SayWAT: Augmenting Face-to-Face Conversations for Adults with Autism
Diverse Disabilities and Technological Support
/
Boyd, LouAnne E.
/
Rangel, Alejandro
/
Tomimbang, Helen
/
Conejo-Toledo, Andrea
/
Patel, Kanika
/
Tentori, Monica
/
Hayes, Gillian R.
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.4872-4883
© Copyright 2016 ACM
Summary: During face-to-face conversations, adults with autism frequently use
atypical rhythms and sounds in their speech (prosody), which can result in
misunderstandings and miscommunication. SayWAT is a Wearable Assistive
Technology that provides feedback to wearers about their prosody during
face-to-face conversations. In this paper, we describe the design process that
led to five design guidelines that governed the development of SayWAT and
present results from two studies involving our prototype solution. Our results
indicate that wearable assistive technologies can automatically detect atypical
prosody and deliver feedback in real time without disrupting the wearer or the
conversation partner. Additionally, we provide suggestions for wearable
assistive technologies for social support.
Mind the Gap: A SIG on Bridging the Gap in Research on Body Sensing, Body
Perception and Multisensory Feedback
SIG Meetings
/
Singh, Aneesha
/
Tajadura-Jimez, Ana
/
Bianchi-Berthouze, Nadia
/
Marquardt, Nic
/
Tentori, Monica
/
Bresin, Roberto
/
Kulic, Dana
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.1092-1095
© Copyright 2016 ACM
Summary: People's perceptions of their own body's appearance, capabilities and
position are constantly updated through sensory cues [10,14] that are naturally
produced by their actions. Increasingly cheap and ubiquitous sensing technology
is being used with multisensory feedback in multiple HCI areas of sports,
health, rehabilitation, psychology, neuroscience, arts and games to alter or
enhance sensory cues to achieve many ends such as enhanced body perception and
body awareness. However, the focus and aims differ between areas. Designing
more effective and efficient multisensory feedback requires an attempt to
bridge the gap between these worlds. This interactive SIG with minute madness
technology presentations, expert sessions, and multidisciplinary discussions
will: (i) bring together HCI researchers from different areas, (ii) discuss
tools, methods and frameworks, and (iii) form a multidisciplinary community to
build synergies for further collaboration.
Jokebox: Coordinating Shared Encounters in Public Spaces
Museums and Public Spaces
/
Balestrini, Mara
/
Cornejo, Raymundo
/
Marshall, Paul
/
Tentori, Monica
/
Bird, Jon
/
Rogers, Yvonne
Proceedings of ACM CSCW 2016 Conference on Computer-Supported Cooperative
Work and Social Computing
2016-02-27
v.1
p.38-49
© Copyright 2016 ACM
Summary: Eye contact is crucial to shared encounters in public spaces. However, most
urban technologies that aim to foster social interaction tend to rely on
screens, directing a significant proportion of the users' attention towards the
device rather than to those with whom the encounter is shared. We present the
design and evaluation of the Jokebox, a lightweight technology that requires
two passers-by to coordinate actions to hear a joke. In three in the wild
studies at different locations we found that our design supported micro-level
coordination in a consistent manner: by encouraging people to make eye contact
and by using audible jokes, users engaged in interactions that often led to
further conversation and laughter. We describe how opportunities for
macro-level coordination were key to the success of the installation, but
varied by context. Finally, we present design implications for considering both
the micro and macro levels of social coordination.
BendableSound: a Fabric-based Interactive Surface to Promote Free Play in
Children with Autism
Poster Session 1
/
Ortega, Deysi Helen
/
Cibrian, Franceli Linney
/
Tentori, Mónica
Seventeenth International ACM SIGACCESS Conference on Computers and
Accessibility
2015-10-26
p.315-316
© Copyright 2015 ACM
Summary: Children with autism found free play difficult. Free play is important for
children with autism to help them develop social, communication, and expression
skills. Interactive surfaces (IS) offer a casual and natural collaborative and
engaging experience adequate to promote free play for children with autism. In
this poster, we present the design and development of BendableSound, a
fabric-based IS that allows children play music when tapping and touching on
digital elements appearing on top of the fabric. To design BendableSound, we
followed a user-centered design process involving interviewing, observation,
and design sessions with caregivers. We close discussing directions for future
work.
