User Preference for Navigation Instructions in Mixed Reality
Current solutions for providing navigation instructions to users who are walking are mostly limited to 2D maps on smartphones and voice-based instructions...
Augmented Reality (AR), Context-Aware Computing, Virtual Reality (VR)
From creating input devices to rendering tangible information, the field of HCI is interested in using kinematic mechanisms to create human-computer inter...
Humphrey Yang, Lining Yao
Computational Fabrication, Computational Creativity, Tools, Virtual Reality (VR), Wearables
We present an optimization-based approach that automatically adapts Mixed Reality (MR) interfaces to different physical environments. Current MR layouts, ...
Augmented Reality (AR), Virtual Reality (VR), Context-Aware Computing
The Polyphonic project explores collecting real-world data by piggybacking on game streaming communities such as Twitch, which capture over a trillion min...
Jessica Hammer, Nikolas Martelaro
Crowdsourcing, Game Design
Games and Climate
How can games help address the challenge of climate change? Through research and design, we are exploring ways that games can motivate collective action, ...
Jessica Hammer, Geoff Kaufman
Game Design, Service Design, Social Good
Bloomwood Stories: Block Party is a visual novel that aims to increase players' health self-efficacy and connect them to health resources at their local l...
Jessica Hammer, Geoff Kaufman, Avonelle Wing,
Game Design, Healthcare
Our research into the human factors of cybersecurity focuses on people as social actors whose security behaviors are influenced by their relationships, co...
Sauvik Das, Cori Faklaris, Jason Hong,
Security and Privacy, Social Computing
Understanding Mental Health with Mobile Sensing
Understanding how our family and friends affect our mental health People are social beings in nature and our friends and family play a crucial part in ou...
Jason Hong, Robert Kraut, Siyan Zhao
Healthcare, Societal Problems, Tools
Increasing Design Innovation
Design innovation often follows technical advances. For example, when Philips invented the cassette recorder in 1962, designers innovated this technology ...
John Zimmerman, Aaron Steinfeld, Qian Yang
IoT Coffee Table
Communicates what the environment is sensing Today people increasingly find themselves in spaces that invisibly sense them. The increasing use of cameras...
A Wearable Fitness Tracker for Wheelchair Athletes Information provided by traditional fitness trackers is not always relevant to athletes of all abiliti...
Jeffrey Bigham, Gierad Laput,
Thermorph: Flat, 3D Printed Materials that Self-Fold When Heated
Researchers at Carnegie Mellon University have used an inexpensive 3-D printer to produce flat plastic items that, when heated, fold themselves into prede...
While smartwatches are convenient, there is a limit to their functionality due to their small interfaces. Enter LumiWatch. ...
Researchers at Carnegie Mellon University's Human-Computer Interaction Institute and Disney Research found that they could make walls "smart" at relativel...
While much of education research is focused on student performance, this research turns the focus to the development of the teacher....
Amy Ogan, John Zimmerman, David Gerritsen
Design Research, Education, Learning Sciences and Technologies
VizLens: A Robust and Interactive Screen Reader for Interfaces in the Real World The world is full of physical interfaces that are inaccessible to blind ...
The Knowledge Accelerator
Researchers from the Human-Computer Interaction Institute are working on a system they call Knowledge Accelerator. A system that uses a machine-learning p...
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...
Anind Dey, Jennifer Mankoff, Nikola Banovic
Decision Support System for VAD
This project is developing a decisions support tool that mines medical histories and makes a recommendation on when a person suffering from stage 3 or 4 h...
Qian Yang, John Zimmerman
When it comes to learning math, how much fun you are having is rarely factored into the equation. That isn't to say that game designers have not tried to ...
Bruce McLaren, Jodi Forlizzi
Education, Learning Sciences and Technologies
Personal information management and privacy is a major and increasing challenge. New internet architectures will make people and their interactions more t...
Sara Kiesler, Ruogu Kang,
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...
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 ...
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...
The goal of Seating Coach (SC) is to facilitate power wheelchair users to utilize auxiliary seating functions for health management while preventing poten...
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...
Our Connection Machines project investigates nonverbal and verbal behaviors of two partners in a conversation setting in the context of rapport. We have c...
Enabling Technologies, Learning Sciences and Technologies
The AdaptErrEx project, funded by the U.S. Department of Education, has developed materials to support learning of decimals through erroneous examples. Th...
Learning Sciences and Technologies
The Project on Virtual Possessions investigates how people make sense of and construct value with their ever-increasing collections of virtual things. The...
John Zimmerman, Will Odom, Jodi Forlizzi
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...
Judeth (Judy) Choi, Jodi Forlizzi,
Education, Game Design