1.07; Sobel test ps = 0.022 and 0.005, respectively). Conclusions: Family conflict mediates the associations between childhood impulsivity and early substance exposure among preteens, with higher impulsivity leading to more severe family conflicts that are, in turn, associated with a higher likelihood of early substance exposure. To prevent preteens with high impulsivity level from early use of substances, interventions may focus on reducing family conflicts such as parenting counseling that guides parents to strengthen conflict-resolution skills and create a stable home environment for preteens.
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Primary symptoms of adults with autism spectrum disorder (ASD), such as pervasive social deficits in social interaction and communication, cause adults with ASD to adopt a sedentary lifestyle. Meanwhile, gamified and behavioral... more
Primary symptoms of adults with autism spectrum disorder (ASD), such as pervasive social deficits in social interaction and communication, cause adults with ASD to adopt a sedentary lifestyle. Meanwhile, gamified and behavioral theory-based interventions have been shown to improve physical activity in a fun and unobtrusive way. In this paper, we describe the iterative design inquiry process of PuzzleWalk, a gamified, physical activity-promoting mobile app designed for adults with ASD. We report the design rationales and lessons learned across four user-centered design phases with ASD experts and adults with ASD, including user requirement gathering, iterative participatory design, usability evaluation, and field deployment. The design insights generated from this work could inform future research focusing on designing sociotechnical systems, games, and interventions for people with ASD.
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This resource was created to support researchers who might be newly conducting crisis informatics research in light of the pandemic of 2020. It also might support creation of new course syllabi on related topics. It has been produced by... more
This resource was created to support researchers who might be newly conducting crisis informatics research in light of the pandemic of 2020. It also might support creation of new course syllabi on related topics. It has been produced by members of the crisis informatics research community in May 2020 to consolidate and organize the literature on informatics of disaster mitigation, warning, response, and recovery. This guided bibliography is a living resource, and will continue to be updated.
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Previous research shows that fewer female players participate in competitive games than male players. However, it has been reported that there are more female than male players in King of Glory (KoG), one of the most popular multiplayer... more
Previous research shows that fewer female players participate in competitive games than male players. However, it has been reported that there are more female than male players in King of Glory (KoG), one of the most popular multiplayer online battle arena (MOBA) games on the mobile platform in China. This study aims to investigate how KoG captures the interest of female players at a higher level than other games. We compared the game design of KoG with League of Legends (LoL), one of the most popular MOBA games on the PC platform. We followed up with a semi-structured interview study with 20 participants about their gameplay experiences on the two different platforms. Our analysis indicates that mobility, sociability, and lower barrier to entry are the main factors that drove female players to participate in KoG.
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Advancements in personal data collection and visualization – commonly referred to as the quantified self (QS) movement – allow individuals to self-track health and other attributes. We extend quantified self (QS) concepts to the... more
Advancements in personal data collection and visualization – commonly referred to as the quantified self (QS) movement – allow individuals to self-track health and other attributes. We extend quantified self (QS) concepts to the quantified other (QO) to explore how the use of technology, collection of data on one's pet dog, and personal visualization affect pet owners' understandings of, and relationships with, their pets. We introduce the term Human–pet–computer interaction (HPCI) as the study of how technology can be designed and used to advance human–pet companionships. As an example, we describe CompanionViz, a personal information visualization prototype designed to inform pet owners on their dogs' caloric inputs/outputs, as well as exercise and movement habits. We present a user study of CompanionViz featuring a twelve-participant survey and one field study, consisting of three unique use cases, and show that by providing pet owners with quantifiable awareness of their dogs' health and exercise habits using personal visual representations, pet owner–dog bonds can benefit.
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Learning can be engaged by dialectic, that is, by identifying pros and cons that inhere in propositions, and more generally, by raising questions about the validity of claims. We report here on a classroom case study of dialectical... more
Learning can be engaged by dialectic, that is, by identifying pros and cons that inhere in propositions, and more generally, by raising questions about the validity of claims. We report here on a classroom case study of dialectical constructivist pedagogy: Students created dialectical analyses of two lectures and four books as core activities in a freshman seminar ''Information, People and Technology''. We adapted the functionality of Piazza, a free wiki-style question–answer course management infrastructure, and Toulmin argumentation structures to organize and facilitate these dialectical learning activities. In this paper, we motivate this approach, describe our implementation of it, and present interaction log data and content analysis of Piazza debates, and analysis of student self-reflections on learning activity and consequences, to assess issues in this approach, and directions for further instructional design and research.
Research Interests: Constructivism, Critical Thinking, Argumentation, Social Constructivism, Social Constructionism/ Constructivism, and 9 moreArgumentation Theory, Constructivism (Education), Argumentation Theory and Critical Thinking, Scaffolding, Questions and Answers, Scaffolds, Online Forums, Dialectical Logic, and Online Student Forums
Social media has been widely adopted for assisting the efforts in emergency response and recovery, but it has been underutilized for emergency planning purposes. Emergency planning in a local community context must leverage accessible and... more
Social media has been widely adopted for assisting the efforts in emergency response and recovery, but it has been underutilized for emergency planning purposes. Emergency planning in a local community context must leverage accessible and free resources such as social media, because it is largely a volunteer enterprise. We describe our fieldwork with local annual festival emergency planning teams that led to the design of Community Incident Report (CIR). CIR is a novel emergency planning system that externalizes community knowledge on persisting issues and common mitigation strategies by integrating police reports, local crisis information, and social multimedia content to foster citizens' awareness of local emergency information and to assist emergency planners in planning for recurring and cyclical events. We provide a use case analysis of CIR and its evaluation with 20 local residents, and discuss how it could be extended to inform emergency planning for other community event...
Research Interests: Community Informatics, Crisis communication and management, Crisis Management, Crisis Communication, Social Media, and 8 moreEmergency Management, Crowdsourcing, Citizen Science, Emergency planning and management, Crisis Informatics, Community Information Services, Risk and crisis management, and Emergency Planning
One trajectory for community informatics is sociotechnical innovation: integrated innovations in the information and technology infrastructures of communities that enable innovation in communities themselves as social systems. We describe... more
One trajectory for community informatics is sociotechnical innovation: integrated innovations in the information and technology infrastructures of communities that enable innovation in communities themselves as social systems. We describe community informatics research emphasizing technology affordances of mobility and hyperlocality, aggregation and suprathresholding, information analytics, local digital currencies, reputation management systems, and crowd-based coordination. We present an envisionment scenario for a community innovation infrastructure incorporating and leveraging these technologies.
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Timebanking refers to community-based volunteering in which participants provide and receive services in exchange for time credits. Although timebanking takes advantage of web technologies, the lack of flexibility in managing web-based... more
Timebanking refers to community-based volunteering in which participants provide and receive services in exchange for time credits. Although timebanking takes advantage of web technologies, the lack of flexibility in managing web-based timebanking transactions and the difficulty of attracting younger adults whose contributions would be highly valuable to the community still remain as major challenges. Our design research attempts to address these issues by leveraging the unique affordances of smartphones and their attractiveness to young adults. In this paper, we introduce a timebanking smartphone application and present a 5-week user study with 32 young adults. The results highlight the potential of timebanking for young population with an application that facilitates access to communications and transaction-management activities, and strengthens social connection and the sense of community attachment. We in particular present new affordances of smartphone technology on timebanking, including (1) transaction time reduction, (2) location and time-sensitive timebanking activity support, and (3) real-time coordination. We discuss design challenges and opportunities of smartphone-based timebanking.
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Open source projects leverage a large number of people to review products and improve code quality. Differences among participants are inevitable and important to this collaborative review process—participants with different expertise,... more
Open source projects leverage a large number of people to review products and improve code quality. Differences among participants are inevitable and important to this collaborative review process—participants with different expertise, experience, resources, and values approach the problems differently, increasing the likelihood of finding more bugs and fixing the particularly difficult ones. To understand the impacts of member differences on the open source software peer review process, we examined bug reports of Mozilla Firefox. These analyses show that these various types of differences increase workload as well as frustration and conflicts. However, they facilitate situated learning, problem characterization, design review, and boundary spanning. We discuss implications for work performance and community engagement, and suggest several ways to leverage member differences in the open source software peer review process.