Integration of physical and digital media to allow older adults collectively
share narratives during reading groups
Groupware
/
Peña, Oscar
/
Ortega, Deysi
/
Barreras, Edgar
/
Balestrini, Mara
/
Tentori, Mónica
Proceedings of the 5th Mexican Conference on Human-Computer Interaction
2014-11-03
p.53-56
© Copyright 2014 ACM
Summary: Many older adults (OA) enjoy sharing narratives during social gatherings.
However, in Mexico, little efforts have been directed to promote the creation
of narratives and facilitate individuals to share them. The existing spaces,
such as the 'tertulias' (informal but periodic social gatherings), are both
limited in space and time. Moreover, their members regret the lack of devices
for recording and broadcasting discussions they hold during these social
gatherings. In this paper, we present the design of Tertulibro, an interactive
device that looks like a book and integrates physical and digital media to help
individuals assisting to Tertulias share their discussions and narratives in a
natural way. Tertulibro followed a user-centered design methodology and rapid
contextual design techniques including participatory design sessions,
interviews, observation, and scenario design. We close presenting our
conclusions and future work.
Designing exergames combining the use of fine and gross motor exercises to
support self-care activities
Poster abstracts
/
Caro, Karina
/
Martínez-García, Ana I.
/
Tentori, Mónica
/
Zavala-Ibarra, Iván
Sixteenth International ACM SIGACCESS Conference on Computers and
Accessibility
2014-10-20
p.247-248
© Copyright 2014 ACM
Summary: Motor coordination problems are common in different developmental disorders
including autism and dyspraxia. Gross and fine motor coordination skills are
critical to the appropriate motor coordination development that is relevant to
support individuals' independence. Exergames are a good tool to help children
practice motor skills as they find them engaging. In this work, we present how
FroggyBobby an exergame designed for practicing gross motor coordination
skills, can be extended to combine gross and fine motor exercises for
supporting children with motor problems to practice self-care activities that
require motor coordination.
Promoting Self-Reflection of Social Isolation Through Persuasive Mobile
Technologies: The Case of Mother Caregivers of Children With Cancer
/
Fuentes, Carolina
/
Hernandez, Carlos
/
Escobedo, Lizbeth
/
Herskovic, Valeria
/
Tentori, Monica
International Journal of Human-Computer Interaction
2014-10-03
v.30
n.10
p.802-814
© Copyright 2014 Taylor and Francis
Summary: Mother caregivers of children with cancer are often unaware of how the tasks
of caregiving interfere in their social relationships and lifestyle. This
article explores how persuasive mobile technologies may promote the
self-reflection and introspection of communication practices, emotions, and
lifestyle. The article describes the design of EmotionMingle, a mobile system
running in a situated display showing an ambient visualization using the
metaphor of a tree to represent the status of an individual's social network
that, used in tandem with downloaded Facebook photographs, may help caregivers
avoid social isolation. EmotionMingle also informs caregivers of how their
emotions correlate with their communication practices and lifestyle. The
results of a qualitative evaluation of the EmotionMingle prototype reveal that
mother caregivers perceived it as useful and its visualizations as appropriate.
The findings from this study reveal emergent practices of using mobile
persuasive applications for self-reflection to discover wellness trends,
possibly inducing behavior change.
SensoryPaint: a multimodal sensory intervention for children with
neurodevelopmental disorders
Children's therapy
/
Ringland, Kathryn E.
/
Zalapa, Rodrigo
/
Neal, Megan
/
Escobedo, Lizbeth
/
Tentori, Monica
/
Hayes, Gillian R.
Proceedings of the 2014 International Joint Conference on Pervasive and
Ubiquitous Computing
2014-09-13
v.1
p.873-884
© Copyright 2014 ACM
Summary: Multimodal and natural user interfaces offer an innovative approach to
sensory integration therapies. We designed and developed SensoryPaint, a
multimodal system that allows users to paint on a large display using physical
objects, body-based interactions, and interactive audio. We evaluated the
impact of SensoryPaint through two user studies: a lab-based study of 15
children with neurodevelopmental disorders in which they used the system for up
to one hour, and a deployment study with four children with autism, during
which the system was integrated into existing daily sensory therapy sessions.
