Parents' engagement in their children's education is key to children's academic success and social development. For many parents in the U.S., engagement is still a struggle partly due to a lack of communication and community-building tools that support the broader ecology of parenting, or parental ecology. Although current technologies have the potential to create opportunities to improve parental engagement, little is known about the impact of existing technology's design onthe parental ecology.
Most public sources reporting air quality data either present the value without sufficient supports for deeper exploration of multiple pollutants or are robust data repositories that are too technical to be accessible to non-scientific audiences. Our findings indicate many people have little context for understanding how the Air Quality Index (AQI) is generated or what it measures. In response, we are creating a contextualized, visualization-based platform to support public audiences in exploring air pollution beyond the AQI by displaying contextualized multi-pollutant data.
Our goal is to learn whether social media analysis can support mental health clinicians to assess their patients. We developed a medium fidelity prototype of a social media augmented assessment tool. We are conducting user studies with clinicians in which they explore the tool and provide their own opinions, such as whether they could see medical value in it, whether they could understand the system without a problem, and whether they would like to incorporate the system into their work practices.
We design, deploy, and evaluate mobile health tools that support and meet patients needs over time from diagnosis of a chronic disease, through treatment and into survivorship. Our research explores the ability for personalized, adaptable, mobile tools to support patients over the course of their individual breast cancer journeys.
In this project, we aim to design dashboards for campus stakeholders, such as campus administrators and on-campus clinicians, which present college students' self-tracking and social media data.
The field of Human-Computer Interaction has long engaged in creating and studying online tools that serve as information resources. However, few studies explore how people, particularly underserved populations, find these tools. This study examines the role that online search plays in the access to online information resources using access to online Computer Science (CS) education as a case study. First, we conduct a survey with U.S. parents to identify terms used to search for online CS education. Second, we look at the search results for those terms.
How can social computing technologies effectively support the value of inclusivity in grassroots organizing?
Exploring Human - Computer Interactions in a fully autonomous vehicle by studying human-driver and passenger interactions in ride sharing service automobiles.
This project aimed to help self-driving vehicle drivers understand how the automation works in different driving conditions. Investment in educational resources can encourage the appropriate use of automated vehicle systems, and thus create a safe driving culture and environment. Instruction method and training content were investigated in this study. In-car interactive instructions were constructed to provide knowledge on underlying principles and feature usage.
What are the most relevant HCI principles to design a context aware HMI for passengers in a self-driving vehicle?
Like traditional media, social media in China is subject to censorship. However, in limited cases, activists have employed homophones of censored keywords to avoid detection by keyword matching algorithms. This project focusses on designing an interactive, client-side tool that promotes free speech. An iterative design process, involving the inputs of end-users will deliver a final design. In the evaluation of the design we will target the following research question: Does the UI workflow fit into context of use of the users?
Students solved these problems in design[ED] Lab (Design Education Lab), a user experience workshop that introduced teenagers and pre-professional adults to design-thinking, to encourage problem solving and critical thinking skill development. This workshop was in partnership with The Bridge Academy (College Park, GA), a full-time High School Diploma and GED Prep program offering a nontraditional path for students.