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Being aware of local community information is critical to maintaining civic engagement and participation. The use of online news and microblog content to create and disseminate community information has long been studied. However,... more
Being aware of local community information is critical to maintaining civic engagement and participation. The use of online news and microblog content to create and disseminate community information has long been studied. However, interactions in the online spaces dedicated to local communities tend to only garner very limited usage, and people often do not consider microblog content as a meaningful source of local community information. Local News Chatter (LNC) was designed to address these challenges by augmenting local news feeds with microblog content and presenting them in a tag cloud that displays news topics of varying popularity with different tag sizes. Our study with 30 local residents highlights that LNC increases the visibility of hyperlocal community news information and successfully utilizes microblog as an additional information layer. LNC also increases one's community awareness and shows the potential for leveraging community knowledge as a deliberation platform...
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Epilepsy is a common chronic neurological disease. People with epilepsy (PWE) and their caregivers face several challenges related to their epilepsy management, including quality of care, care coordination, side efects, and stigma... more
Epilepsy is a common chronic neurological disease. People with epilepsy (PWE) and their caregivers face several challenges related to their epilepsy management, including quality of care, care coordination, side efects, and stigma management. The sociotechnical issues of the information management contexts and challenges for epilepsy care may be mitigated through efective information management. We conducted 4 focus groups with 5 PWE and 7 caregivers to explore how they manage epilepsy-related information and the challenges they encountered. Primary issues include challenges of fnding the right information, complexities of tracking and monitoring data, and limited information sharing. We provide a framework that encompasses three attributes-individual epilepsy symptoms and health conditions, information complexity, and circumstantial constraints. We suggest future design implications to mitigate these challenges and improve epilepsy information management and care coordination.
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With aerial systems becoming more accessible, animal-drone interaction opportunities for improving wellness are expanding. Payload drones may provide new ways to encourage space utilization in zoo contexts, as well as minimize human... more
With aerial systems becoming more accessible, animal-drone interaction opportunities for improving wellness are expanding. Payload drones may provide new ways to encourage space utilization in zoo contexts, as well as minimize human interaction in wildlife rehabilitation. In this paper, we outline the technical details of an early aerial system prototype that uses computer vision navigation for target destinations via an Android app. We also propose a payload system evaluation for testing the efficacy and accuracy of future systems and recommend customizing animal-centric evaluations. Lastly, we discuss challenges for deploying payload systems in animal contexts including drone safety and context specific design considerations.
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The rise of ridesharing platforms has transformed traditional transportation, making it more accessible for getting to work and accessing grocery stores and healthcare providers, which are essential to physical and mental well-being.... more
The rise of ridesharing platforms has transformed traditional transportation, making it more accessible for getting to work and accessing grocery stores and healthcare providers, which are essential to physical and mental well-being. However, such technologies are not available everywhere. Additionally, there is a scarcity of HCI work that investigates how vulnerable populations such as rural-dwelling people with HIV face and overcome transportation barriers. To extend past research, we conducted 31 surveys and 18 interviews with people living with HIV (22 surveys, 14 interviews) and their case coordinators (9 surveys, 4 interviews) in rural areas. Contrary to past research, we found that the use of alternative vehicles, extensive support networks, and nonprofit health organizations facilitated transportation. However, distance, the lack of trust and infrastructure, stigma, and other cultural underpinnings made popular forms of urban transportation unappealing. We contextualize our findings with prior research and contribute implications for future research and design. CCS CONCEPTS • Human-centered computing~Collaborative and social computing~Empirical studies in collaborative and social computing. Additional
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Recent research on creativity support tools (CST) adopts artificial intelligence (AI) that leverages big data and computational capabilities to facilitate creative work. Our work aims to articulate the role of AI in supporting creativity... more
Recent research on creativity support tools (CST) adopts artificial intelligence (AI) that leverages big data and computational capabilities to facilitate creative work. Our work aims to articulate the role of AI in supporting creativity with a case study of an AI-based CST tool in fashion design based on theoretical groundings. We developed AI models by externalizing three cognitive operations (extending, constraining, and blending) that are associated with divergent and convergent thinking. We present FashionQ, an AI-based CST that has three interactive visualization tools (StyleQ, TrendQ, and MergeQ). Through interviews and a user study with 20 fashion design professionals (10 participants for the interviews and 10 for the user study), we demonstrate the effectiveness of FashionQ on facilitating divergent and convergent thinking and identify opportunities and challenges of incorporating AI in the ideation process. Our findings highlight the role and use of AI in each cognitive operation based on professionals' expertise and suggest future implications of AI-based CST development.
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Controller-based Treadmill-based Model-based Figure 1: Three conditions of movement applied in the user study. We proposed a model designed to detect backward movement. ABSTRACT Movement is one of the key elements in virtual reality (VR)... more
Controller-based Treadmill-based Model-based Figure 1: Three conditions of movement applied in the user study. We proposed a model designed to detect backward movement. ABSTRACT Movement is one of the key elements in virtual reality (VR) and significantly influences user experience. In particular, walking-in-place is a method of supporting movement in a limited space, and many studies are being conducted on its effective support. However, most studies have focused on forward movement despite many situations in which backward movement is needed. In this paper, we present the development of a prediction model for forward/backward movement while considering a user's orientation and the verification of the model's effectiveness. We built a deep learning-based model by collecting sensor data on the movement of the user's head, waist, and feet. We developed three realistic VR scenarios that involve backward movement, set three conditions (controller-based, treadmill-based, and model-based) for movement, and evaluated user experience in each condition through a study of 36 participants. As a result, the model-based condition showed the highest sensory sensitivity, effectiveness, and satisfaction and similar cognitive burden compared with the other two conditions. The results of our study demonstrated that movement support through modeling is possible, suggesting its potential for use in many VR applications.
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Respite care can provide a chance for family caregivers to take a temporary and flexible break from their long-term caregiving work. Despite its beneficial aspects and value, there is little research on how technology might mitigate... more
Respite care can provide a chance for family caregivers to take a temporary and flexible break from their long-term caregiving work. Despite its beneficial aspects and value, there is little research on how technology might mitigate barriers to using respite care. The purpose of this paper is to understand the current practices and challenges that people face within the ecosystem of respite care work in the context of in-home care. Based on an in-depth interview study of 18 primary family caregivers, respite family caregivers, and respite professional caregivers, we identified different relationships, phases, and needs of each stakeholder and issues of trust and information sharing that need improvement. We discuss design considerations on how future information and communication technologies (ICTs) could mitigate the barriers identified in this work.
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Outdoor enrichment has a variety of potential uses for increasing physical activity and strengthening companion animal bonds. In this pilot protocol, we aim to explore a species-centric evaluation of drone flying patterns and distances... more
Outdoor enrichment has a variety of potential uses for increasing physical activity and strengthening companion animal bonds. In this pilot protocol, we aim to explore a species-centric evaluation of drone flying patterns and distances for enrichment purposes. This includes presenting participants with introductory and training phases to encourage positive familiarization before evaluating flight patterns, with the ability to walk away at any time. Sessions will be repeated within participants to explore any novelty or familiarization effects, as well as collect guardian perceptions of impact. From this pilot, we aim to explore our evaluation methods, characterize pet guardian perspectives, and narrow preferred movement patterns and distances for a future deploy.
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Animal enrichment in zoos is evolving faster than ever, with more technical approaches being found across disciplines, particularly in Animal-Computer Interaction (ACI). Captive orangutans are a unique population that are commonly... more
Animal enrichment in zoos is evolving faster than ever, with more technical approaches being found across disciplines, particularly in Animal-Computer Interaction (ACI). Captive orangutans are a unique population that are commonly im-pacted by health concerns that may be alleviated through increased physical activity. In this study protocol, we aim to examine the potential for a drone delivery system to distribute food to encourage natural foraging behaviors while minimizing animal care staff burden. We discuss conducting a survey with animal care staff and the general public to look at zoo perceptions, use case feedback, and perceptions of technology in enrichment. We also outline conducting observations of a specific population of captive orangutans to establish a baseline for a future system deployment, as well as compare to their wild counterparts.
