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Featured researches published by Jason C. Yip.


human factors in computing systems | 2013

FACIT PD: a framework for analysis and creation of intergenerational techniques for participatory design

Greg Walsh; Elizabeth Foss; Jason C. Yip; Allison Druin

In this paper, we present a framework that describes commonly used design techniques for Participatory Design with children. Although there are many currently used techniques for designing with children, researchers working in differing contexts and in a changing technological landscape find themselves facing difficult design situations. The FACIT PD framework presented in this paper can aid in choosing existing design techniques or in developing new techniques regardless of the stage in the design cycle, the technology being developed, or philosophical approach to design method. The framework consists of eight dimensions, concerning the design partners, the design goal, and the design technique. The partner dimensions are partner experience and need for accommodation. The design goal dimensions are design space and maturity of design. The technique dimensions include: cost, portability, technology and physical interaction. Three cases will be presented which describe new techniques developed using the framework and two cases will describe existing techniques.


interaction design and children | 2013

Brownies or bags-of-stuff?: domain expertise in cooperative inquiry with children

Jason C. Yip; Tamara L. Clegg; Elizabeth Bonsignore; Helene Gelderblom; Emily Rhodes; Allison Druin

Researchers often utilize the method of Participatory Design to work together with users to enhance technology. In particular, Cooperative Inquiry is a method of Participatory Design with children that involves full partnership between researchers and children. One important challenge designers face in creating learning technologies is that these technologies are often situated in specific activities and contexts. While children involved in these activities may have subject expertise (e.g., science inquiry process), they may not have design expertise (e.g., design aesthetics, usability). In contrast, children with design expertise may be familiar with how to design with researchers, but may not have subject expertise. Little is known about the distinction between child design and subject experts in Cooperative Inquiry. In this paper, we examine two cases -- involving children with design expertise and those with subject expertise -- to better understand the design process for both groups of children. The data from this study suggests that similarities do exist between the two cases, but that design and subject knowledge does play a significant role in how children co-design learning technologies.


Journal of the Association for Information Science and Technology | 2013

Adolescent search roles

Elizabeth Foss; Allison Druin; Jason C. Yip; Whitney Ford; Evan Golub; Hilary Browne Hutchinson

In this article, we present an in-home observation and in-context research study investigating how 38 adolescents aged 14–17 search on the Internet. We present the search trends adolescents display and develop a framework of search roles that these trends help define. We compare these trends and roles to similar trends and roles found in prior work with children ages 7, 9, and 11. We use these comparisons to make recommendations to adult stakeholders such as researchers, designers, and information literacy educators about the best ways to design search tools for children and adolescents, as well as how to use the framework of searching roles to find better methods of educating youth searchers. Major findings include the seven roles of adolescent searchers, and evidence that adolescents are social in their computer use, have a greater knowledge of sources than younger children, and that adolescents are less frustrated by searching tasks than younger children.


interaction design and children | 2013

Children initiating and leading cooperative inquiry sessions

Jason C. Yip; Elizabeth Foss; Elizabeth Bonsignore; Mona Leigh Guha; Leyla Norooz; Emily Rhodes; Brenna McNally; Panagis Papadatos; Evan Golub; Allison Druin

Cooperative Inquiry is a Participatory Design method that involves children (typically 7--11 years old) as full partners with adults in the design of technologies intended for use by children. For many years, child designers have worked together with adults in Cooperative Inquiry approaches. However, in the past children have not typically initiated the design problems tackled by the intergenerational team, nor have they acted in leadership roles by conducting design sessions-- until now. In this paper, we detail three case studies of Cooperative Inquiry in which children led the process of design, from initial problem formulation through one iteration of design review and elaboration. We frame our analysis from three perspectives on the design process: behaviors exhibited by child leaders and their fellow co-designers; supports required for child leaders; and views expressed by child leaders and their co-design cohort about the sessions that they led.


interaction design and children | 2012

DisCo: a co-design online tool for asynchronous distributed child and adult design partners

Greg Walsh; Allison Druin; Mona Leigh Guha; Elizabeth Bonsignore; Elizabeth Foss; Jason C. Yip; Evan Golub; Tamara L. Clegg; Quincy Brown; Robin Brewer; Asmi Joshi; Richelle Brown

Face-to-face design with child and adult design partners is not always possible due to distant geographical locations or time differences. Yet we believe that the designs of children in areas not co-located with system builders, or who live in locations not easily accessed, are just as important and valid as children who are easily accessible especially when designing for a multinational audience. This paper reports on the prototype design process of DisCo, a computer-based design tool that enables intergenerational co-designers to collaborate online and asynchronously while being geographically distributed. DisCo contains tools that enable the designers to iterate, annotate, and communicate from within the tool. This tool was used to facilitate distributed co-design. We learned that children were less forgiving of their inability to draw on the computer than on paper, and they formed small, intergenerational design teams at their own locations when the technology did not work as they expected.


conference on computer supported cooperative work | 2017

From Personal Informatics to Family Informatics: Understanding Family Practices around Health Monitoring

Laura R. Pina; Sang-Wha Sien; Teresa M. Ward; Jason C. Yip; Sean A. Munson; James Fogarty; Julie A. Kientz

