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[1] The Evolution of Engagements and Social Bonds During Child-Parent Co-design Participating in Well-Being and Family / Yip, Jason C. / Clegg, Tamara / Ahn, June / Uchidiuno, Judith Odili / Bonsignore, Elizabeth / Beck, Austin / Pauw, Daniel / Mills, Kelly Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.3607-3619
ACM Digital Library Link
Summary: Partnering with parents and children in the design process can be important for producing technologies that take into consideration the rich context of family life. However, to date, few studies have examined the actual process of designing with families and their children. Without understanding the process, we risk making poor design choices in user-interactive experiences that take into account important family dynamics. The purpose of this investigation is to understand how parent-child relationships in families shape co-design processes and how they are reshaped through co-design. We document the evolutionary process and outcomes that exist in co-design partnerships between researchers and families. We found that parents' engagement patterns shifted more slowly than that of children's from observing and facilitating to design partnering practices. Our analysis suggests the importance of establishing and nurturing social bonds among parents, children, and researchers in the co-design process.

[2] Pervasive Play Workshop Summaries / Ahn, June / Bonsignore, Elizabeth / Hansen, Derek L. / Kraus, Kari / Neustaedter, Carman Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3317-3324
ACM Digital Library Link
Summary: The infusion of mobile and collaborative technologies into our everyday lives enables new forms of pervasive games and play. We use the term pervasive play as shorthand for technology-mediated, playful experiences that are tethered to our everyday lives through the physical and virtual spaces we inhabit. This includes a variety of game and play genres ranging from alternate reality games to urban games to mixed reality performance and playful uses of public displays. The goals of the workshop are to (a) strengthen and broaden the community of pervasive play researchers and practitioners, (b) explore design frameworks for creating novel pervasive play experiences, and (c) identify key research questions, methods, and challenges for future research in this area.

[3] Innovations in interaction design & learning Workshops / Ahn, June / Clegg, Tamara / Yip, Jason / Bonsignore, Elizabeth / Rick, Jochen Proceedings of ACM IDC'15: Interaction Design and Children 2015-06-21 p.462-465
ACM Digital Library Link
Summary: Many new technologies for children focus on fostering learning. However, designers and researchers often come from disparate traditions that either stress innovative design methodologies (e.g. participatory design) or rigorous examination of learning (e.g., design-based research). This workshop brings together researchers who are actively engaged in, or interested in, weaving together these research fields to develop usable, engaging, and innovative technologies that are also deeply grounded in theories of learning. We invite participants to submit position papers describing their work in progress. The goals of the workshop will be to better articulate the unique issues that arise at the intersection of interaction design and learning design, and develop an agenda for a next wave of research that draws a clear link between methodologies in these fields. All topic areas related to design, learning, and children are welcome.

[4] FamCom: A Communication Service Enhancing Conversation Quality Between Elders Residing in Care Hospital and Their Family Member Student Design Competition / Kang, Mingu / Kim, Taewan / Kim, Youngjae / Ahn, Junghwan Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.13-18
ACM Digital Library Link
Summary: FamCom is a service which aids a patient in care hospital to feel more intimate with family members by improving the quality of conversation. We conducted survey, contextual inquiry, personas, scenarios and user test using low and high-fidelity prototypes to enhance the quality of conversation. According to our research lack of conversation topics depreciates the quality of conversation. FamCom provides conversation sources to family members to increase the intimacy between patient and family members.

[5] Personalized Search: Reconsidering the Value of Open User Models Recommenders / Web / Ahn, Jae-wook / Brusilovsky, Peter / Han, Shuguang Proceedings of the 2015 International Conference on Intelligent User Interfaces 2015-03-29 v.1 p.202-212
ACM Digital Library Link
Summary: Open user modeling has been perceived as an important mechanism to enhance the effectiveness of personalization. However, several studies have reported that open and editable user models can harm the performance of personalized search systems. This paper re-examines the value of open and editable user models in the context of personalized search. We implemented a personalized search system with 2D user manipulatable visualization and concept-based user model components. A user study result suggests that the proposed visualization-based open user modeling approach can be beneficial for adaptive search.