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Care and support of discordant chronic comorbidities (DCCs) are challenges not only for patients but also for their healthcare providers. DCCs are health conditions in which patients have multiple, often unrelated, chronic illnesses that... more
Care and support of discordant chronic comorbidities (DCCs) are challenges not only for patients but also for their healthcare providers. DCCs are health conditions in which patients have multiple, often unrelated, chronic illnesses that may need to be addressed concurrently but may also be associated with conflicting treatment instructions. Previous studies show that patients with DCCs reported multiple challenges. Here, we conducted interviews (N = 8) and focus groups (N = 7) with healthcare providers to obtain providers' perspectives. We compare the challenges and views reported by patients and healthcare providers. We suggest design guidelines and technology-mediated ways to address convergent and divergent issues between patients and providers. We recommend future exploration of strategies to simplify and better understand how treatment choices for one condition may impact another and how that exacerbates DCCs care costs. CCS CONCEPTS • Health care information systems → Health informatics; KEYWORDS Discordant chronic comorbidity; provider perspective; patient perspective , decision making and prioritization; collaboration; design strategy; treatment plans ACM Reference Format:
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Wildlife rehabilitation involves caring for sick, injured, and orphaned non-domesticated native animals to re-release into the wild. While rehabilitators face similar hurdles as animal shelters such as limited funding and technology... more
Wildlife rehabilitation involves caring for sick, injured, and orphaned non-domesticated native animals to re-release into the wild. While rehabilitators face similar hurdles as animal shelters such as limited funding and technology challenges, wildlife rehabilitation requires minimal human contact to ensure a successful reintroduction to the wild. However, the animals cared for require frequent monitoring and tending for health concerns. In this paper we document our process and design considerations for a smart habitat unique for the American opossum, a common intake at a local rehabilitation center, to limit human interaction while monitoring animal health. Our process includes interviews with volunteers and participatory observation, resulting in specifications of future design work for the American opossum.
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Analysis of social support in online forums for people living with HIV has been relying, for the most part, on self-report instrumentation and manual coding of data. Our study applies a fully automated data analysis method based on... more
Analysis of social support in online forums for people living with HIV has been relying, for the most part, on self-report instrumentation and manual coding of data. Our study applies a fully automated data analysis method based on clustering and network embedding of the largest online support forum (POZ forum)for people living with HIV. Results show that there are three sub communities of members within the forum differing in terms of member engagement, topics discussed, and types of support exchanged. This paper analyses the similarities and differences among these communities as a way to identify members that comprise each community and how they exchange support. The result can be generalized to show current situation of HIV discussion online and how social supports change in different group of people related to HIV. Therefore, better social support plans can be applied to help HIV patients relief their pain.
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Animal shelter and rescue facilities in the United States provide a vital service to over 6 million animals in dire need each year. Unfortunately, these facilities are running on limited resources and will need to adjust to accommodate... more
Animal shelter and rescue facilities in the United States provide a vital service to over 6 million animals in dire need each year. Unfortunately, these facilities are running on limited resources and will need to adjust to accommodate the number of growing homeless animals in the coming years. We conducted semi-structured interviews with 18 individuals from different parts of the adoption process ranging from adopters to shelter administrators to gain insight into areas of improvement as well as to understand the current needs of these facilities. We found that volunteer and shelter management , awareness and communication of shelter needs, and fundraising and facilitating adoption were the prominent areas that need attention. From this, we discuss implications for design of future technological solutions that could address these needs.
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This paper presents Capsule, a design prototype using augmented reality to encourage students to learn the cultural heritage on campus. Based on a pilot study with prospective and current students, Capsule not only provides students the... more
This paper presents Capsule, a design prototype using augmented reality to encourage students to learn the cultural heritage on campus. Based on a pilot study with prospective and current students, Capsule not only provides students the cultural histories of campus but strengthens the connection between students and heritage by adding features of improving the interaction between students and the heritage. The performance of the prototype was evaluated in a user study with 10 students, which provides design implications for future cultural heritage.
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Wars are often described and discussed from a single point of view. Vietnam War Stories: Stories from All Sides is an interactive digital storytelling platform that incorporated video interviews recorded from over 150 Vietnam War veterans... more
Wars are often described and discussed from a single point of view. Vietnam War Stories: Stories from All Sides is an interactive digital storytelling platform that incorporated video interviews recorded from over 150 Vietnam War veterans and survivors from all sides, including U.S., North Vietnam, South Vietnam, Europe, and Asia on a historically accurate map. This project utilizes the perspectives of network science to integrate digital historical multimedia artifacts into a coherent network of linked resources that can then be visualized and represented in an interactive prototype. This allows the historians, researchers, and scholars to easily access the previously undocumented and segmented historical content, and easily explore connections between them. It also serves as an educational platform, allowing the public to navigate war stories in a highly personal and engaging fashion. Most importantly, "Vietnam War Stories" enables historical argumentation and interpretations of the individual experiences of Vietnam War by presenting multiple accounts and perspectives from primary sources as previously undocumented evidence of both sides of the Vietnam War. Furthermore, "Vietnam War Stories" will inform the design of future platforms that will offer the veterans a way to connect with other veterans and survivors and empower them with a channel to share their own stories.
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The widespread adoption of home robots shows a high demand of in-home assistance. Since single women account for a large proportion of the Chinese population, it is important to design home robots to support their lives at home. This... more
The widespread adoption of home robots shows a high demand of in-home assistance. Since single women account for a large proportion of the Chinese population, it is important to design home robots to support their lives at home. This study aims to explore the possible design features of home robots to support single women in China. Interviews and an online survey were used to gauge user perception and expectations of home robots. Our research reveals the unique lifestyle preferences of single women in China and how home robots could be designed to support their needs. We discuss our findings and design implications based on three aspects: lifestyle, intelligence, and sense, to inspire better robot design for women.
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Previous research shows that female players participate less in competitive games than male players. However, it is reported that there are more female players are than male players in King of Glory (KoG), one of the most popular... more
Previous research shows that female players participate less in competitive games than male players. However, it is reported that there are more female players are than male players in King of Glory (KoG), one of the most popular multiplayer online battle arena (MOBA) games on the mobile platform in China. This study aims to investigate how can KoG capture the interest of female players. We compared the game design of KoG with League of Legends (LoL), one of the most popular MOBA games on the PC platform. We followed up with a semi-structured interview study with 20 participants about their gameplay experiences on the two different platforms. Our analysis indicates that mobility, sociability, and lower barrier to entry are the main factors that drove female players to participate in KoG.
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In this article, social media in the academic context is summarized, differences between social media usage patterns in China and the United States are contrasted, Research methods are described and final results are presented. Our... more
In this article, social media in the academic context is summarized, differences between social media usage patterns in China and the United States are contrasted, Research methods are described and final results are presented. Our specific contribution is to clearly delineate the unique social media ecosystem as found in Mainland China and its subsequent impact on social media as applied to academic settings. Social media is very helpful in auxiliary academic activities but is not a suitable way for people to obtain specialty information due to insufficient credibility, information management functions and Chinese users' usage pattern. Expectation on social media to support academic relationship building has generally failed. We hope to suggest how to integrate the power of social media to promote academic activities while avoiding these negative effects. The article concludes by evaluating social media as a tool to support academic purposes with the facets of user experience and suggests future research directions.
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We present the results of a study of eNABLE , a distributed, collaborative volunteer effort to design and fabricate upper-limb assistive technology devices for limb-different users. Informed by interviews with 14 stakeholders in eNABLE ,... more
We present the results of a study of eNABLE , a distributed, collaborative volunteer effort to design and fabricate upper-limb assistive technology devices for limb-different users. Informed by interviews with 14 stakeholders in eNABLE , including volunteers and clinicians, we discuss differences and synergies among each group with respect to motivations, skills, and perceptions of risks inherent in the project. We found that both groups are motivated to be involved in eNABLE by the ability to use their skills to help others, and that their skill sets are complementary, but that their different perceptions of risk may result in uneven outcomes or missed expectations for end users. We offer four opportunities for design and technology to enhance the stakeholders' abilities to work together.
