Brown Bag Lunch Schedule: Difference between revisions

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'''Anthony Pellicone''', <br>
'''Anthony Pellicone''', <br>
'''Majeed Kazemitabaar''', <br>
'''Elissa Redmiles''', <br>
'''Brenna McNally'''   
'''Brenna McNally'''   
<br>University of Maryland, College Park
<br>University of Maryland, College Park
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'''Anthony Pellicone'''  
'''Anthony Pellicone'''  
''' The Game of Performing Play: Understanding Streaming as Cultural Production'''


'''Abstract''' : Live streaming has become pervasive in digital game culture. Previous work has focused largely on technological considerations in streaming platforms. However, little is known about how streamers enter the practice, gain skills, and operate as content producers. We present a qualitative study of an online forum dedicated to streaming. By observing the conversations between veterans and newcomers to the practice, we develop an understanding of how streamers must tie together technological, social, and gameplay-based skills to craft an appealing performance of play. We find that a key skill in streaming is the development of a unique attitude and persona as a gamer, which permeates into every element of a streamer’s performance. As individual identity becomes important in streaming practice, design considerations for platform features such as community moderation and stream metrics may help improve equitable participation in this increasingly important aspect of game culture.<br>  
'''Abstract''' : Live streaming has become pervasive in digital game culture. Previous work has focused largely on technological considerations in streaming platforms. However, little is known about how streamers enter the practice, gain skills, and operate as content producers. We present a qualitative study of an online forum dedicated to streaming. By observing the conversations between veterans and newcomers to the practice, we develop an understanding of how streamers must tie together technological, social, and gameplay-based skills to craft an appealing performance of play. We find that a key skill in streaming is the development of a unique attitude and persona as a gamer, which permeates into every element of a streamer’s performance. As individual identity becomes important in streaming practice, design considerations for platform features such as community moderation and stream metrics may help improve equitable participation in this increasingly important aspect of game culture.<br>  


'''Bio''': Anthony is in his fifth year of the Information Studies PhD program at the University of Maryland, and he will be defending his dissertation in May. Generally, he is interested in the ways that people learn, socialize, and play in online spaces dedicated to games. His previous work has centered on digital gameplay as an experience that is connected across multiple platforms and communities, and the culture of play in these environments. Currently he is researching both informal science learning in Alternate Reality Games, as well as live-streaming video games as an act of performance and cultural production.
'''Elissa Redmiles'''


'''Majeed Kazemitabaar'''
'''Where is the Digital Divide? A Survey of Security, Privacy, and Socioeconomics'''  


'''MakerWear: A Tangible Approach to Interactive Wearable Creation for Children'''  
'''Abstract''': The behavior of the least-secure user can influence security and privacy outcomes for everyone else. Thus, it is important to understand the factors that influence the security and privacy of a broad variety of people. Prior work has suggested that users with differing socioeconomic status (SES) may behave differently; however, no research has examined how SES, advice sources, and resources relate to the security and privacy incidents users report. To address this question, we analyze a 3,000 respondent, census-representative telephone survey. We find that, contrary to prior assumptions, people with lower educational attainment report equal or fewer incidents as more educated people, and that users’ experiences are significantly correlated with their advice sources, regardless of SES or resources.


'''Abstract''': Wearable construction toolkits have shown promise in broadening participation in computing and empowering users to create personally meaningful computational designs. However, these kits present a high barrier of entry for some users, particularly young children (K-6). In this paper, we introduce MakerWear, a new wearable construction kit for children that uses a tangible, modular approach to wearable creation. We describe our participatory design process, the iterative development of MakerWear, and results from single- and multi-session workshops with 32 children (ages 5-12; M=8.3 years). Our findings reveal how children engage in wearable design, what they make (and want to make), and what challenges they face. As a secondary analysis, we also explore age-related differences.
'''Bio''': Elissa Redmiles is a Ph.D. student at the University of Maryland in Computer Science. Her research focuses on understanding and measuring users' security behavior and developing security education interventions for at-risk users. She is the recipient of an NSF Graduate Research Fellowship and a Facebook Fellowship. Prior to pursuing her Ph.D., Elissa held Marketing Management and Software Engineering roles at IBM and was a Data Science for Social Good Fellow at the University of Chicago.


'''Bio''': Majeed is Masters Student in the Computer Science department, working with Jon Froehlich in the HackerSpace. He co-designs, builds and evaluates technologies for children.


'''Brenna McNally'''
'''Brenna McNally'''
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'''Abstract''': The direct gains children perceive from their membership on Participatory Design (PD) teams are seldom the focus of research studies. Yet, how HCI practitioners choose to include children in PD methods may influence the value participants see in their participation, and thereafter the outcomes of PD processes. To understand what gains former child members of a PD team perceive from their participation we conducted a two-part study. In Study 1 we surveyed and interviewed child alumni of a PD team to determine gains that are perceived first-hand. In Study 2 we obtained a secondary perspective by surveying and interviewing parents of alumni. We report on the perceived gains to former participants that were identified and described in these two studies—including collaboration, communication, design process knowledge, and confidence. We reflect on our findings through discussions of the continued applicability of gains, new opportunities, and implications for PD practitioners and methods.  
'''Abstract''': The direct gains children perceive from their membership on Participatory Design (PD) teams are seldom the focus of research studies. Yet, how HCI practitioners choose to include children in PD methods may influence the value participants see in their participation, and thereafter the outcomes of PD processes. To understand what gains former child members of a PD team perceive from their participation we conducted a two-part study. In Study 1 we surveyed and interviewed child alumni of a PD team to determine gains that are perceived first-hand. In Study 2 we obtained a secondary perspective by surveying and interviewing parents of alumni. We report on the perceived gains to former participants that were identified and described in these two studies—including collaboration, communication, design process knowledge, and confidence. We reflect on our findings through discussions of the continued applicability of gains, new opportunities, and implications for PD practitioners and methods.  