[6] Open Education in the Wild: The Dynamics of Course Production in the Peer 2 Peer University Motivation and Dynamics of the Open Classroom / Ahn, June / Webster, Sarah / Butler, Brian S. Proceedings of ACM CSCW 2015 Conference on Computer-Supported Cooperative Work and Social Computing 2015-02-28 v.1 p.1896-1905
ACM Digital Library Link
Summary: The Peer 2 Peer University (P2PU) is an online, open education platform where any user can create a course, contribute content, or join an existing course as a learner. P2PU represents an experiment in organizing the production of entirely user-generated, open education. However, the open model of P2PU rests on the critical assumption that members can successfully coordinate and produce a sufficient supply of courses and motivate others to join in. In this paper, we use log data from P2PU to describe the dynamics of organizers -- members who try to produce and launch open courses -- and explore the factors related to their ability to successfully create courses on this open platform. We find that a critical predictor of successful course development is quickly finding like-minded organizers to collaborate with, suggesting that creating new education systems based on open, social computing platforms requires facilitation of key aspects of social coordination beyond providing platform and content resources.

[7] How do people use Facebook features to manage social capital? / Lee, Eunsun / Kim, Yeo Jung / Ahn, Jungsun Computers in Human Behavior 2014-07 v.36 n.0 p.440-445
Keywords: Facebook features
Keywords: Facebook feature use
Keywords: Bonding social capital
Keywords: Bridging social capital
Link to Article at sciencedirect
Summary: The goal of this study is to examine and understand the relationship between the utilization of Facebook features and two types of social capital: bonding and bridging. An online survey was conducted using a college sample (n = 256). The results show that, with bonding social capital, the frequent use of Like feature was positively associated whereas that of Comment was negatively associated. With bridging social capital, the frequent use of Wall was positively associated. The results also show that the preference for Wall, Friend, Comment, News Feed, Like, Message, Photo, and Chat was positively associated with both bonding and bridging social capital. On the other hand, the preference for Status and Group was positively associated only with bridging social capital. Limitations of this study and the implications of the findings are discussed and suggestions for future research are provided.

[8] "It helped me do my science.": a case of designing social media technologies for children in science learning Applications for learning / Yip, Jason / Ahn, June / Clegg, Tamara / Bonsignore, Elizabeth / Pauw, Daniel / Gubbels, Michael Proceedings of ACM IDC'14: Interaction Design and Children 2014-06-17 p.155-164
ACM Digital Library Link
Summary: In this paper, we present the design evolution of two social media (SM) tools: Scientific INQuiry (SINQ), which transformed into ScienceKit. We detail our motivations for using SM tools in science learning and the design decisions we made over a 2-year, design-based research project. Our designs grew from our experiences using SM tools in the field and co-designing these systems with children. Our longitudinal case study and design narrative contribute to our understanding of the design and use of SM tools to support children's scientific inquiry. Specifically, we detail (1) the affordances and constraints we gleaned from the design evolution of SINQ to ScienceKit, (2) the potential of SM to guide learning behaviors, and (3) the role of SM for children and the community of adults and peers who support them.

[9] CHI 2039: speculative research visions alt.chi: limits and futures / Baumer, Eric P. S. / Ahn, June / Bie, Mei / Bonsignore, Elizabeth M. / Börütecene, Ahmet / Buruk, Oguz Turan / Clegg, Tamara / Druin, Allison / Echtler, Florian / Gruen, Dan / Guha, Mona Leigh / Hordatt, Chelsea / Krüger, Antonio / Maidenbaum, Shachar / Malu, Meethu / McNally, Brenna / Muller, Michael / Norooz, Leyla / Norton, Juliet / Ozcan, Oguzhan / Patterson, Donald J. / Riener, Andreas / Ross, Steven I. / Rust, Karen / Schöning, Johannes / Silberman, M. Six / Tomlinson, Bill / Yip, Jason Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.761-770
ACM Digital Library Link
Summary: This paper presents a curated collection of fictional abstracts for papers that could appear in the proceedings of the 2039 CHI Conference. It provides an opportunity to consider the various visions guiding work in HCI, the futures toward which we (believe we) are working, and how research in the field might relate with broader social, political, and cultural changes over the next quarter century.