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Information and Communications Technology (ICT) affords new opportunities for people with disabilities to participate in the workforce. However, little research has investigated how people with disabilities access and perform work through... more
Information and Communications Technology (ICT) affords new opportunities for people with disabilities to participate in the workforce. However, little research has investigated how people with disabilities access and perform work through ICT. This paper presents a study of how people with disabilities, particularly those who are wheelchair users, perform online crowd work in China. We highlight an online crowd work practice that is highly embedded in social relationships that are developed through ICT over time. We call this socially embedded work to distinguish it from previous studies describing online crowd work as being devoid of social relationships. Our study uncovers the unique developmental dynamics of the online crowd work community self-organized by wheelchair users in China. Findings suggest that an ecosystem that focuses on fostering social relationships among the stakeholders can potentially address the wide range of issues of online crowd work reported in current crowd work literature.
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Research has suggested that teens are more active and engaged than adults on social media. Most of such observations, however, have been made through the analysis of limited ethnographic or cross-sectional data. Using a temporally... more
Research has suggested that teens are more active and engaged than adults on social media. Most of such observations, however, have been made through the analysis of limited ethnographic or cross-sectional data. Using a temporally extended, large-scale dataset and comparative analyses to remedy this shortcoming, we examined how and why the age difference in the behaviors of users in Instagram might have occurred through the lenses of social cognition, developmental psychology, and human-computer interaction. We proposed two hypotheses — teens as digital natives and the need for social interactions — as the theoretical framework for understanding the factors that help explain the behavioral differences. Our computational analysis identified the following novel findings: (1) teens post fewer photos than adults; (2) teens remove more photos based on the number of Likes the photos received; and (3) teens have less diverse photo content. Our analysis was also able to confirm prior ethnographic accounts that teens are more engaged in Liking and commenting, and express their emotions and social interests more than adults. We discussed theoretical and practical interpretations and implications as well as future research directions from the results. Our datasets are available at: https://goo.gl/LqTYNv
Research Interests:
Capturing, uploading, and presenting social media content online have become the standard way for people to share their experiences with friends, family members, and others. In this paper, we describe our effort to extract, aggregate, and... more
Capturing, uploading, and presenting social media content online have become the standard way for people to share their experiences with friends, family members, and others. In this paper, we describe our effort to extract, aggregate, and visualize, in a smartphone app, real-time and historical hyperlocal social media discussions and photos created at a regional arts festival that attracted over 100,000 visitors over a period of 5 days. Participants reported that the resulting content enriched their festival experience, and that it helped to create a social scaffold encouraging them to further engage and interact with others both physically and virtually through sharing even more user-contributed content.
Research Interests: Digital Curation, Social Media, Spectatorship, Digital Heritage, Crowdsourcing, and 8 moreDigital Cultural Heritage, Human Computation, Spectator Participation, Digital Data Curation, Community Heritage, Festival and Events Management: An International Arts and Culture Perspective, Arts Festivals, and Active Spectatorship
The emergence of social media has had a significant impact on how people communicate and socialize. Teens use social media to make and maintain social connections with friends and build their reputation. However, the way of analyzing the... more
The emergence of social media has had a significant impact on how people communicate and socialize. Teens use social media to make and maintain social connections with friends and build their reputation. However, the way of analyzing the characteristics of teens in social media has mostly relied on ethnographic accounts or quantitative analyses with small datasets. This paper shows the possibility of detecting age information in user profiles by using a combination of textual and facial recognition methods and presents a comparative study of 27K teens and adults in Instagram. Our analysis highlights that (1) teens tend to post fewer photos but highly engage in adding more tags to their own photos and receiving more Likes and comments about their photos from others, and (2) to post more selfies and express themselves more than adults, showing a higher sense of self-representation. We demonstrate the application of our novel method that shows clear trends of age differences as well as substantiates previous insights in social media.
Research Interests:
Timebanking is a service-based community currency, built on the principle that everyone's time is valued equally. It has potential for community building and reenergizing neighborhoods, but it faces several adoption challenges. We report... more
Timebanking is a service-based community currency, built on the principle that everyone's time is valued equally. It has potential for community building and reenergizing neighborhoods, but it faces several adoption challenges. We report on the largest investigation of timebanking practices to date by analyzing a combination of service exchange records from the three largest hOurworld timebanks with over 3,500 members with 33,000 completed service exchanges, and a survey of 446 members of over 120 hOurworld timebanks. Our findings suggest that the ideal of 'equal time, equal value' that is at the foundation of timebanking is a source of tension between members with instrumental versus idealistic and altruistic motivations. We suggest that future peer-to-peer systems must incorporate different rewards and incentives in order to accommodate users with different motivations.
Research Interests:
Social media platforms such as Twitter and Facebook are commonly used to disseminate up-to-date news information, but they also contain a lot of noise and irrelevant content. The contents of social media platforms are typically filtered... more
Social media platforms such as Twitter and Facebook are commonly used to disseminate up-to-date news information, but they also contain a lot of noise and irrelevant content. The contents of social media platforms are typically filtered by followship or friendship oriented relationships, and is almost always driven by trending news topics at the national scale, making it difficult for users to gather useful information that is most pertinent to a local community context. Research has utilized content analysis techniques to gain insights on the sentiment expressed about political topics on social media sites. However, there has been little attempt to understand how users would perceive this information if opinions and sentiments about news topics were externalized and made aware to them. We designed Community Poll, a smartphone application that aggregates local news feeds with relevant tweets about the local news topics. A Public Attitude Meter is calculated based on the sentiment sc...
Dialectical constructivism considers that the source of knowledge comes from constant and complex interactions between the evolving individual and the developing environment (Moshman, 1982). Dialectical constructivism informs dialectical... more
Dialectical constructivism considers that the source of knowledge comes from constant and complex interactions between the evolving individual and the developing environment (Moshman, 1982). Dialectical constructivism informs dialectical learning pedagogy, where students constantly interact with each other in developing and refining arguments over an issue from multiple perspectives. With the advancement of the Internet, it is possible to design dialectical learning activities with technologies that can be seamlessly integrated into curriculum and facilitate learning. In this paper, we designed a prototype of a dialectical learning system, CriticalThinker, that engages students with dialectical constructivist activities, with technology affordances such as anchoring the group discussion on top of screen to serve as a reference for following discussions, displaying multiple arguments in one screen, and visualizing relationships among the arguments as a structured way for students to ...
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The automatic extraction of metadata and other information from scholarly documents is a common task in academic digital libraries, search engines, and document management systems to allow for the management and categorization of... more
The automatic extraction of metadata and other information from scholarly documents is a common task in academic digital libraries, search engines, and document management systems to allow for the management and categorization of documents and for search to take place. A Web-accessible API can simplify this extraction by providing a single point of operation for extraction that can be incorporated into multiple document workflows without the need for each workflow to implement and support its own extraction functionality. In this paper, we describe CiteSeerExtractor, a RESTful API for scholarly information extraction that exploits the fact that there is duplication in scholarly big data and makes use of a near duplicate matching backend. The backend stores previously extracted metadata and avoids extracting metadata from a document if it has already been extracted before. We describe the design, implementation, and functionality of CiteSeerExtractor and show how the duplicate document matching results in a difference of 8.46% in the time required to extract header and citation information from approximately 3.5 million documents compared to a baseline.
Research Interests:
The emergence of social media provides an additional channel for broadcasting information to the public and support two-way communication between governmental stakeholders and the public during crisis. Research has focused on large-scale... more
The emergence of social media provides an additional channel for broadcasting information to the public and support two-way communication between governmental stakeholders and the public during crisis. Research has focused on large-scale events, and few have investigated how social media can contribute to civic awareness and participation of small-scale incidents in a community-oriented context. Moreover, social media have been criticized because it is overabundant with noisy, inaccurate, and unprofessional information that are often misleading. This presents a serious challenge for community members to identify information that are relevant to a local incident. We introduce Community Incident Chatter (CIC), a smartphone application that is designed to aggregate information reported by formal news agencies and social media surrounding local incidents. Participants in a preliminary user study indicate that the community-oriented information presented in CIC is informative, relevant t...
