Faculty Projects
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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...
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AdaptErrEx
The AdaptErrEx project, funded by the U.S. Department of Education, has developed materials to support learning of decimals through erroneous examples. Th...
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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...
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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...
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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...
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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...
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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...
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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...
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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...
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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...
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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 ...
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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...
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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...
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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...
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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...
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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...
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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...
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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 ...
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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...
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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...