[10] Selfies for science: collaborative configurations around ScienceKit Posters / Bonsignore, Elizabeth / Ahn, June / Clegg, Tamara / Yip, Jason C. / Pauw, Daniel / Gubbels, Michael / Lewittes, Becky / Rhodes, Emily Companion Proceedings of ACM CSCW 2014 Conference on Computer-Supported Cooperative Work and Social Computing 2014-02-15 v.2 p.133-136
ACM Digital Library Link
Summary: In this paper, we detail our initial analyses of the ways in which youth engage in collaborative learning using ScienceKit, a mobile, social media application designed to support scientific inquiry in informal learning contexts. We focus on the ways in which ScienceKit orients small groups in different configurations of collaborative work, as they engage in informal learning activities.

[11] Designing futures for peer-to-peer learning @ CSCW Workshop summaries / Lin, Peyina / Roque, Ricarose / Wardrip, Peter / Ahn, June / Shapiro, R. Benjamin Companion Proceedings of ACM CSCW 2014 Conference on Computer-Supported Cooperative Work and Social Computing 2014-02-15 v.2 p.327-330
ACM Digital Library Link
Summary: Open, online learning environments, such as massive open online courses (MOOCs) and open learning communities have been promoted as a way to expand equitable access to quality education. Such learning experiences are potentially enriched via extensive networks of peer learners. Even though challenges exist to realize these aspirations, open, online learning environments can serve as a mechanism for how we provide transformative learning experiences. This workshop aims to bring researchers and practitioners from diverse disciplinary backgrounds to explore how the body of CSCW knowledge can better support the vision of sustaining peer-to-peer learning in online environments. Integrating contributions from designers, researchers, and practitioners at the intersection of CSCW & education, participants will co-create future visions and proposed implementations for open, online learning environments.

[12] Understanding user behavior at scale in a mobile video chat application Social computing I / Tian, Lei / Li, Shaosong / Ahn, Junho / Chu, David / Han, Richard / Lv, Qin / Mishra, Shivakant Proceedings of the 2013 International Joint Conference on Pervasive and Ubiquitous Computing 2013-09-08 v.1 p.647-656
ACM Digital Library Link
Summary: Online video chat services such as Chatroulette and Omegle randomly match users in video chat sessions and have become increasingly popular, with tens of thousands of users online at anytime during a day. Our interest is in examining user behavior in the growing domain of mobile video, and in particular how users behave in such video chat services as they are extended onto mobile clients. To date, over four thousand people have downloaded and used our Android-based mobile client, which was developed to be compatible with an existing video chat service. The paper provides a first-ever detailed large scale study of mobile user behavior in a random video chat service over a three week period. This study identifies major characteristics such as mobile user session durations, time of use, demographic distribution and the large number of brief sessions that users click through to find good matches. Through content analysis of video and audio, as well as analysis of texting and clicking behavior, we discover key correlations among these characteristics, e.g., normal mobile users are highly correlated with using the front camera and with the presence of a face, whereas misbehaving mobile users have a high negative correlation with the presence of a face.

[13] Extreme Motion Based Interaction for Enhancing Mobile Game Experience Games and Gamification / Kim, Youngwon / Ahn, Jong-gil / Kim, Gerard Jounghyun HCI International 2013: 15th International Conference on HCI, Part II: Applications and Services 2013-07-21 v.2 p.249-257
Keywords: User Experience; Extreme motion; Whole Body Interaction; Motion Detection
Link to Digital Content at Springer
Summary: In this paper, we propose to enact interaction by "extreme" motion involving multiple body parts and thereby maximize the whole body experience. By detecting the relative movements among multiple body parts, rather than an extended motion of just a single body part, the extreme motion can be contained within the personal space (not to disturb others around). Such a scheme was tested on a simple mobile game and compared to interfaces that were based on conventional touch interface and absolute motion detection. Experimental results showed that while incorporating extreme "relative" motion resulted in higher level of excitement and user experience by involving more body parts, the control performance significantly suffered (due to the head movements).

