Brown Bag Lunch Schedule
The HCIL has an open, semi-organized weekly "brown bag lunch (BBL)" every Thursday 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 Sriram Karthik Badam (email@example.com) or Pavithra Ramasamy (firstname.lastname@example.org). In the email, briefly describe the topic and preferred dates.
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Fall 2017 Schedule
Kickoff to a new Semester!
Come network, make introductions, and share what you are working on
Please come to our first BBL of the Fall 2017 semester to introduce yourself and share what you're working on in the coming semester. The first BBL will be for us to network with each other and kickoff a great new semester.
David Weintrop, University of Maryland, College Park
To block or not to block: Understanding the effects of programming language representation in high school computer science classrooms.
Abstract: In the last few years, Chicago, New York City, and San Francisco have all announced major initiatives to bring computer science classes and computational thinking into every high school in their cities - with countless other smaller school districts following suit. Having made these commitments, attention now shifts towards how best to teach computer science to diverse populations of high school students who grew up in the age of smart phones, iPads, and Facebook. An increasingly popular strategy being employed is the use of graphical, block-based programming environments like Scratch, Blockly, and Alice. While these environments have been found to be effective at broadening participation with younger learners, open questions remain about their suitability in high school contexts. In this talk, I will present findings from a two-year classroom study looking at how the design of introductory programming environments affects learners' emerging understandings of computer science concepts and their perceptions of the field of computer science. I will also discuss the affordances of block-based programming environments relative to more conventional text-based alternatives.
From Independence to Interdependence: A Social Narrative of Assistive Technology
Abstract: In the Assistive Technology and greater disabilities community, “independence” has been a core goal and frame for making progress toward equality. This dominant narrative is often interpreted to mean that disabled people can and should live independently without help from others, and that assistive devices exist to displace reliance on helpers. For example, a wearable device that gives a blind person turn-by-turn directions through an airport displaces a sighted human guide. However, my work with people with disabilities in the home, in the workplace, and in public spaces has demonstrated that collaboration is a significant tool and goal of people with disabilities in their everyday lives. Further, social setting and human-human interactions significantly impact whether and how assistive devices are used. In this talk, I will share and unpack stories from people with various abilities to argue that assistive technology design through the lens of “interdependence” provides a more honest, respectful, and empowering alternative for assistive technology design.
Gabriela: Addressing health inequities through human-centered design
Talk 1 - Abstract: When we use empathy and human-centered approaches in developing health interventions, we have the capacity to affect social change. We can direct human-centered computing toward underserved populations. We can target marginalization, stigma, and inequity with human- centered methods. In this talk, I will share projects that have focused on addressing inequities within children’s behavioral health services, treatment for youth living with HIV, and opioid overdose prevention. I will present methodological approaches to designing for and with underserved populations, and show how to practice inclusion and equity in the design process. Based on the results of my projects, I will also outline design principles for health information technologies that do not sacrifice humanity for standardization. Finally, I will discuss the importance of broadening participation in computing, for more equitable research participation, methods, and output.
This talk discusses three main areas in this research: 1) How well does OSN data reflect real-world population data, 2) What are the patterns in response behavior to these events, and 3) How can low-quality information be filtered out from these data sources?
I will present findings across these questions, showing social media data mirrors certain geographic populations, discussing event-detection algorithms, and outlining some current research in cross-platform information quality. I will then open discussion on future work in: OSN data for qualitative study, crisis informatics, and studies of population/platform differences in online information quality.
Bio: Dr. Cody Buntain is a postdoctoral research fellow at the University of Maryland’s Human-Computer Interaction Lab and is funded by the Intelligence Community Postdoctoral Fellowship. His current areas of research include studying complex social systems and how society leverages social media in the aftermath of crises and social unrest. This research includes evaluating information credibility across social media platforms, real-time information retrieval and event detection in response to crises, social media reflections of real-world phenomena, and the intersection of machine learning and computational social science.
Designing with Data: How machine learning is morphing human, product, and system design
Abstract: The nature of product design has increased in scale, both inside corporations and in self-organized online communities (e.g., OpenIDEO, Local Motors). This is thanks to unprecedented amounts of digital design information made possible by globally distributed groups of thousands of people who collaborate together on design projects over the Internet. However, this increased scale and diversity comes with a price: 1) these groups generate more data than they can effectively use, 2) it becomes difficult to leverage their diverse expertise, and 3) involving non-experts meaningfully the design process, particularly for complex mechanical systems, requires rethinking how people interact with design tools and what kind of intelligent support we need to provide.