Our results demonstrate that a multimodal large display, using whole body
interactions combined with tangible interactions and interactive audio
feedback, balances children's attention between their own bodies and sensory
stimuli, augments existing therapies, and promotes socialization. These results
offer implications for the design of other ubicomp systems for children with
neurodevelopmental disorders and for their integration into therapeutic
interventions.
Collective use of a situated display to encourage positive behaviors in
children with behavioral challenges
Children's therapy
/
Matic, Aleksandar
/
Hayes, Gillian R.
/
Tentori, Monica
/
Abdullah, Maryam
/
Schuck, Sabrina
Proceedings of the 2014 International Joint Conference on Pervasive and
Ubiquitous Computing
2014-09-13
v.1
p.885-895
© Copyright 2014 ACM
Summary: Situated displays can support behavior management for children with
behavioral challenges. However, existing tools are often static, rarely
engaging, and tend to focus only on individual behavior. In this work, we
designed and deployed a situated display to support teamwork and cooperation in
children with behavioral challenges. We evaluated this tool in two classrooms
of a public school specializing in behavioral interventions with 28 children
over four weeks. The results of this work demonstrate that situated displays
focused on collective behavioral performance can support reflection on
individual performance, improve behavior for students with behavioral
challenges, as well as encourage teamwork and cooperative behavior in
classrooms. These results also indicate a variety of issues to be considered
when designing situated displays for these environments, including
considerations for the representation of ambiguity and failure as well as the
relationship between novelty and engagement.
Hunting relics: a collaborative exergame on an interactive floor for
children
Demos
/
Cibrian, Franceli L.
/
Martinez-Garcia, Ana I.
/
Tentori, Monica
Adjunct Proceedings of the 2014 International Joint Conference on Pervasive
and Ubiquitous Computing
2014-09-13
v.2
p.223-226
© Copyright 2014 ACM
Summary: Exergames on interactive floors are appropriate to promote exercise and
socialization in ludic environments. However, they lack of mechanisms to help
children of early age to develop age-appropriate motor skills. In this paper,
we present the design and development of an exergame to promote the
collaborative exercising in young children (4-6 years old) using interactive
floors. Also we take advantage of the socialization aspects catalyzed by
interactive floors to promote collaboration among potential users. We close
discussing design considerations, we argue an interactive floor exergame should
incorporate to appropriately promote exercise and collaboration in young
children.
An Ambient Casual Game to Promote Socialization and Active Ageing
/
Cornejo, Raymundo
/
Hernandez, Daniel
/
Tentori, Monica
/
Favela, Jesus
CRIWG 2014: Collaboration and Technology
2014-09-07
p.75-88
Keywords: social networks; exergame; older adults; ambient games
© Copyright 2014 Springer International Publishing
Summary: Natural interfaces are facilitating the adoption of videogames by older
adults, promoting the development of serious games aimed at encouraging healthy
behaviors in this population. In this paper we present the design and
evaluation of an ambient game, GuessMyCaption, aimed at enhancing the social
networks of older adults, known to have an impact in their wellbeing.
GuessMyCaption was deployed during a 5-weeks study in the home of one older
adult and twelve relatives. The results demonstrate GuessMyCaption is easy to
use and maintains an older adult engaged with exercises while offering new
opportunities for online and offline socialization. GuessMyCaption had a
positive impact in the perceived wellbeing of the older adult improving her
perception on her cognitive skills and physical health, and catalyzing
socialization. This research shows that the use of natural interfaces and
family memorabilia facilitate the adoption of serious games, improves older
adults' perceived wellbeing, and encourage socialization.
Supporting children with complex communication needs
Workshop summaries
/
Hourcade, Juan Pablo
/
Garzotto, Franca
/
Rozga, Agata
/
Tentori, Monica E.