[14] Interface Design for Minimizing Loss of Context in In-situ Remote Robot Control User Studies / Ahn, Jong-gil / Kim, Gerard Jounghyun HCI International 2013: 15th International Conference on HCI, Part III: Applications and Services 2013-07-21 v.3 p.87-96
Keywords: Human-Robot Interaction; In-Situ Robot Control; Interface Design
Link to Digital Content at Springer
Summary: When controlling robot in-situ, the operator's attention is often divided between the scene and the interface. This often causes inefficiency in the control performance. One possible solution to address this attention switch is to employ a camera (or sensor) view (despite being at the site) in which critical parts of the operating environment can be shown side-by-side with the control interface so that the user is not distracted from the either. In addition, when the user switches one's attention away unavoidably and then back to the control interface, the interface can be configured so that user can easily continue the task at hand without momentary the loss of context. In this paper, we describe the design of such an interface and investigate in the possible user attentive behaviors based on it. In particular, we present an experiment that compares three variant forms of interactions: (1) Nominal (no camera view), (2) Fixed (using a camera view and user not allowed to overlook into the scene), and (3) Free (using a camera view but user is free to overlook into the scene). The three approaches represent different balances between information availability, interface accessibility and the amount of attentional shift. Experiment results have shown that all three interaction models exhibited similar task performance even though the Fixed type induced much less attentional shift. However, the users much preferred the Nominal and Free type. Users mostly ignored the camera view, shifting one's attention excessively into the operating scene, due to the lack of visual quality, realistic scale and depth information of the camera view.

[15] Playing for real: designing alternate reality games for teenagers in learning contexts Full Papers / Bonsignore, Elizabeth / Hansen, Derek / Kraus, Kari / Visconti, Amanda / Ahn, June / Druin, Allison Proceedings of ACM IDC'13: Interaction Design and Children 2013-06-24 p.237-246
ACM Digital Library Link
Summary: An Alternate Reality Game (ARG) is a form of transmedia storytelling that engages players in scavenger hunt-like missions to collectively uncover, interpret, and reassemble the fragments of a story that is distributed across multiple media, platforms, and locations. ARGs are participatory experiences, because players have a central role in reconstructing the storyline. Furthermore, players interact with the game as themselves, not via avatars. Although transmedia formats like ARGs have garnered increasing attention in entertainment and education, most have been targeted for adults 18 and older. Few studies have explored the design process of education-based ARGs for children. In this paper, we detail the design and implementation of an ARG for middle school students (13-15 years old). We describe the strategies we used to distribute story elements across various media and to encourage players to participate in an authentic inquiry process. We found that a "protagonist by proxy", or in-game character with whom players related closely, served as a strong motivator and a model for positive participation. We highlight student interactions and offer insights for designers who implement ARGs and similar immersive learning experiences.

[16] Using social media and learning analytics to understand how children engage in scientific inquiry Short Papers / Ahn, June / Gubbels, Michael / Yip, Jason / Bonsignore, Elizabeth / Clegg, Tamara Proceedings of ACM IDC'13: Interaction Design and Children 2013-06-24 p.427-430
ACM Digital Library Link
Summary: Children are increasingly using social media tools in their lives. In addition, there is great interest in understanding how to design and evaluate social technologies to aid in children's learning and development. We describe two research endeavors that begin to address these issues. First, we introduce SINQ, a social media application that encourages children to practice Scientific INQuiry skills through collaborative participation. Second, we conducted a case study of SINQ with six children, ages 8-11, and collected log data of their interactions in the app. We applied learning analytics on this log data using a visual analytic tool called LifeFlow. The event-sequence visualizations showed how children engaged with scientific inquiry within the SINQ app, and most importantly illuminated how inquiry is not a linear process with a defined start and end. The children in our study traversed the inquiry process via diverse pathways, all of which were supported by the SINQ app.

[17] SINQ: designing social media to foster everyday scientific inquiry for children Demos / Ahn, June / Yip, Jason / Gubbels, Michael Proceedings of ACM IDC'13: Interaction Design and Children 2013-06-24 p.503-506
ACM Digital Library Link
Summary: In this paper, we describe a mobile, social media app called SINQ that was the product of a 15-month co-design process with a child design team. The goal of SINQ is to utilize social media design features in ways that help children conceptualize Scientific INQuiry practices through intuitive sharing of media and ideas from their everyday lives. We describe how SINQ builds from prior work in software for science learning and mobile technology for children. We also highlight how SINQ is a distinct evolution of technology for scientific inquiry learning. We argue that by taking seriously, the affordances of social media applications, new opportunities and design challenges arise for interaction design for learning technologies.

