Janet Go
Nokia
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Publication
Featured researches published by Janet Go.
conference on computer supported cooperative work | 2010
Morgan G. Ames; Janet Go; Joseph 'Jofish' Kaye; Mirjana Spasojevic
In this paper, we explore the benefits of videochat for families and the corresponding work that home users engage in to make a video call run smoothly. We explore the varieties of social work required, including coordination work, presentation work, behavioral work, and scaffolding work, as well as the technical work necessary. We outline the benefits families enjoy for doing this work and discuss the ways in which families use videochat to reinforce their identity as a family and reinforce their family values, in effect making - as in creating - love. We conclude with recommendations for improving videochat and for designing with family values in mind more generally.
human factors in computing systems | 2010
Hayes Solos Raffle; Rafael Ballagas; Glenda Revelle; Hiroshi Horii; Sean Follmer; Janet Go; Emily Reardon; Koichi Mori; Joseph 'Jofish' Kaye; Mirjana Spasojevic
We introduce Family Story Play, a system that supports grandparents to read books together with their grandchildren over the Internet. Family Story Play is designed to improve communication across generations and over a distance, and to support parents and grandparents in fostering the literacy development of young children. The interface encourages active child participation in the book reading experience by combining a paper book, a sensor-enhanced frame, video conferencing technology, and video content of a Sesame Street Muppet (Elmo). Results with users indicate that Family Story Play improves child engagement in long-distance communication and increases the quality of interaction between young children and distant grandparents. Additionally, Family Story Play encourages dialogic reading styles that are linked with literacy development. Ultimately, reading with Family Story Play becomes a creative shared activity that suggests a new kind of collaborative story telling.
human factors in computing systems | 2011
Hayes Solos Raffle; Glenda Revelle; Koichi Mori; Rafael Ballagas; Kyle Buza; Hiroshi Horii; Joseph 'Jofish' Kaye; Kristin Cook; Natalie Freed; Janet Go; Mirjana Spasojevic
StoryVisit allows children and long-distance adults to experience a sense of togetherness by reading childrens story books together over a distance. StoryVisit combines video conferencing and connected books: remote grown-up and child readers can see and hear each other, and can also see and control the same e-book. We report on research with 61 families - over 200 users including parents, children and long-distance readers - who used StoryVisit in their homes with a long-distance reader for at least one reading session. In addition, we report qualitative findings regarding nineteen of the families who participated in telephone interviews and four families who were monitored and interviewed by researchers at home. Results show that connected e-book video chat sessions last about five times as long as the typical video chats reported in previous research on families with young children. Moreover, the addition of an animated character increased session lengths by another 50%. StoryVisit usage peaked for families with three year olds, showing that sustained distance interactions with very young children are possible if communication technologies incorporate joint activities that engage children and adults.
human factors in computing systems | 2010
Jan Blom; Divya Viswanathan; Mirjana Spasojevic; Janet Go; Karthik Acharya; Robert Ahonius
This paper describes investigation of a mobile communication system that helps alleviate fear experienced in the urban context. In order to obtain empirically grounded insights for the concept design, urban females in their twenties and thirties and living in Bangalore, New Delhi and San Francisco, were studied. More than 200 females filled in an online survey. Extensive qualitative data for 13 participants were collected through week long diaries, semi-structured interviews, and situated participative enactment of scenarios. Fear-related concerns were voiced both in India and the U.S., suggesting that reducing fear, particularly in a pedestrian context after the onset of darkness, could be a globally applicable need. User research findings into subjective experiences of fear, contexts in which they occur, and behavioral strategies were used to design a mobile service titled ComfortZones. This concept was developed to the level of a high fidelity prototype and tested in a field trial in India. The investigation highlights further opportunities for design, particularly the notion of emphasizing positive and socially successful qualities of cities to communities concerned with their safety and security.
IEEE Pervasive Computing | 2010
Rafael Ballagas; Hayes Solos Raffle; Janet Go; Glenda Revelle; Joseph 'Jofish' Kaye; Morgan G. Ames; Hiroshi Horii; Koichi Mori; Mirjana Spasojevic
Family Story Play is an interactive book-reading system designed for two-to-four-year-olds that couples videoconferencing with paper books and interactive content to support grandparents reading together with their grandchildren over the Internet. The Story Play system is designed to improve the amount and quality of interaction between children and distant grandparents by shifting interactions from conversation to shared activities. Ethnographic methods provide a rich understanding of current family practices. Findings from this research help the authors articulate the design rationale behind Story Play and express opportunities in a broader design space for family communication.
conference on computer supported cooperative work | 2012
Janet Go; Rafael Ballagas; Mirjana Spasojevic
To effectively design for families, we must understand familial relationships, which exert a significant influence on childrens growth, learning, and play. In particular, siblings can be influential play partners and teachers, providing important scaffolding to each other. We report our observations of eight sibling pairs between ages 6 and 10, playing four popular games of different gaming paradigms. We found that certain patterns of sibling behavior persisted through all game sessions, regardless of the play patterns afforded by the different games, and that parents reports were consistent with our observations. We also observed instances where game design seemed to influence sibling play dynamics. We share our insights into considerations for designing for sibling play, including specialized social dynamics, opportunities for scaffolding, and the particular challenges they present.
interaction design and children | 2009
Rafael Ballagas; Joseph 'Jofish' Kaye; Morgan G. Ames; Janet Go; Hayes Solos Raffle
conference on computer supported cooperative work | 2011
Morgan G. Ames; Janet Go; Joseph 'Jofish' Kaye; Mirjana Spasojevic
interaction design and children | 2010
Sean Follmer; Hayes Solos Raffle; Janet Go; Rafael Ballagas; Hiroshi Ishii
interaction design and children | 2011
Rafael Ballagas; Glenda Revelle; Kyle Buza; Hiroshi Horii; Koichi Mori; Hayes Solos Raffle; Mirjana Spasojevic; Janet Go; Kristin Cook; Emily Reardon; Yun-Ta Tsai; Christopher Paretti