/
Markopoulos, Panos
/
Pares, Narcis
/
Good, Judith
/
Pain, Helen
/
Alper, Meryl
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.119-122
© Copyright 2014 ACM
Summary: Many children face significant challenges communicating, expressing
themselves, and sharing their creative thoughts and ideas with others.
Interactive technologies are playing an increasing role in addressing these
challenges. This workshop will be an opportunity to discuss design,
implementation, and evaluation methods, the needs of specific communities, as
well as experiences in previous and current projects.
SensoryPaint: a natural user interface supporting sensory integration in
children with neurodevelopmental disorders
Works-in-progress
/
Ringland, Kathryn E.
/
Zalapa, Rodrigo
/
Neal, Megan
/
Escobedo, Lizbeth
/
Tentori, Monica E.
/
Hayes, Gillian R.
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.1681-1686
© Copyright 2014 ACM
Summary: Natural User Interfaces (NUI) offer an innovative approach to sensory
integration therapies. We designed and developed SensoryPaint, a NUI with the
capability of superimposing the user's reflection on a projected surface and
"painting" this surface with balls of different textures and colors. We
conducted a preliminary lab-based evaluation with 15 children with
neurodevelopmental disorders in which they used the system for one hour. Our
results demonstrate that whole-body interactions, such as those used in
SensoryPaint, are promising as therapeutic tools for children with
neurodevelopmental disorders.
Aligning intergenerational communication patterns and rhythms in the age of
social media
Social Computing and Multiculturalism
/
Muñoz, Diego
/
Cornejo, Raymundo
/
Ochoa, Sergio F.
/
Favela, Jesús
/
Gutierrez, Francisco
/
Tentori, Mónica
Proceedings of ChileCHI'13: Chilean Conference on Human-Computer Interaction
2013-11-11
p.66-71
© Copyright 2013 ACM
Summary: Social media is increasingly being used to support interaction among family
members. However, differences in media preferences and interaction patterns
challenge intergenerational communication. It impacts negatively on the
physical and mental health of older adults. Trying to bridge such a
communication asymmetry, this paper reports the primary results of an analysis
conducted on an existent dataset from two 21-weeks deployment studies, along
with a 3-week design study, to understand intergenerational communication
mismatches among older adults and relatives. Results indicate opportunities
that informed the design and implementation of the Social Connector system, a
software application that allows older adults to establish synchronous and
asynchronous social interactions with their relatives. The paper also describes
this system and discusses the main design decisions made to try reducing the
stated communication asymmetry.
Enriching in-person encounters through social media: A study on family
connectedness for the elderly
/
Cornejo, Raymundo
/
Tentori, Mónica
/
Favela, Jesús
International Journal of Human-Computer Studies
2013-09
v.71
n.9
p.889-899
Keywords: Ambient social network system
Keywords: Elderly
Keywords: In-person encounters
Keywords: Sentient displays
© Copyright 2013 Elsevier Ltd.
Summary: Social media sites have become immensely popular. In 2010 it was estimated
that Americans spent a quarter of their online time using social networking
sites (SNSs) and blogs. Prior studies have shown how people spend more time
socializing through digital communication services such as SNSs reducing
face-to-face interaction. Individuals limited offline interactions cause a
sense of self-perception of being less socially involved. In this paper we
explore how the use of an ubiquitous system we developed, Tlatoque, is able to
adapt and move the SNS's social capital outside the desktop into a domestic
setting to support older adults' offline interactions with their family. The
findings of a 21 week deployment study uncovered the offline practices
surrounding the use of Tlatoque and its social implications toward the existing
family ties (n=30). Results qualitatively indicate that the content shared in
SNSs strengthens older adults' social network by enriching and complementing
traditional social engagements such as those conducted over the phone or
in-person.