[18] What can we learn from Facebook activity?: using social learning analytics to observe new media literacy skills Predictive analytics / Ahn, June LAK'13: 2013 International Conference on Learning Analytics and Knowledge 2013-04-08 p.135-144
ACM Digital Library Link
Summary: Social media platforms such as Facebook are now a ubiquitous part of everyday life for many people. New media scholars posit that the participatory culture encouraged by social media gives rise to new forms of literacy skills that are vital to learning. However, there have been few attempts to use analytics to understand the new media literacy skills that may be embedded in an individual's participation in social media. In this paper, I collect raw activity data that was shared by an exploratory sample of Facebook users. I then utilize factor analysis and regression models to show how (a) Facebook members' online activity coalesce into distinct categories of social media behavior and (b) how these participatory behaviors correlate with and predict measures of new media literacy skills. The study demonstrates the use of analytics to understand the literacies embedded in people's social media activity. The implications speak to the potential of social learning analytics to identify and predict new media literacy skills from data streams in social media platforms.

[19] SINQ: Scientific INQuiry learning using social media Work-in-progress / Ahn, June / Gubbels, Michael / Kim, Jinyoung / Wu, Johnny Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing Systems 2012-05-05 v.2 p.2081-2086
ACM Digital Library Citation
Summary: In this paper we describe SINQ, a prototype web application that utilizes social participation to guide learners through the scientific inquiry process. The paper outlines the challenges associated with scientific inquiry learning within natural environments, and describes initial research to leverage technology mediated social participation (TMSP) to scaffold inquiry learning.

[20] CTArcade: learning computational thinking while training virtual characters through game play Work-in-progress / Lee, Tak Yeon / Mauriello, Matthew Louis / Ingraham, John / Sopan, Awalin / Ahn, June / Bederson, Benjamin B. Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing Systems 2012-05-05 v.2 p.2309-2314
ACM Digital Library Citation
Summary: In this paper we describe CTArcade, a web application framework that seeks to engage users through game play resulting in the improvement of computational thinking (CT) skills. Our formative study indicates that CT skills are employed when children are asked to define strategies of common games such as Connect Four. In CTArcade, users can train their own virtual characters while playing games with it. Trained characters then play matches against other virtual characters. Based on reviewing the matches played, users can improve their game character. A basic usability evaluation was performed on the system, which helped to define plans for improving CTArcade and assessing its design goals.

[21] User attentive behavior with camera view for in-situ robot control LBR highlights / Ahn, Jong-gil / Yang, Hyunseok / Kim, Gerard Jounghyun / Kim, Namgyu Proceedings of the 7th International Conference on Human-Robot Interaction 2012-03-05 p.173-174
ACM Digital Library Link
Summary: In this poster, we present an experiment that compares three forms of interaction to study the user behavior with regards to the effects of camera view for in-situ robot control. We compared three hand-held interfaces with: (1) no camera view (Nominal), (2) a camera view/aim is always fixed toward the robot (Fixed) and (3) a camera view with user controlled aim (Free). The three approaches represent different balances between information availability, interface accessibility and the amount of induced attentional shifts. Experiment results have shown that all three interaction models exhibited similar task performance even though the Fixed type induced much less attentional shifts. On the other hand, the users much preferred the Nominal and Free type. Users mostly ignored the camera view despite having to shift one's attention excessively, due to the lack of visual quality, realistic scale and depth information.