In families composed of parents and children, the health of parents and children is often interrelated: the health of children can have an impact on the health of parents, and vice versa. However, the design of health tracking technologies typically focuses on individual self-tracking and self-management, not yet addressing family health in a unified way. To examine opportunities for family-centered health informatics, we interviewed 14 typically healthy families, interviewed 10 families with a child with a chronic condition, and conducted three participatory design sessions with children aged 7 to 11. Although we identified similarities between family-centered tracking and personal self-tracking, we also found families want to: (1) identify ripple effects between family members; (2) consider both caregivers and children as trackers to support distributing the burdens of tracking across family members; and (3) identify and pursue health guidelines that consider the state of their family (e.g., specific health guidelines for families that include a child with a chronic condition). We contribute to expanding the design lens from self-tracking to family-centered health tracking.


human factors in computing systems | 2017

It wasn't really about the Pokémon: Parents' Perspectives on a Location-Based Mobile Game

Kiley Sobel; Arpita Bhattacharya; Alexis Hiniker; Jin Ha Lee; Julie A. Kientz; Jason C. Yip

Though prior work shows parents worry about screen media experiences displacing physical activity and time outdoors, this research does not account for location-based mobile games like Pokémon GO, which specifically facilitate outdoor activity. To fill this gap in the research, we surveyed and interviewed parents to understand (1) their values and perceptions of this type of gameplay and (2) how they co-play Pokémon GO with their children. Our findings provide empirical evidence that, in addition to appreciating the increased exercise and time outdoors, parents valued how play led to family bonding experiences. Furthermore, some traditional concerns about screen time persisted in this context, and new concerns about safety in real-world environments emerged. Parents mitigated these concerns with rules and gameplay choices, such as maintaining control of the mobile device, to ensure children were safe. This work contributes an empirical understanding of families as co-users of technology and offers a generative lens to study and design for joint media engagement among family members where gameplay differs from normative notions of screen time.


Journal of Special Education Technology | 2013

Cooperative Inquiry Extended: Creating Technology with Middle School Students with Learning Differences

Elizabeth Foss; Mona Leigh Guha; Panagis Papadatos; Tamara L. Clegg; Jason C. Yip; Greg Walsh

Cooperative Inquiry is a method of developing technology in which children and adults are partners in the design process. Researchers use Cooperative Inquiry to empower children in the design of their own technology and to design technology that is specific to childrens needs and wants. As Cooperative Inquiry is continually evolving and expanding, it is important to consider how researchers can extend this inclusive design approach to work with populations of children with disabilities. In a semester-long case study, researchers explored the use of Cooperative Inquiry in a classroom of middle school boys with learning differences, including mild to moderate autism, specific learning disabilities, and Attention Deficit Hyperactivity Disorder (ADHD). The participating class of 10 boys ages 11–12 designed a browser-based computer game using Cooperative Inquiry over the course of six design sessions. During the project, the children had overall positive experiences and were able to form partnerships with the adult researchers to develop the game. Based on the experiences of all the team members, researchers make recommendations for employing Cooperative Inquiry in special education classrooms. These include adding informal time during the design sessions, maintaining a high adult-to-child ratio, giving instructions using many modalities, and planning for high engagement. Through this work, researchers broaden Cooperative Inquirys applicability to a new population in a classroom setting, and provide guidance for designing with populations of children with special leaning needs in the future.


Learning, Media and Technology | 2016

Seeing the unseen learner: designing and using social media to recognize children's science dispositions in action

June Ahn; Tamara L. Clegg; Jason C. Yip; Elizabeth Bonsignore; Daniel Pauw; Michael Gubbels; Charley Lewittes; Emily Rhodes

This paper describes the development of ScienceKit, a mobile, social media application to promote childrens scientific inquiry. We deployed ScienceKit in Kitchen Chemistry (KC), an informal science program where children learn about scientific inquiry through cooking. By iteratively integrating design and implementation, this study highlights the affordances of social media that facilitate childrens trajectories of disposition development in science learning. We illuminate how the technological and curricular design decisions made in ScienceKit and KC constrain or expand the types of data we can collect and the actionable insights about learning we can recognize as both educators and researchers. This study offers suggestions for how information gleaned from social media tools can be employed to strengthen our understanding of learning in practice, and help educators better recognize the rich actions that learners undertake, which may be easily overlooked in face-to-face situations.


human factors in computing systems | 2014

CHI 2039: speculative research visions

Eric P. S. Baumer; June Ahn; Mei Bie; Elizabeth Bonsignore; Ahmet Börütecene; Oğuz Turan Buruk; Tamara L. Clegg; Allison Druin; Florian Echtler; Dan Gruen; Mona Leigh Guha; Chelsea Hordatt; Antonio Krüger; Shachar Maidenbaum; Meethu Malu; Brenna McNally; Michael Muller; Leyla Norooz; Juliet Norton; Oğuzhan Özcan; Donald J. Patterson; Andreas Riener; Steven I. Ross; Karen Rust; Johannes Schöning; M. Six Silberman; Bill Tomlinson; Jason C. Yip

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.

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Caroline Pitt

University of Washington

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Kiley Sobel

University of Washington

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Kung Jin Lee

University of Washington

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Greg Walsh

University of Baltimore

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Judith Uchidiuno

Carnegie Mellon University

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Katie Davis

University of Washington

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Sijin Chen

University of Washington

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