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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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
Link to Article at Taylor & 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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
Link to Digital Content at Springer
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
Link to Article at sciencedirect
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
Link to Digital Content at 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
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
Link to now publishers Digital Content
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
ACM Digital Library Link
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
Link to Digital Content at Springer
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
Link to Article at informaworld
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
Link to Digital Content at Springer
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.
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