Exploratory visualization tools for health records research, and an exciting detour into infrastructural support for health records research at UMD
Abstract: Important medical research is increasingly based on analysis of data collected during provision of routine care. Compared to clinical trials data, this "secondary use" data is not susceptible to randomized, prospective study protocols; it suffers from poor quality and extreme "missingness" for observational or retrospective methods; strict privacy and human subjects regulations limit its availability; processing it for analysis is complicated by the diversity of its sources, formats, and the plethora of language and coding systems in which it is recorded; and analyzing it generally requires advanced clinical training and methods for grappling with its extreme multi-variateness, sparsity, and unknown systemic biases. Despite these formidable challenges, this data is orders of magnitude cheaper and more prolific than clinical trial data. Researchers and analysts within medical provider institutions can have access to data for millions of patients essentially for free; while medical products companies, regulators, and payer institutions can affordably purchase data for hundreds of millions of patients. Further, although analysts' uses cases are diverse and their methods (e.g., advanced statistics or machine learning) often opaque as well as immature; they share many basic questions and tasks: they almost universally need to characterize their populations on various demographic and clinical dimensions; they generally need to choose study and comparator cohorts; they need to group patients by disease and treatment parameters; they need to evaluate the significance of untold co-morbidities and confounders; they need to explore and discover temporal patterns obscured by the volume and variability of the data.
The advent of common data models and open-source software is just beginning to drastically streamline research workflows with this data. For analysts with access to data in OHDSI (ohdsi.org) format, for instance, many months of the standard observational study workflow can be skipped entirely. OHDSI's web-based cohort construction tools and it's open and growing R methods library allow researchers not only to define and execute their studies in hours or days rather than months, these researchers can now instantly and precisely share their code and aggregate results in a research network to be immediately replicated on dozens of other databases containing records for hundreds of millions of patients.
What this means for my research is: 1) my visualization tools can be built to a single data model and can be tested with a wide variety of use cases and without requiring my subject matter expert collaborators to perform data collection and transformation just to work with me; and 2) my tools can be built with immediate integration into platforms they are already using, so, for instance, they can take advantage of these experimental visualization tools as they design their study and set parameters; they can feed those parameters into their statistical or machine learning algorithms; and they can then (continuing in the same platform) use these visualization tools to explore and evaluate results.
What it also means for my research, for better or worse, is that my model for developing and evaluating visualization software and working with users and collaborators is very different from what HCI researchers are used to, and, since no one at UMD (as far as I know) is using OHDSI or anything like it, I have been spending more time explaining and evangelizing for my preferred research platform than for my research itself.
At the Brown Bag I will talk about both; but depending on audience interest (some of our visualization researchers will be off at IEEE VIS this week), I may end up focusing more on the infrastructural issues.
Designing for User Agency and Participation
Abstract: Digital technologies provide many opportunities to engage the interest and attention of users of all ages. A central question for the designers of these systems is what aspects of user interaction do they want to encourage and emphasize. In this talk, I present several research projects in which I designed digital systems to motivate user participation and collaboration. These projects include a digital living media system that engages child users though the dynamics of caring and responsibility and a Do-It-Yourself (DIY) open-source communication board for non-verbal users. For each project, I describe how I worked closely with various stakeholders including children, parents and teachers. I conclude with reflections on how to design digital system to support human agency and participation.
Abstract: The panel will share their experiences applying for the internships and finishing them. They will also provide resources including for practicing coding, improving resume, and interview questions.
Teacher Noticing: Leveraging Technology to Explore Noticing and Noticing to Explore Technology
Abstract: We introduce technology-mediated teacher noticing (TMTN): a vision for the design and use of technology-mediated tools that takes seriously the need for teachers to attend to, interpret, and respond to their students’ thinking. This vision is situated at the intersection of research on teacher noticing, and on technology to support student thinking. We synthesize that work to highlight specific ways that technology-mediated classroom tools can focus and stabilize teachers’ attention on valuable aspects of student thinking emphasized by current reform efforts. We then illustrate TMTN with classroom examples in which technology supported or obstructed teachers' attention to student thinking, and consider implications for research on technology in teacher practice, professional development, and the design of technological tools for K-12 classrooms.