Research Interests:
Previous research has shown that diversity within distributed collaborative teams can lead to innovation, but trust must exist for the open expression of innovative ideas and establishment of idea credibility. Initial trust is pivotal for... more
Previous research has shown that diversity within distributed collaborative teams can lead to innovation, but trust must exist for the open expression of innovative ideas and establishment of idea credibility. Initial trust is pivotal for distributed teams where team members have never met face-to-face and have only a very limited time to accomplish a task. Our goal is to determine if knowing specific information about other team members could enhance initial trust and improve productivity and satisfaction in idea generation and idea evaluation sessions. In an experiment, we showed that cognitive and affective trust could be successfully enhanced by presenting relevant information elements, such as domain expertise and personal hobbies, and could have positive effects on the quality and quantity of ideas in idea generation sessions as well as the satisfaction of the participants with the rating result in idea evaluation sessions. However, participants receiving personal information often misconstrue this as professional competency. We also describe gender differences observed in the idea generation sessions and discuss how to better design future systems for supporting idea generation and idea evaluation activities.
Research Interests:
Geographically distributed work has become a popular way to work. Past CSCW research has shown that remote workers rely on innovative communication platforms but still face challenges being remote. Research has also provided... more
Geographically distributed work has become a popular way to work. Past CSCW research has shown that remote workers rely on innovative communication platforms but still face challenges being remote. Research has also provided organizational and managerial strategies to bridge the distance gap. Our study in contrast investigates how individuals develop strategies to cope with the daily challenges of working remotely and alone, and what managers can do to help them. We interviewed seventeen individuals involved in remote work about their experiences, identifying unique challenges and their workarounds. Our interview results suggest that, although people may work alone, the process of conducting distributed work is actually very social. Individual remote workers establish a unique kind of work rhythm, visibility management for evaluation, social support infrastructure, and personal connection as a part of their coping strategies to balance their professional and personal lives.
Research Interests: Collaboration, Cross-Cultural Collaborations, Virtual Teams, Best Practices, Virtual Teams (Virtual Communication), and 7 moreGlobal virtual teams, Distributed Teams, Distributed Collaboration, REMOTE WORK, Challenges in working with remote communities, Communications and Time Zones, and Visibility Management
The latest in the most popular head-to-head fighting video series, Super Street Fighter IV by Capcom, now features spectating functionality. Coupled with audio chat, players can both watch and participate in matches with anyone in the... more
The latest in the most popular head-to-head fighting video series, Super Street Fighter IV by Capcom, now features spectating functionality. Coupled with audio chat, players can both watch and participate in matches with anyone in the world. We describe a video analysis of over 36 hours of gameplay in SSF4. Our results show that players can deftly structure audio when spectating to transform gameplay in SSF4. This new hybrid spectator sport in which boundaries between actor and audience are blurred exhibits three significant characteristics: the audio recreates the arcade culture, appropriates "invisible" but real players, and symbolically creates power relations between mute and speaking gamers. We also present exploratory evidence that suggests a starkly different experience for female gamers who wish to audibly join in virtual spectating.
Research Interests:
Group brainstorming is widely adopted as a design method in the domain of software development. However, existing brainstorming literature has consistently proven group brainstorming to be ineffective under the controlled laboratory... more
Group brainstorming is widely adopted as a design method in the domain of software development. However, existing brainstorming literature has consistently proven group brainstorming to be ineffective under the controlled laboratory settings. Yet, electronic brainstorming systems informed by the results of these prior laboratory studies have failed to gain adoption in the field because of the lack of support for group well-being and member support. Therefore, there is a need to better understand brainstorming in the field. In this work, we seek to understand why and how brainstorming is actually practiced, rather than how brainstorming practices deviate from formal brainstorming rules, by observing brainstorming meetings at Microsoft. The results of this work show that, contrary to the conventional brainstorming practices, software teams at Microsoft engage heavily in the constraint discovery process in their brainstorming meetings. We identified two types of constraints that occur in brainstorming meetings. Functional constraints are requirements and criteria that define the idea space, whereas practical constraints are limitations that prioritize the proposed solutions.
Research Interests:
Personal health records (PHR) have enormous potential to improve both documentation of health information and patient care. The adoption of these systems, however, has been relatively slow. In this work, we used a multi-method approach to... more
Personal health records (PHR) have enormous potential to improve both documentation of health information and patient care. The adoption of these systems, however, has been relatively slow. In this work, we used a multi-method approach to evaluate PHR systems. We interviewed potential end users---clinicians and patients---and conducted evaluations with patients and caregivers as well as a heuristic evaluation with HCI experts. In these studies, we focused on three PHR systems: Google Health, Microsoft HealthVault, and WorldMedCard. Our results demonstrate that both usability concerns and socio-cultural influences are barriers to PHR adoption and use. In this paper, we present those results as well as reflect on how both PHR designers and developers might address these issues now and throughout the design cycle.
Research Interests:
Collaborative brainstorming can be a challenging but important part of creative group problem solving. Mind-mapping has the potential to enhance the brainstorming process but has its own challenges when used in a group. We introduce... more
Collaborative brainstorming can be a challenging but important part of creative group problem solving. Mind-mapping has the potential to enhance the brainstorming process but has its own challenges when used in a group. We introduce GroupMind, a collaborative mind-mapping tool that addresses these challenges and opens new opportunities for creative teamwork, including brainstorming. We present a semi-controlled evaluation of GroupMind and its impact on teamwork, problem solving and collaboration for brainstorming activities. GroupMind performs better than using a traditional whiteboard in both interaction group and nominal group settings for the task involving memory recall. The hierarchical mind-map structure also imposes important framing effects on group dynamics and idea organization during the brainstorming process. We also present design ideas to assist in the development of future tools to support creative problem solving in groups.
Research Interests:
In this paper, we draw inspiration from the Discordant Chronic Comorbidity Care (DC 3) model. The model recognizes the complexities of DCCs and incorporates key strategies for assessing and addressing the complexities of DCCs care. We... more
In this paper, we draw inspiration from the Discordant Chronic Comorbidity Care (DC 3) model. The model recognizes the complexities of DCCs and incorporates key strategies for assessing and addressing the complexities of DCCs care. We worked with user experience design experts over several design sprints to come up with a conceptual design. It became clear early on that because of the changing DCCs care needs, there is no one-size-fits-all solution for DCCs needs. Thus, the effective care of DCCs requires a holistic approach. The holistic approach involves designers collecting multiple individual tools and mapping those tools to specific needs for DCC care and treatment, which ultimately results in the creation of an ecosystem. We discussed how this ecosystem may be optimized and personalized using machine learning to address individual DCCs needs. Furthermore, putting together these multiple sets of tools could introduce an engineering challenge. We provide strategies and recommendations for future work to address these engineering challenges and how to make a theoretical concept adaptable to technology.
Research Interests:
Patients with complex conditions and treatment plans often find it challenging to communicate with multiple providers and to prioritize various management tasks. The challenge is even greater for patients with discordant chronic... more
Patients with complex conditions and treatment plans often find it challenging to communicate with multiple providers and to prioritize various management tasks. The challenge is even greater for patients with discordant chronic comorbidities (DCCs), a situation where a patient has conditions that have unrelated and/or conflicting treatment plans. We present results that highlight these challenges from two studies. The first is a photo-elicitation study with patients with DCCs (n=16), and the second is an interview study of health providers (n=8). In an attempt to address these challenges, we introduce a model that captures the different stages of synthesizing information about symptoms and suggested medical treatments, decision making around possible treatment plans including prioritizing different portions of the plan, and implementing their plan. This model is iterative, such that changes in a plan can impact symptoms and necessitate revisiting the plan. We call this model the Discordant Chronic Condition Care (DC 3) model.
Research Interests:
Concerns regarding the environment and the impact humans constantly have on the environment has been a growing concern for decades, but there is still a substantial lack of environmental literacy and action among most of the population in... more
Concerns regarding the environment and the impact humans constantly have on the environment has been a growing concern for decades, but there is still a substantial lack of environmental literacy and action among most of the population in what they can do to reduce the damage they may be indirectly causing. Given that many people express an interest in helping the environment, this paper presents a prototype of a carbon footprint calculator which interprets a carbon footprint estimate into a form that can be more accessible to people so that they may be empowered to make more informed decisions with greater awareness of their own impact.