Ambient Awareness to Strengthen the Family Social Network of Older Adults
Differentiated Awareness-Support in Computer Supported Collaborative Work
/
Cornejo, Raymundo
/
Tentori, Mónica
Computer Supported Cooperative Work
2013-04
v.22
n.2/3
p.309-344
Keywords: Ambient awareness; Elderly; Family ties; Situated displays; Social media;
Social network
Copyright © 2013 Springer
Summary: Social networking sites (SNSs) provide ambient awareness of the interests
and activities of friends and relatives helping them sustain and strengthen
their social ties. Older adults who are not adopting SNSs might however feel
like outsiders within their own families who increasingly rely on these
services to socialize. Previous research has shown that situated displays can
provide appropriate interfaces for older adults to use digital services. In
this paper we explore how situated displays can intuitively provide ambient
awareness to strengthen the family social network of older adults. We designed
and developed Tlatoque, a situated display, to seamlessly integrate older
adults into the SNS used by their relatives. The results of a 21-week
deployment study of an initial version of Tlatoque in one extended family
showed that the older adult became more conscious of relatives' activities,
which also enriched in-person encounters. However, relatives expected the older
adult to reply to their posts in the SNS and Tlatoque lacked mechanisms for the
older adult to provide feedback. We re-designed Tlatoque to incorporate means
for enabling the older adult to share information back to the SNS. We conducted
a second 21-week deployment study with another extended family to evaluate the
use of this new version of the system. Our results indicate that the second
design was successful in providing ambient awareness to the older adult as well
as to her relatives. We conclude that situated displays that provide SNS
services can assist the integration of older adults to their social network and
contribute to enhance asymmetric relations between the older adult and younger
relatives.
Enriching family personal encounters with ambient social media
Computer Mediated Social Offline Interactions (SOFTec 2012)
/
Cornejo, Raymundo
/
Tentori, Mónica
/
Favela, Jesús
Proceedings of the 2012 International Conference on Ubiquitous Computing
2012-09-05
p.792-793
© Copyright 2012 ACM
Summary: As SNS become ubiquitous, users are exploiting SNS content to enrich
in-person gatherings. In this paper we present the results of a 26-weeks
deployment study of an interactive display involving a lightweight Facebook
client, and a movement-based social exergame, to explore how this technology
impact in-person interactions with one extended family. Our results indicate
that the use of the display is semi-public, and catalyzed opportunistic
gatherings. We close discussing how the social implications of our results
contribute to the use of public social displays, and its social implications
for encouraging people to be socially engaged.
MOSOCO: a mobile assistive tool to support children with autism practicing
social skills in real-life situations
Health & children
/
Escobedo, Lizbeth
/
Nguyen, David H.
/
Boyd, LouAnne
/
Hirano, Sen
/
Rangel, Alejandro
/
Garcia-Rosas, Daniel
/
Tentori, Monica
/
Hayes, Gillian
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.2589-2598
© Copyright 2012 ACM
Summary: MOSOCO is a mobile assistive application that uses augmented reality and the
visual supports of a validated curriculum, the Social Compass, to help children
with autism practice social skills in real-life situations. In this paper, we
present the results of a seven-week deployment study of MOSOCO in a public
school in Southern California with both students with autism and neurotypical
students. The results of our study demonstrate that MOSOCO facilitates
practicing and learning social skills, increases both quantity and quality of
social interactions, reduces social and behavioral missteps, and enables the
integration of children with autism in social groups of neurotypical children.
The findings from this study reveal emergent practices of the uses of mobile
assistive technologies in real-life situations.
Classroom-based assistive technology: collective use of interactive visual
schedules by students with autism
Health 1: technology challenges
/
Cramer, Meg
/
Hirano, Sen H.
/
Tentori, Monica
/
Yeganyan, Michael T.
/
Hayes, Gillian R.
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.1
p.1-10
© Copyright 2011 ACM
Summary: vSked is an interactive and collaborative assistive technology for students
with autism, combining visual schedules, choice boards, and a token-based
reward system into an integrated classroom system. In this paper, we present
the results of a study of three deployments of vSked over the course of a year
in two autism classrooms. The results of our study demonstrate that vSked can
promote student independence, reduce the quantity of educator-initiated
prompts, encourage consistency and predictability, reduce the time required to
transition from one activity to another. The findings from this study reveal
practices surrounding the use of assistive technologies in classrooms and
highlight important considerations for both the design and the evaluation of
assistive technologies in the future, especially those destined for classroom
use.
Improving communication and social support for caregivers of high-risk
infants through mobile technologies
Health care
/
Liu, Leslie S.
/
Hirano, Sen H.