[22] Analyzing User Behavior Patterns in Adaptive Exploratory Search Systems with LifeFlow Posters / Ahn, Jae-wook / Wongsuphasawat, Krist / Brusilovsky, Peter Proceedings of the Workshop on Human-Computer Interaction and Information Retrieval 2011-10-20 p.19
sites.google.com/site/hcirworkshop/P_Ahn_Wongsuphasawat_Brusilovsky_hcir2011_submission_29.pdf
Summary: Adaptive exploratory search is a method that can provide user-centered personalized search results by incorporating interactive user interfaces. Analyzing the user behavior patterns of these systems can be complicated when they support transparent and controllable open user models. This paper suggests to use a visualization tool to address the problem, as a complement to the typical statistical analysis. By adopting an event sequence visualization tool called LifeFlow, we were able to easily find out user interesting behavior patterns, especially regarding the open user model exploration.

[23] Gaze-Directed Hands-Free Interface for Mobile Interaction Gaze and Gesture-Based Interaction / Park, Gie-seo / Ahn, Jong-gil / Kim, Gerard Jounghyun HCI International 2011: 14th International Conference on Human-Computer Interaction, Part II: Interaction Techniques and Environments 2011-07-09 v.2 p.304-313
Keywords: Mobile interface; Gaze; Head-controlled; Hands-free; Non-visual interface
Link to Digital Content at Springer
Summary: While mobile devices have allowed people to carry out various computing and communication tasks everywhere, it has generally lacked the support for task execution while the user is in motion. This is because the interaction schemes of most mobile applications are centered around the device visual display and when in motion (with the important body parts, such as the head and hands, moving), it is difficult for the user to recognize the visual output on the small hand-carried device display and respond to make the timely and proper input. In this paper, we propose an interface which allows the user to interact with the mobile devices during motion without having to look at it or use one's hands. More specifically, the user interacts, by gaze and head motion gestures, with an invisible virtual interface panel with the help of a head-worn gyro sensor and aural feedback. Since the menu is one of the most prevailing methods of interaction, we investigate and focus on the various forms of menu presentation such as the layout and the number of comfortably selectable menu items. With head motion, it turns out 4x2 or 3x3 grid menu is more effective. The results of this study can be further extended for developing a more sophisticated non-visual oriented mobile interface.

[24] Projector robot for augmented children's play Telepresence / Ahn, Jong-gil / Yang, Hyeonsuk / Kim, Gerard J. / Kim, Namgyu / Choi, Kyoung / Yeon, Hyemin / Hyun, Eunja / Jo, Miheon / Han, Jeonghye Proceedings of the 6th International Conference on Human-Robot Interaction 2011-03-06 p.27-28
ACM Digital Library Link
Summary: Participating in a play is one of integral curriculum for young children at nurseries and kindergartens. At the same time, it is not very easy to successfully run and manage a play for young children due to their low age and immaturity. Scripts are difficult to memorize and children's attention span is quite short. We are exploring the use of a robot and augmented reality (AR) technology to assist the nursery teachers in hopes to alleviate the difficult and complicated task of running the play, and also as a way to increase the learning effect by promoting the concentration and immersion (by the presence of the robot and novelty of the augmented display) [1, 2, 3]. For this purpose, we have devised a semi-autonomous remote-controlled projector robot with the capabilities of background projection and control, generating the synthesized augmented view, camera/movement control, producing story narration and various special effects. We have recently deployed the robot assistant for a play ('Three Little Pigs') at an actual nursery to observe and investigate various aspects of human robot interaction. For instance, the robot interacts with the actors on stage, leading and guiding them by showing (with small display on the robot) the synthesized augmented view, script guidance, and putting forth and changing the backdrop projection. It also assumes the role of the "camera man" and may instigate minute interplay with the actor as it zooms in and out on actors (by remote control). Our initial observation indicated that the use of the robot and AR indeed exhibited very high potential in drawing the attention of the children and enhancing the educational effect, but required the right amount of autonomy and external control and an intuitive interface.

[25] Guiding educational resources for iSchool students with topic-based adaptive visualization Posters / Ahn, Jae-wook / Brusilovsky, Peter Proceedings of the 2011 iConference 2011-02-08 p.632-633
ACM Digital Library Link
Summary: Information visualizations can be applied to the educational domain in order to help the students access appropriate educational resources. We present a novel adaptive visualization method that supports navigations through class materials according to the lecture topics. The map-based adaptive annotations and the relevance-based visualizations are supported in the framework. We are going to use the system in a real iSchool class and will conduct a user study in order to validate the effectiveness of the idea.
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