Research Interests:
Over the past twenty years, people have seen considerable growth in film industry. There are two common measurements for movie quality, financial metric of net profit and reception metric in the form of ratings assigned by moviegoers on... more
Over the past twenty years, people have seen considerable growth in film industry. There are two common measurements for movie quality, financial metric of net profit and reception metric in the form of ratings assigned by moviegoers on websites. Researchers have utilized these two metrics to build models for movie success prediction separately , while few of them investigate the combination. Therefore, in this paper, we analyze movie success from perspectives of financial and critical metrics in tandem. Here, optimal success is defined as a film that is both profitable and highly acclaimed, while its worst outcome involves financial loss and critical panning at the same time. Salient features that are salient to both financial and critical outcomes are identified in an attempt to uncover what makes a "good" movie "good" and a "bad" one "bad" as well as explain common phenomenons in movie industry quantitatively.
Research Interests:
Timebanking refers to community-based volunteering in which participants provide and receive services in exchange for time credits. Although timebanking takes advantage of web technologies, the lack of flexibility in managing web-based... more
Timebanking refers to community-based volunteering in which participants provide and receive services in exchange for time credits. Although timebanking takes advantage of web technologies, the lack of flexibility in managing web-based timebanking transactions and the difficulty of attracting younger adults whose contributions would be highly valuable to the community still remain as major challenges. The authors' design research attempts to address these issues by leveraging the unique affordances of smartphones and their attractiveness to young adults. In this paper, the authors introduce a timebanking smartphone application and present a 5-week user study with 32 young adults. The results highlight the potential of timebanking for young population with an application that facilitates access to communications and transaction-management activities, and strengthens social connection and the sense of community attachment. The authors in particular present new affordances of smartphone technology on timebanking, including (1) transaction time reduction, (2) location and time-sensitive timebanking activity support, and (3) real-time coordination. The authors discuss design challenges and opportunities of smartphone-based timebanking.
Research Interests:
Advances in data analytics and human computation are transforming how researchers conduct science in domains like bioinformatics, computational social science, and digital humanities. However, data analytics requires significant... more
Advances in data analytics and human computation are transforming how researchers conduct science in domains like bioinformatics, computational social science, and digital humanities. However, data analytics requires significant programming knowledge or access to technical experts, while human computation requires in-depth knowledge of crowd management and is error-prone due to lack of scientific domain expertise. The goal of this research is to empower a broader range of scientists and end-users to conduct data analytics by adopting the End-User Development (EUD) models commonly found in today's commercial software platforms like Microsoft Excel, Wikipedia and WordPress. These EUD platforms enable people to focus on producing content rather than struggling with a development environment and new programming syntax or relying on disciplinary non-experts for essential technical help. This research explores a similar paradigm for scientists and end-users that can be thought of as End-User Data Analytics (EUDA), or Transparent Machine Learning (TML).
Research Interests:
A prominent issue in community informatics is community awareness: the awareness of community members of activity in their community. Community awareness helps community members understand and appreciate their community, motivates them to... more
A prominent issue in community informatics is community awareness: the awareness of community members of activity in their community. Community awareness helps community members understand and appreciate their community, motivates them to participate and reciprocate, and evokes feelings of empathy, intimacy and solidarity. In this chapter we analyze community awareness technologies as helping community members feel more present to others and feel that others are more present to them. We draw upon several design investigations of supporting community awareness through aggregation of RSS feeds and Tweets, digital cultural heritage, volunteer efforts, and fieldwork understanding community awareness designs in the LiveStrong health community. Social presence is the feeling of being engaged with, and connected to others, the phenomenal sense of being together (see also Chapter 1, this volume). Conceptions of social presence derive from Goffman's (1959, 1963) analysis of co-presence a...
Research Interests:
African Americans/Blacks continue to be underrepresented as participants in Alzheimer’s Disease and related dementia (ADRD) and brain research. Numerous challenges such as lack of information about the Alzheimer’s Disease and related... more
African Americans/Blacks continue to be underrepresented as participants in Alzheimer’s Disease and related dementia (ADRD) and brain research. Numerous challenges such as lack of information about the Alzheimer’s Disease and related dementia (ADRD), socioeconomic barriers, historical and systemic racism, and distrust of research goals and processes persist in research participation. Research approaches tend to be more recruitment oriented rather than partnership driven that do not address these challenges. As a result, community engagement approaches are increasingly being recognized as a means of building trust and creating new pathways for participation in ADRD studies. This poster focuses on the preliminary work of the Collaborative on Aging Research and Engagement (CARE) --- a community academic partnership comprising the CARE Advisory Team (a community action team of 10 African American leaders), Alzheimer’s Association, the Alzheimer’s Association Greater Indiana Chapter, IU Schools of Nursing, Public Health, and Informatics, Computer Science, and Engineering, and the Indiana Alzheimer’s Disease Research Center. The goal of the partnership is to facilitate active engagement of African Americans aged 45 years and older in research opportunities taking place in in Central and Northwest Indiana. Experiences and perspectives shared at the CARE Advisory Team meetings as well as memos from the researcher staff generated five lessons learned in building relationship oriented, as opposed to recruitment driven, processes. These lessons will be used to develop a community engagement framework focused on the integration of culturally relevant outreach practices in promoting ADRD research opportunities in African American/Black communities.
Research Interests:
Anxiety is a prevalent mental health condition in adults with autism spectrum disorder (ASD), and physical activity (PA) presents potential for the alleviation of this symptom. Gamified mobile apps using behavior change techniques (BCTs)... more
Anxiety is a prevalent mental health condition in adults with autism spectrum disorder (ASD), and physical activity (PA) presents potential for the alleviation of this symptom. Gamified mobile apps using behavior change techniques (BCTs) demonstrate a promising way to increase PA and consequently reduce anxiety in adults with ASD.
PURPOSE: To compare the efficacy of a gamified BCT-based mobile app (PuzzleWalk) vs. a commercial app Google Fit on increasing PA and reducing sedentary time as an adjunct anxiety treatment for the target population.
METHODS: Using a covariate adaptive randomization design, 24 adults with ASD were assigned to either the PuzzleWalk or Google Fit group. PA, sedentary time, and anxiety were assessed for 7 days over three different data collection periods (i.e., baseline at 1st week, intervention start at 4th week, and intervention end at 8th week) using triaxial accelerometers (ActiGraph, Pensacola, FL) and the Beck Anxiety Inventory. PA app usage time was also assessed at the intervention start and end time points using self-report surveys. Group differences in outcome variables were analyzed by repeated measures ANCOVA adjusting for age, sex, and body mass index as covariates.
RESULTS: (1) There was a significant overall within-group effect on increasing moderate to vigorous PA (F2, 38 = 3.47, p = 0.041, partial η2 = 0.15) and reducing sedentary time (F2, 38 = 6.83, p = 0.003, partial η2 = 0.26) from baseline to intervention start. (2) PuzzleWalk group spent a significantly larger amount of time for app use compared to Google Fit group (F2, 38 = 5.07, p = 0.011, partial η2 = 0.21). (3) Unexpectedly, anxiety was positively associated with light PA, steps, and total activity counts and negatively associated with sedentary time after intervention (all p < 0.05).
CONCLUSIONS: A gamified, BCTs-based mobile app, PuzzleWalk, was comparable to Google Fit as both apps were effective at decreasing sedentary time and creating a short-term impact on increasing moderate to vigorous PA among adults with ASD. Further longitudinal research is warranted to evaluate the sustainability of and adoption factors for PuzzleWalk use and its relationship with anxiety symptoms in adults with ASD. Supported by the ACSM Foundation Doctoral Student Research Grant from the American College of Sports Medicine Foundation.
PURPOSE: To compare the efficacy of a gamified BCT-based mobile app (PuzzleWalk) vs. a commercial app Google Fit on increasing PA and reducing sedentary time as an adjunct anxiety treatment for the target population.
METHODS: Using a covariate adaptive randomization design, 24 adults with ASD were assigned to either the PuzzleWalk or Google Fit group. PA, sedentary time, and anxiety were assessed for 7 days over three different data collection periods (i.e., baseline at 1st week, intervention start at 4th week, and intervention end at 8th week) using triaxial accelerometers (ActiGraph, Pensacola, FL) and the Beck Anxiety Inventory. PA app usage time was also assessed at the intervention start and end time points using self-report surveys. Group differences in outcome variables were analyzed by repeated measures ANCOVA adjusting for age, sex, and body mass index as covariates.