/
Tentori, Monica
/
Cheng, Karen G.
/
George, Sheba
/
Park, Sun Young
/
Hayes, Gillian R.
Proceedings of ACM CSCW'11 Conference on Computer-Supported Cooperative Work
2011-03-19
p.475-484
© Copyright 2011 ACM
Summary: Upon leaving the hospital, parents of high-risk infants experience a variety
of challenges in providing care at home. In this work, we present results from
a qualitative study to understand the role of social interaction and
information-sharing surrounding high-risk infants among both home caregivers
and health professionals. These results demonstrate challenges in communication
and social support for caregivers of these infants. Based on these results, we
present design guidelines for collaborative communication technologies for this
population and a prototype system design that demonstrates how these design
guidelines might be met in a mobile application. Finally, we discuss how
collaborative technologies can serve to improve communication with
professionals as well as provide much-needed social support.
Pervasive Computing for Hospital, Chronic, and Preventive Care
/
Tentori, Monica
/
Hayes, Gillian R.
/
Reddy, Madhu
Foundations and Trends in Human-Computer Interaction
2011
2012-07-05
v.5
n.1
p.1-95
Keywords: Assistive technologies
Copyright © 2012 Authors
Summary:
An emerging area of great impact and significance is the application of
pervasive computing technologies in healthcare. Pervasive healthcare refers to
the set of technologies designed to seamlessly integrate health education,
interventions, and monitoring technology into our everyday lives, regardless of
space and time. This approach can increase both the coverage and quality of
care. Over the last decade, pervasive computing solutions for healthcare have
become increasingly prevalent in both research and commercial efforts. This
survey analyzes a variety of research projects and commercial solutions devoted
to understanding, designing, and implementing pervasive healthcare applications
in support of preventive care, hospital care, and chronic care.
Taking into account the working conditions of clinicians and the needs of
patients, pervasive computing offers a variety of attractive solutions for many
of the challenges to care delivery in these domains. The work of clinicians is
intrinsically tied to the physical domain of the patient, not to digital
material available in computer systems; clinicians as well as other
non-clinical caregivers continually switch between different caregiving
contexts. Furthermore, their work is characterized by high mobility, ad hoc
collaboration, and interruptions. At the same time, patients and family members
frequently demonstrate poor adherence to both behavioral and pharmaceutical
interventions and experience inadequate communication with those providing
care. The use of health education to promote motivation, reinforcement, advice,
and tools for capturing and tracking health information supporting
self-monitoring can help patients to overcome these challenges. Pervasive
computing offers solutions for clinicians, patients, and a variety of other
caregivers to assist them with these problems including applications and
mechanisms to:
- ease the recording, tracking, and monitoring of health information;
- allow communication, collaboration, and coordination among the varied stakeholders;
- encourage clinical adherence and disease prevention;
- support the nomadic work of clinicians and seamless integration of the physical and digital worlds; and
- enable the development of novel medical devices.
In this survey, we present an overview of the history of pervasive healthcare
research as a human-centered vision driven by a healthcare model that includes
preventive, hospital, and chronic care. We then summarize the research in this
space, outlining research challenges, current approaches, results, and trends.
Finally, we discuss future research directions as a springboard for new focus
in pervasive healthcare. This survey is based on analysis of the literature as
well as our own research experiences and those of many of our colleagues.
Summary: This monograph presents an overview of the history of pervasive healthcare
research as a human-centered vision driven by a healthcare model that includes
preventive, hospital, and chronic care. It summarizes the research in this
space, outlining research challenges, current approaches, results, and trends.
Designing for interaction immediacy to enhance social skills of children
with autism
Exploring new possibilities
/
Tentori, Monica
/
Hayes, Gillian R.