Joseph G. Davis,
Visualizing and Exploring Cliques and Cartel-Like Patterns in Citation Networks
Abstract: With the growing emphasis on metrics such as citation count and h-index for research assessment, several reports of gaming and cartel-like formations for boosting citation statistics have emerged. However, such cartels are extremely difficult to detect. This paper presents a systematic approach to visualizing and computing clique and other anomalous patterns through ego-centric citation network analysis by drilling down into the details of individual researcher’s citations. After grouping the citations into three categories, namely, self- citations, co-author citations, and distant citations, we focus our analysis on the outliers with relatively high proportion of self- and co-author citations. By analyzing the complete co-authorship citation networks of these researchers one at a time along with all the co-authors and by merging these networks, we were able to isolate and visualize cliques and anomalous citation patterns that suggest plausible collusion. Our exploratory analysis was carried out using the citation data from Web of Science (now Clarivate Analytics) for all the highly cited researchers in Computer Science and Physics. I will also discuss some of the potential research opportunities in 'citation analytics'.
Joseph completed his PhD in Information Systems at the University of Pittsburgh. He has held previous academic positions at Indiana University Bloomington and University of Auckland and Visiting Professorships at Carnegie Mellon University, Syracuse University, University of Pittsburgh, and IBM Research Labs. He is a Senior Member of the ACM and a Charter Member of the Association for Information Systems.
How do art & design accelerate research in science & engineering?
Abstract: Leonardo is the classic example of fusion between art and science, as well as design and engineering. His artistic side amplified his perceptual abilities enabling him to make scientific breakthroughs about human anatomy, hydraulics, optics, and much more. Similarly, Pasteur’s training in lithography sensitized him to understand the chirality of molecules. Artistic skill enabling science is but one of four paths that I see. A second path is that the demands of art push science and engineering forward, as in the case of Karl Heinz needing to create the MP3 algorithms for compressing music. A third path is that the playful, exploratory, iterative, and divergent methods of art & design free up scientists and engineers to expand the range of their thinking. A fourth path is that products of art & design, such as paintings, sculpture, music, or film can directly inspire scientists and engineers. This talk will present further examples and call for closer connections across these disciplines.
Shneiderman is the co-author with Catherine Plaisant of Designing the User Interface: Strategies for Effective Human-Computer Interaction (6th ed., 2016) http://www.awl.com/DTUI/. With Stu Card and Jock Mackinlay, he co-authored Readings in Information Visualization: Using Vision to Think (1999). He co-authored, Analyzing Social Media Networks with NodeXL (www.codeplex.com/nodexl) (Morgan Kaufmann) with Derek Hansen and Marc Smith. Shneiderman’s latest book is The New ABCs of Research: Achieving Breakthrough Collaborations (Oxford, April 2016).
A New Genre of Human Computer-Interaction and Interfaces for 3D Creative Design and Fabrication
Abstract: The convergence of many factors such as low cost sensors, electronics, computing, machines, and more recently machine learning have created the potential for changing the way users engage with the physical world. This talk will explore and demonstrate how we can create new geometric interfaces and interactions that leverage our knowledge of the physical world for 3D design and fabrication. These new methods and tools enable users to personalize designs using new machines. In the first part of the talk we will explore how any consumer with little knowledge of computers can repurpose everyday objects and or shapes and quickly customize them to foldable constructions. Such constructions are then used to create robots in the physical world. In the second part we will see how new interactive workflows using a smart phone and tablets with pen-and-touch interfaces can be used for collaborative 3D design ideation. As a result of low thresholds and simple user interactions with lower cognitive loads, users are shown to explore multiple creative pathways. In the last part of the talk we will examine how a new deep learning technique, “SurfNET”, transforms a single image into 3D shapes and even hallucinate shapes that it has not seen. We envision a future with personalized manufacturing interfaces that lower the barrier for many to participate in the design and fabrication processes.
|11/23/2017||No Brown Bag, Thanksgiving recess|
Spring 2018 Schedule
Kickoff to a new Semester!
Come, network, make introductions, and share what you are working on
Please come to our first BBL of the Spring 2018 semester to introduce yourself and share what you're working on in the coming semester. The first BBL will be for us to network with each other and kickoff a great new semester.
Past Brown Bags
View the Past Brown Bag Lunch Schedules to learn more about prior talks.