RESULTS: (1) There was a significant overall within-group effect on increasing moderate to vigorous PA (F2, 38 = 3.47, p = 0.041, partial η2 = 0.15) and reducing sedentary time (F2, 38 = 6.83, p = 0.003, partial η2 = 0.26) from baseline to intervention start. (2) PuzzleWalk group spent a significantly larger amount of time for app use compared to Google Fit group (F2, 38 = 5.07, p = 0.011, partial η2 = 0.21). (3) Unexpectedly, anxiety was positively associated with light PA, steps, and total activity counts and negatively associated with sedentary time after intervention (all p < 0.05).
CONCLUSIONS: A gamified, BCTs-based mobile app, PuzzleWalk, was comparable to Google Fit as both apps were effective at decreasing sedentary time and creating a short-term impact on increasing moderate to vigorous PA among adults with ASD. Further longitudinal research is warranted to evaluate the sustainability of and adoption factors for PuzzleWalk use and its relationship with anxiety symptoms in adults with ASD. Supported by the ACSM Foundation Doctoral Student Research Grant from the American College of Sports Medicine Foundation.
Research Interests:
Despite the overall poor health profiles documented in adults with autism spectrum disorder (ASD), there is little information on physical activity (PA) and sedentary time in this population, and the agreement between objective and... more
Despite the overall poor health profiles documented in adults with autism spectrum disorder (ASD), there is little information on physical activity (PA) and sedentary time in this population, and the agreement between objective and subjective measures of these variables in adults with ASD is unknown.
PURPOSE: To examine the concordance between accelerometry-measured and self-reported PA and sedentary time in adults with ASD.
METHODS: Twenty-four adults with ASD wore GT3X+ tri-axial accelerometers (ActiGraph, Pensacola, FL) for seven consecutive days and completed the International Physical Activity Questionnaire-Short Form (IPAQ-SF) on the last day of their study participation to estimate PA and sedentary time. The standardized IPAQ-SF guidelines and commonly used ActiGraph data cleaning principles were employed to process subjective and objective measurements, respectively. Paired sample t-tests and Bland-Altman plots were utilized to assess the difference and magnitude of agreement between the two measures.
RESULTS: (1) Nearly 80% of the participants accumulated the recommended ≥150 minutes of moderate to vigorous PA (MVPA) while they were also highly sedentary (593.8 ± 106.9 min/day) according to accelerometry data. (2) Bland-Altman plots demonstrated that adults with ASD tended to overreport MVPA and underreport sedentary time via the IPAQ-SF, as compared to objective accelerometry-based measurements.
CONCLUSIONS: It is suggested that PA intervention strategies for adults with ASD focus on reducing sedentary time as an independent health risk factor. Caution should be used when interpreting MVPA and sedentary time assessed by the IPAQ-SF due to potential over- and underestimation, respectively, in adults with ASD. Supported by the ACSM Foundation Doctoral Student Research Grant from the American College of Sports Medicine Foundation.
PURPOSE: To examine the concordance between accelerometry-measured and self-reported PA and sedentary time in adults with ASD.
METHODS: Twenty-four adults with ASD wore GT3X+ tri-axial accelerometers (ActiGraph, Pensacola, FL) for seven consecutive days and completed the International Physical Activity Questionnaire-Short Form (IPAQ-SF) on the last day of their study participation to estimate PA and sedentary time. The standardized IPAQ-SF guidelines and commonly used ActiGraph data cleaning principles were employed to process subjective and objective measurements, respectively. Paired sample t-tests and Bland-Altman plots were utilized to assess the difference and magnitude of agreement between the two measures.
RESULTS: (1) Nearly 80% of the participants accumulated the recommended ≥150 minutes of moderate to vigorous PA (MVPA) while they were also highly sedentary (593.8 ± 106.9 min/day) according to accelerometry data. (2) Bland-Altman plots demonstrated that adults with ASD tended to overreport MVPA and underreport sedentary time via the IPAQ-SF, as compared to objective accelerometry-based measurements.
CONCLUSIONS: It is suggested that PA intervention strategies for adults with ASD focus on reducing sedentary time as an independent health risk factor. Caution should be used when interpreting MVPA and sedentary time assessed by the IPAQ-SF due to potential over- and underestimation, respectively, in adults with ASD. Supported by the ACSM Foundation Doctoral Student Research Grant from the American College of Sports Medicine Foundation.
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Mealtimes serve important social functions in our everyday lives. Public dining spaces on college campuses are positioned to be social and engaging spaces to make new connections. With the prevalence of digital devices, technology usage... more
Mealtimes serve important social functions in our everyday lives. Public dining spaces on college campuses are positioned to be social and engaging spaces to make new connections. With the prevalence of digital devices, technology usage introduces new dynamics into students' mealtimes. In this study, we explored the current mealtime technology usage patterns of college students and rethought the role of technology in eating. We proposed Meal Chat - a technology probe to explore the alternative role of technology during mealtimes by encouraging social interaction for students eating at on-campus public dining areas. Meal Chat aims to provide an opportunity for college students to socialize and reduce the barrier of starting mealtime socialization with a stranger. Rethinking the role of technology in mealtimes, Meal Chat seeks to prompt rather than to replace social interaction during mealtimes.
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Wildlife rehabilitation centers are tasked with the difficult challenge of providing medical care to wildlife while limiting human contact to ensure a successful transition into the wild. Building off of interviews with volunteers and 6... more
Wildlife rehabilitation centers are tasked with the difficult challenge of providing medical care to wildlife while limiting human contact to ensure a successful transition into the wild. Building off of interviews with volunteers and 6 months of participatory observation work, we present a smart habitat design for the rehabilitation of Virginian opossum joeys. Using maker technology, we crafted a prototype utilizing sensors, a microcontroller, and an android application. We then discuss the future direction for this project including improvements and a field deploy.
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Conducting HCI research with people living with HIV in face-to-face settings can be challenging in terms of recruitment and data collection due to HIV-related stigma. In this case study, we share our experiences from conducting research... more
Conducting HCI research with people living with HIV in face-to-face settings can be challenging in terms of recruitment and data collection due to HIV-related stigma. In this case study, we share our experiences from conducting research remotely in two studies using the Asynchronous Remote Communities method with participants recruited from in-person and online support groups, respectively. Our findings and discussion around challenges, best practices, and lessons learned during the phases of recruitment and data collection expand and further support the suitability of the method to conduct research remotely with a highly stigmatized population.
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The majority of studies of social relationships and cognitive function have focused on the general older population regardless of their living arrangements. Given that older adults living alone (OALA) are more likely to be isolated from... more
The majority of studies of social relationships and cognitive function have focused on the general older population regardless of their living arrangements. Given that older adults living alone (OALA) are more likely to be isolated from social network and formal sources of support than those who reside with others (non-OALA), investigating whether the roles of social relationships in cognitive function of older adults differ by living status is needed to better inform tailored interventions targeted at OALA. Further, little is known about how perceived neighborhood safety and trust of older adults are associated with the trajectory of cognitive function. Using multilevel modeling with data of adults over 65 years from the Health and Retirement Study, this study investigated whether the longitudinal associations of neighborhood disorder and subjective/objective social isolation with cognitive function differ by older adults’ living arrangements. Analyses were conducted on two subsets of 3,455/1,142 older adults who resided with others/lived alone from 2006 to 2016(2016 data released recently), respectively. Neighborhood disorder (non-OALA: β=-0.10; OALA: β=-0.12; both ps<.01) was associated with a decline in cognitive function regardless of living arrangements. Having friends (β=0.84, p<.01), frequently meeting with friends (β=0.19, p<.01) and positive support from children (β=0.41, p=.02) were related to retaining the cognitive function of OALA but not that of non-OALA. Comparing to non-OALA, maintaining the friendship is important to protect the cognitive function of OALA. Future aging-in-place interventions that prevent decline in cognitive function of OALA should enhance neighborhood safety and trust as well as strengthen community bonding.
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The goal of this workshop is to bring together CSCW audiences who engage in studies and interventions related to care work. Our aims are to understand how care has been conceptualized in the extant CSCW community, identify core issues and... more
The goal of this workshop is to bring together CSCW audiences who engage in studies and interventions related to care work. Our aims are to understand how care has been conceptualized in the extant CSCW community, identify core issues and concerns, and formalize how CSCW concepts could be used as a lens to inquire into this domain. We will explore the following themes: the invisibility of care work; the evolution of care labor; how care can often be sentimentalized, formalized, or infantilizing; and how we can attend to—and design for—the multiple experiences of care. Participants of this workshop will be invited to participate in future journal special issues and external grant writing activities.