Proceedings of the 2010 International Conference on Ubiquitous Computing
2010-09-26
p.51-60
Keywords: autism, interaction immediacy, social compass, social skills
© Copyright 2010 ACM
Summary: Children with Autism Spectrum Disorder often require therapeutic
interventions to support engagement in effective social interactions. In this
paper, we present the results of a study conducted in three public schools that
use an educational and behavioral intervention for the instruction of social
skills in changing situational contexts. The results of this study led to the
concept of interaction immediacy to help children maintain appropriate spatial
boundaries, reply to conversation initiators, disengage appropriately at the
end of an interaction, and identify potential communication partners. We
describe design principles for Ubicomp technologies to support interaction
immediacy and present an example design. The contribution of this work is
twofold. First, we present an understanding of social skills in mobile and
dynamic contexts. Second, we introduce the concept of interaction immediacy and
show its effectiveness as a guiding principle for the design of Ubicomp
applications.
Ambient Displays for Integrating Older Adults into Social Networking Sites
Social Networking
/
Cornejo, Raymundo
/
Favela, Jesús
/
Tentori, Monica
CRIWG 2010: Collaboration and Technology
2010-09-20
p.321-336
Keywords: Ambient displays; social networking sites
© Copyright 2010 Springer-Verlag
Summary: Social networking sites (SNS) help users sustain and strengthen ties with
friends and relatives. However older adults who are less technically inclined
individuals are often left aside these SNS felling as outsiders within their
own family that uses this media to socialize. To assist these non-technical
older adults we developed two ambient displays aimed at seamlessly integrate
them into SNS. The first prototype, ePortrait, shows to older adults the
photographs uploaded by their relatives in a SNS and the second prototype,
eBowl, provides means to communicate their status through the manipulation of
physical objects. The results of an evaluation shows that ambient displays are
capable of monitoring older adults' context and provide them with continuous
information about their social network in a subtle, peripheral and expressive
manner. As a consequence, older adults use the information conveyed by such
displays to enhance conversations with new topics helping them feel more
integrated with their family.
Ecological Validity and Pervasiveness in the Evaluation of Ubiquitous
Computing Technologies for Health Care
Evaluating New Interactions in Health Care: Challenges and Approaches
/
Favela, Jesus
/
Tentori, Monica
/
Gonzalez, Victor M.
International Journal of Human-Computer Interaction
2010
v.26
n.5
p.414-444
© Copyright 2010 Taylor and Francis
Summary: The difficulties associated with the evaluation of ubiquitous computing
(Ubicomp) technologies increase in application domains such as hospitals, where
human life can be at risk, privacy of personal records is paramount, and labor
is costly and highly distributed across space and time. For the last 6 years
numerous Ubicomp technologies in support of hospital work have been created and
pilot-tested. In this article, the lessons learned from these evaluations are
discussed, using two criteria to classify them. The first criterion is
ecological validity, namely, the extent to which the evaluation is conducted
under realistic conditions. Alternatives range from controlled experiments to
in situ evaluations. The article argues in particular for the advantages of
intermediate approaches, which is referred to as in silico and in replica. The
second criterion relates to the degree of integration of the technology with
the environment, which is referred to as its pervasiveness. The evaluation grid
that comes out of this exercise highlights the importance of ecological
validity in evaluating ambient computing technology that supports the
activities conducted in complex health care settings such as hospitals. This
provides a framework for evaluating Ubihealth, which can be used to select
appropriate techniques as a function of the technological and environmental
complexity as well as to devise novel evaluation techniques.
Persuasive Virtual Communities to Promote a Healthy Lifestyle among Patients
with Chronic Diseases
Groupware for Health Care
/
Gasca, Eduardo
/
Favela, Jesús
/
Tentori, Monica
CRIWG 2008: Groupware: Design, Implementation, and Use
2008-09-14
p.74-82
Keywords: Persuasive Ecosystem; Virtual Community; pHealthNet
© Copyright 2008 Springer-Verlag
Summary: The World Health Organization has declared obesity a world-wide epidemic.
People with obesity have a higher risk to attain chronic diseases, high risk of
premature death and a reduced quality of life. Recent studies have shown that
persuasive technologies and virtual communities can promote healthy lifestyles.
In this article, we describe the development of a Persuasive Ecosystem aimed at
promoting a healthy lifestyle in patients with a chronic disease that
participate in a support group. The study was inspired in the results of a case
study conducted in a hospital responsible for running this group. The results
of a preliminary evaluation show an increased engagement of the patients with
the program due to the use of the system.