Twitch Plays Improv is an experiment in participatory narrative creation that utilizes the live streaming video platform as an arena for broadcasting improvisational theatre games. Drawing on the structures and implications of the "Twitch Plays Pokemon"phenomenon, Twitch Plays Improv digitizes the performative and participatory conventions of improv, allowing actors and audience members to collaboratively develop dynamic scenes and stories.
This project will focus on the impact of typeface identification to facilitate the visual design process. It will help identify the issues that hinder designer's creativity, provide support for their acquisition of inspirations and relieve them from organizing collectibles, design artifacts. The expected prototype will reflect the mental model for typeface categorization, and make a designer's workflow smooth and enjoyable.
Cultural taboos and inflexible social norms make it challenging to teach and communicate about menstrual health education in India. We present an investigation of current approaches used to educate adolescents about menstruation, examining the perspectives of parents, teachers, social workers, and health professionals for identifying design opportunities and potential for impact. There is also a palpable difference in attitudes regarding who must be taught, how, where, and when. We articulate factors that could shape access and receptivity to this knowledge.
In the last few years, there has been tremendous growth in the prevalence and widespread use of smart and ubiquitous technologies. These technologies include the use of smartphones, smartwatches and wearables, and smart devices. While these devices have a variety of benefits, they come at the cost of using our data for number of purposes that is not transparent to an average user. This project aims to understand how people perceive regarding privacy concerns with respect to their health data being collected and used by third party entities.
The intention is to understand in which contexts you feel motivated to report about your personal state. A typical GT student has a very busy life and it becomes challenging for researchers to obtain self-reported information from them in a natural setting. Using the sensors on your phone it is possible to learn the best time to interrupt students for information. Predicting moments when participants of in-the-wild studies feel motivated to report data can potentially improve the quality of such data.
Conducting a field study in partnership with GE Aviation, Human Factors and Maintainability group, to understand the impact of VR on the nature of work.
Foundational math, physics, biology, and chemistry instruction all have established traditions of using sketching and drawing to solve problems. From long division to Punnett squares, from free-body diagrams to molecular structures, students create diagrams and manipulate them to problem-solve. Introductory computer science and programming classes lack such well-developed and widely-used methods, even as computer science classes grow in popularity
Wayfinding in an unfamiliar place has been challenging for everybody, including older adults and people with disabilities. This project investigates the barriers and difficulties people have with wayfinding systems, including environments, technology and their interaction with a human. With the understanding of the existing barriers and difficulties, this project also aims to provide design solutions from a universal design perspective.
This project explores the possibilities, challenges, and benefits of using a tangible object as a controller and feedback device in an interactive television show. The Universal Threshold Object (UTO) enables interactors to realize emotional choices in a narrative world through physical action with objects in a way that emphasizes dramatic immersion rather than gamelike skill mastery. Research methods include prototyping based on real television content and iterative design and testing in a demonstration environment.
Universe United is a second screen experience designed to bring transparency to transmedia storytelling, focused on connections between storytelling conventions such as items, characters, events, and locations. With this approach, we hope to enlighten both newcomers and veterans of a particular cinematic and/or television universe.
When Ecuador was hit by a 7.8 intensity earthquake on April 16, 2016, the coordination efforts that unfolded relied heavily on the use and appropriation of social media such as WhatsApp, Facebook, and Twitter. While studies on informal volunteers in crisis situations have largely examined digital volunteerism and visible online activities, behind-the-scenes interactions among informal volunteers on the ground remain understudied. We present a qualitative interview study of how Ecuadorian informal volunteers self-organized to provide relief efforts in response to the earthquake.