'''Bio''': Brenna is a PhD candidate in Information Studies at the University of Maryland’s Human-Computer Interaction Lab (HCIL). Brenna’s thesis investigates participant perspectives on their membership in an intergenerational Participatory Design team, with a focus on how participants view the ethics of their participation and perceive gains from participation.
Brenna is also the Research Coordinator for Kidsteam: A co-design team that works with children to design technologies that support children’s learning and play. Through this work she has been a part of the design of many amazing children’s technologies with researchers throughout the university as well as numerous industry (e.g., Pearson International, Nickelodeon) and government (e.g., U.S. National Park Service, the Office of Science, Technology and Policy at the White House) organizations. Brenna has a M.S. in Human-Computer Interaction from the University of Maryland and a B.A. in Telecommunication- Digital Media, Art, and Technology from Michigan State University.


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'''Fan Du''',
'''Fan Du''',
'''Matthew Mauriello''',
'''Matthew Mauriello''',
'''Elissa Redmiles'''  
'''Majeed Kazemitabaar''',
<br>University of Maryland, College Park
<br>University of Maryland, College Park


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provided with more control over the search process and more
provided with more control over the search process and more
context for the results, even at the cost of added complexity.<br>  
context for the results, even at the cost of added complexity.<br>  
'''Majeed Kazemitabaar'''
'''MakerWear: A Tangible Approach to Interactive Wearable Creation for Children'''
'''Abstract''': Wearable construction toolkits have shown promise in broadening participation in computing and empowering users to create personally meaningful computational designs. However, these kits present a high barrier of entry for some users, particularly young children (K-6). In this paper, we introduce MakerWear, a new wearable construction kit for children that uses a tangible, modular approach to wearable creation. We describe our participatory design process, the iterative development of MakerWear, and results from single- and multi-session workshops with 32 children (ages 5-12; M=8.3 years). Our findings reveal how children engage in wearable design, what they make (and want to make), and what challenges they face. As a secondary analysis, we also explore age-related differences.
'''Bio''': Majeed is Masters Student in the Computer Science department, working with Jon Froehlich in the HackerSpace. He co-designs, builds and evaluates technologies for children.


<br>  
<br>  
'''Matthew Mauriello'''
'''Matthew Mauriello'''


'''TBD'''
 
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Revision as of 20:10, 26 April 2017

The HCIL has an open, semi-organized weekly "brown bag lunch (BBL)" every Thursdays from 12:30-1:30pm in HCIL (2105 Hornbake, South Wing). The topics range from someone's work, current interests in the HCIL, software demos/reviews, study design, proposed research topics, introductions to new people, etc. The BBL is the one hour a week where we all come together--thus, it’s a unique time for HCIL members with unique opportunities to help build collaborations, increase awareness of each other’s activities, and generally just have a bit of fun together. There is no RSVP; simply show up!

If you would like to give or suggest a talk, presentation, workshop, etc., send an email to BBL student co-coordinators Deokgun Park (intuinno@umd.edu) or Rebecca Stone (rstone1@umd.edu). In the email, briefly describe the topic and preferred dates.

To be notified about upcoming events, please subscribe one of these mailing lists.

We thank YAHOO for its past sponsorship of the HCIL Brown Bag Lunches Yahoo.jpg.

Spring 2017 Schedule

Date Leader Topic
02/02/2017

Kickoff to a new Semester!

Come network, make introductions, and share what each of us is working on

02/09/2017

Bilge Mutlu,
University of Wisconsin-Madison

Human-Centered Principles and Methods for Designing Robotic Technologies


02/16/2017

Susan Winter,
University of Maryland, College Park

Designing for Diversity: HCI and the Support of Scientific Research

02/23/2017

Virginia Byrne and Joohee Choi,
University of Maryland, College Park
'

Research design review & CSCW Practice Talk

03/02/2017

Diversity in Tech Discussion

To continue our discussions surrounding diversity in tech please come to Thursday's BBL prepared to talk about two current diversity topics:

03/09/2017

Tim Summers & Sanjna Srivatsa,
University of Maryland, College Park

Using Business Intelligence and Machine Learning in financial decision making in Cybersecurity sector

03/16/2017

Raja Kushalnagar,
Gallaudet University

Multimedia for Deaf Eyes: How do we make multimedia accessible for deaf and hard of hearing people?

03/23/2017 No Brown Bag, Spring Break.
03/30/2017

Dion Goh,
Wee Kim Wee School of Communication and information Nanyang Technological University

Gaming the System: How Useful are Game-based Approaches for Crowdsourcing Content?

04/06/2017

Allison Druin
University of Maryland, College Park

Information @ the Extremes: The National Park Service and a Digital Future


04/13/2017

Daniel Votipka
University of Maryland, College Park

Who is Mr. Robot?: A Study of the Humans Behind Software Vulnerability Discovery

04/20/2017

Rebecca Stone
University of Maryland, College Park

Keeping Culture SAFe - DrupalCon Practice Talk

04/27/2017

Anthony Pellicone,
Elissa Redmiles,
Brenna McNally
University of Maryland, College Park

CHI Practice Talk


05/04/2017

Fan Du, Matthew Mauriello, Majeed Kazemitabaar,
University of Maryland, College Park

CHI Practice Talk


Past Brown Bags

View the Past Brown Bag Lunch Schedules to learn more about prior talks.