
Modeling and Understanding Human Routine Behavior
Everyone has some kind of routine. Whether it's how you get ready each morning or how you drive your car, routines are behavior blueprints that help us pu...
Nikola Banovic,
Digital Footprints
Personal information management and privacy is a major and increasing challenge. New internet architectures will make people and their interactions more t...
Social Computing
Audio Emotion Recognition
We have built an emotion recognition system based on prosodic features (i.e. intensity, pitch, formant frequencies of sounds) combined with short-term per...
Daniel Siewiorek
Virtual Rehabilitation Assistants (VRAs)
VRAs are applications of wearable devices which track patient home exercises in order to quantify exercise metrics regarding compliance, performance, and ...
Daniel Siewiorek
Virtual Coach for Stroke Rehabilitation Therapy
This Virtual Coach evaluates and offers corrections and feedback for rehabilitation of stroke survivors. The Virtual Coach is composed of a tablet for cli...
Daniel Siewiorek
Seating Coach
The goal of Seating Coach (SC) is to facilitate power wheelchair users to utilize auxiliary seating functions for health management while preventing poten...
Daniel Siewiorek
Health Kiosk
Our contention is that multi-user health kiosks, designed with input from older adults and situated in convenient community locations, offer a way to bols...
Daniel Siewiorek
Connection Machines
Our Connection Machines project investigates nonverbal and verbal behaviors of two partners in a conversation setting in the context of rapport. We have c...
Justine Cassell,
AdaptErrEx
The AdaptErrEx project, funded by the U.S. Department of Education, has developed materials to support learning of decimals through erroneous examples. Th...
Bruce McLaren
Learning Sciences and Technologies
Virtual Possessions
The Project on Virtual Possessions investigates how people make sense of and construct value with their ever-increasing collections of virtual things. The...
Design Research
Transformative Live-Action Role-Playing
Live-action role-playing (larp) combines face-to-face improvisation with game rules to create collaborative, playful narrative experiences for the partici...
Technology-Enabled Role-Playing in Design
College professors frequently use role-playing in class as a way to engage their students and enhance the learning experience. However, role-playing often...
Amy Shannon Cook,
Supporting Opportunistic Groups
This project is focused on tools, techniques and applications that support the opportunistic grouping of devices and/or users. This includes support for c...
Enabling Technologies
Supporting Newcomer Socialization in Online Production Communities
Online production communities are becoming increasingly important, because they are creating the software that drives the Internet, generating valuable sc...
Robert Kraut
Social Computing
Social Ideation Systems
This project investigates how social computing systems can optimize real-time creative collaboration, whether in teams or with crowds. We are actively dev...
Steven Dang,
Social Cybersecurity
Our research into the human factors of cybersecurity focuses on people as social actors whose security behaviors are influenced by their relationships, co...
Sensor Data Mining and Wearable UI/UX
Our research in sensors and machine learning techniques seeks to improve HCI experience by developing objective and near real-time methods for recognizing...
Seniors and Quality of Life Technology
We address quality of life issues for seniors who have difficulty interacting with virtual information spaces. We lead projects to improve safe driving th...
Jodi Forlizzi,
Scaffolding Science Achievement in a Culturally Diverse Classroom
In this project, we aim to address the systematically-reduced standardized test scores of African American students compared to their Euro-American peers ...

PrivacyGrade
Many people are surprised to learn how much data smartphone apps are collecting about them. PrivacyGrade is a website we are creating that presents the re...
Jason Hong
Social Computing
Predicting User Mobility Patterns
By modeling the temporal and spatial movements of individuals, we can predict how long they will stay in their current location and where they will transi...
Enabling Technologies
Playtesting: Education and Practice
Playtesting helps game designers evaluate not whether their games are useful and usable, but whether they are playful and playable. Strong playtest skills...
Phenom
Our goals with Phenom are to (a) integrate various sources of data about us (e.g. call logs, contact lists, location data), and (b) offer an underlying pr...
Enabling Technologies
Personal Informatics for Intercultural Competence
Working and living internationally can be a rewarding but difficult experience. This project investigates how people gain intercultural competence while d...
Online Feedback for Design
This project explores novel opportunities for how innovators can obtain and make sense of diverse feedback from potential stakeholders or customers. We ha...
Rachel Jue,
Design Research
Multisensory Interactions/Sensory Augmentation Systems
We employ theories related to executive control of our working memory (e.g., cognitive load theory) and differentiation of resource capacity according to ...
Enabling Technologies
Modeling the Impact of System Response Delays on User State
In the early days of computing, there was a great deal of research into how system response times impacted user experiences. However, the text-based syste...
Daniel Siewiorek,
Enabling Technologies
Lowering Barriers to Access and Enhancing Play in MOOCs
If Massive Online Open Courses (MOOCs) are the democratizing educational innovation that many claim them to be, then why do the largest proportion of MOOC...
LASAD
The LASAD project is focused on helping students learn to argue, debate and think critically by working collaboratively on a webpage that allows creation ...
Bruce McLaren
Learning Sciences and Technologies
Interpreting Behavior With Crowds
Social science research often relies on coding of video or other data for subjective events. This can be very time consuming and labor intensive for a sin...
Jeffrey Bigham,
Crowdsourcing