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GitHub provides various social features for developers to collaborate with others. Those features are important for developers to coordinate their work (Dabbish et al., 2012; Marlow et al., 2013). We hypothesized that the social system of... more
GitHub provides various social features for developers to collaborate with others. Those features are important for developers to coordinate their work (Dabbish et al., 2012; Marlow et al., 2013). We hypothesized that the social system of GitHub users was bound by system interactions such that contributing to similar code repositories would lead to users following one another on GitHub or vice versa. Using a quadratic assignment procedure (QAP) correlation, however, only a weak correlation among followship and production activities (code, issue, and wiki contributions) was found. Survey with GitHub users revealed an ecosystem on the Internet for software developers, which includes many platforms, such as Forrst, Twitter, and Hacker News, among others. Developers make social introductions and other interactions on these platforms and engage with one anther on GitHub. Due to these preliminary findings, we describe GitHub as a part of a larger ecosystem of developer interactions.
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We introduce our ongoing work in community networks and present a system that aggregates geographical community news and events information from local news and social media. Our goal is to present community information according to its... more
We introduce our ongoing work in community networks and present a system that aggregates geographical community news and events information from local news and social media. Our goal is to present community information according to its content and to make it more visible to local residents, thereby increasing community awareness. We also present a data analysis of how local residents are connected by analyzing the usage of their tweets and discuss future directions for our system.
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Transportation has evolved throughout the past several years through developments in HCI and sociotechnical systems. However, there has been a lack of studies examining transportation in rural areas for vulnerable populations. Our study... more
Transportation has evolved throughout the past several years through developments in HCI and sociotechnical systems. However, there has been a lack of studies examining transportation in rural areas for vulnerable populations. Our study focuses on the transportation facilitators and barriers faced by people living with HIV in rural areas. We were informed through 31 surveys and 18 interviews with people living with HIV in rural areas and their case coordinators. We highlight the importance of utilizing a patchwork of transportation methods and having social networks to support transportation needs. Emerging, popular forms of urban transportation do not translate well due to differences in trust, infrastructure, rural culture, and stigma.
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Background: Limited research indicates that adults with autism spectrum disorder (ASD) do not meet physical activity (PA) guidelines and are highly sedentary. Inadequate PA is a leading preventable cause of death worldwide, but little is... more
Background: Limited research indicates that adults with autism spectrum disorder (ASD) do not meet physical activity (PA) guidelines and are highly sedentary. Inadequate PA is a leading preventable cause of death worldwide, but little is known about PA, sedentary time (ST), and factors influencing these variables in adults with ASD. Technology is used as an educational and social intervention for people with ASD, yet is also associated with low PA and high ST in the neurotypical population. It is important to determine if technology use is also associated with low PA and high ST in adults with ASD to better understand these health variables in this unique population.
Objectives: (1) Assess PA and ST levels, and technology use in a large sample of adults with ASD and (2) examine factors that influence PA and ST, particularly technology, in adults with ASD.
Methods: A self-report, online survey addressing autism symptoms (Autism Spectrum Quotient-10; AQ10), PA and ST (International Physical Activity Questionnaire), and technology use was developed, assessed for content validity, and pretested with 6 adults with ASD. Participants were recruited via ASD support groups in social media and direct contact with ASD advocacy organizations in the U.S. and other English-speaking countries. A 15-minute minimum survey completion time and AQ10 score ⩾6 were used to verify valid responses and meeting the inclusion criteria. Stepwise forward multiple regressions were generated to explain the variation in PA and ST, with demographic variables, time spent in technology use, and AQ10 score as predictor variables. No multicollinearity was observed in the models. Analyses were performed using SPSS and significance level was set at p < 0.05.
Results: Of the 802 survey responses received, 229 were included in the analyses. Adults with ASD engaged in moderate to vigorous PA (MVPA) x̅=128.3±114.8 min/week. Median sedentary time was similar for weekdays (470 min/day, IQR = 300) and weekends (420 min/day, IQR= 240). Participants spent x̅=590.2±331.7 min/day using technology devices for Internet surfing (x̅=145.8±126.2 min/day), entertainment (x̅ = 106.8±93.4 min/day), and social media (x̅=80±69.1 min/day). Moderate positive correlations were found between technology use and weekdays (r = 0.416, p < 0.001) and weekends (r = 0.417, p < 0.001) ST. AQ10 score was the strongest negative predictor of total PA time in 3 regression models (β = -0.360, p < 0.001; β = -0.323, p < 0.001; β = -0.258, p = 0.001). Technology use time strongly predicted ST in both weekdays (β = 0.399, p < 0.001) and weekends (β = 0.422, p < 0.001).
Conclusions: Adults with ASD do not acquire the recommended 150 min/week of MVPA, spend excessive time using technology and are highly sedentary. Additionally, more autistic symptoms and more time spent using technology lead to more ST. These data indicate that PA and ST interventions are needed to meet the unique health needs of adults with ASD, particularly those with more symptoms. It is recommended that technology use to be leveraged as an intervention tool to address these health variables in adults with ASD.
Objectives: (1) Assess PA and ST levels, and technology use in a large sample of adults with ASD and (2) examine factors that influence PA and ST, particularly technology, in adults with ASD.
Methods: A self-report, online survey addressing autism symptoms (Autism Spectrum Quotient-10; AQ10), PA and ST (International Physical Activity Questionnaire), and technology use was developed, assessed for content validity, and pretested with 6 adults with ASD. Participants were recruited via ASD support groups in social media and direct contact with ASD advocacy organizations in the U.S. and other English-speaking countries. A 15-minute minimum survey completion time and AQ10 score ⩾6 were used to verify valid responses and meeting the inclusion criteria. Stepwise forward multiple regressions were generated to explain the variation in PA and ST, with demographic variables, time spent in technology use, and AQ10 score as predictor variables. No multicollinearity was observed in the models. Analyses were performed using SPSS and significance level was set at p < 0.05.
Results: Of the 802 survey responses received, 229 were included in the analyses. Adults with ASD engaged in moderate to vigorous PA (MVPA) x̅=128.3±114.8 min/week. Median sedentary time was similar for weekdays (470 min/day, IQR = 300) and weekends (420 min/day, IQR= 240). Participants spent x̅=590.2±331.7 min/day using technology devices for Internet surfing (x̅=145.8±126.2 min/day), entertainment (x̅ = 106.8±93.4 min/day), and social media (x̅=80±69.1 min/day). Moderate positive correlations were found between technology use and weekdays (r = 0.416, p < 0.001) and weekends (r = 0.417, p < 0.001) ST. AQ10 score was the strongest negative predictor of total PA time in 3 regression models (β = -0.360, p < 0.001; β = -0.323, p < 0.001; β = -0.258, p = 0.001). Technology use time strongly predicted ST in both weekdays (β = 0.399, p < 0.001) and weekends (β = 0.422, p < 0.001).
Conclusions: Adults with ASD do not acquire the recommended 150 min/week of MVPA, spend excessive time using technology and are highly sedentary. Additionally, more autistic symptoms and more time spent using technology lead to more ST. These data indicate that PA and ST interventions are needed to meet the unique health needs of adults with ASD, particularly those with more symptoms. It is recommended that technology use to be leveraged as an intervention tool to address these health variables in adults with ASD.
Research Interests:
Research Interests:
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Idea Generation has been a topic of creativity research for centuries. A wealth of creative processes has been devised to overcome difficulties at the perceptual, emotional, and cultural levels. Brainstorming in particular has grown to... more
Idea Generation has been a topic of creativity research for centuries. A wealth of creative processes has been devised to overcome difficulties at the perceptual, emotional, and cultural levels. Brainstorming in particular has grown to become synonymous with idea generation. This paper discusses our preliminary study on current conception of brainstorming and calls for future studies that help understand brainstorming as a set of guidelines rather than strict rules that creative teams follow. We also propose using mind-map as an effective visualization aid for creative processes.