TY - JOUR T1 - User-Centered Design Groups to Engage Patients and Caregivers with a Personalized Health Information Technology Tool JF - Biology of Blood and Marrow Transplantation Y1 - 2016 A1 - Maher, Molly A1 - Kaziunas, Elizabeth A1 - Ackerman, Mark A1 - Derry, Holly A1 - Forringer, Rachel A1 - Miller, Kristen A1 - O'Reilly, Dennis A1 - An, Larry C A1 - Tewari, Muneesh A1 - Hanauer, David A A1 - Choi, Sung Won KW - bone marrow transplant KW - caregivers KW - design group KW - engagement KW - health IT KW - patient activation KW - pediatric; hematopoietic cell transplantation KW - user-centered design AB -

Health information technology (IT) has opened exciting avenues for capturing, delivering and sharing data, and offers the potential to develop cost-effective, patient-focused applications. In recent years, there has been a proliferation of health IT applications such as outpatient portals. Rigorous evaluation is fundamental to ensure effectiveness and sustainability, as resistance to more widespread adoption of outpatient portals may be due to lack of user friendliness. Health IT applications that integrate with the existing electronic health record and present information in a condensed, user-friendly format could improve coordination of care and communication. Importantly, these applications should be developed systematically with appropriate methodological design and testing to ensure usefulness, adoption, and sustainability. Based on our prior work that identified numerous information needs and challenges of HCT, we developed an experimental prototype of a health IT tool, the BMT Roadmap. Our goal was to develop a tool that could be used in the real-world, daily practice of HCT patients and caregivers (users) in the inpatient setting. Herein, we examined the views, needs, and wants of users in the design and development process of the BMT Roadmap through user-centered Design Groups. Three important themes emerged: 1) perception of core features as beneficial (views), 2) alerting the design team to potential issues with the user interface (needs); and 3) providing a deeper understanding of the user experience in terms of wider psychosocial requirements (wants). These findings resulted in changes that led to an improved, functional BMT Roadmap product, which will be tested as an intervention in the pediatric HCT population in the fall of 2015 (ClinicalTrials.govNCT02409121).

VL - 22 UR - Complete-OnlyDOI ER - TY - JOUR T1 - House Memory: On Activity Traces As a Form of Cultural Heritage JF - ACM interactions Y1 - 2014 A1 - Dong, Tao A1 - Newman, Mark W. A1 - Ackerman, Mark S. KW - activity traces KW - cultural heritage KW - houses KW - memory KW - memory applications KW - memory traces KW - pervasive environments KW - ubicomp environments AB -

In the past few years, we have seen a wave of new "smart" consumer products that make everyday places aware of our activities. There are thermostats that adjust temperatures based on occupancy [1], doors that alert us when we forget to close them, and "beacons" that track our indoor locations [2]. With recent advances in sensor technologies and the Internet of Things, every corner of our world is slated to gain some capability of capturing our activity traces.

As everyday places become more aware of what we do, an enormous volume of activity traces can be captured and potentially amassed over the long run. Yet the narratives surrounding those technologies mostly focus on short-term gains in efficiency and comfort; few have considered the long-term value of those captured traces. We are concerned that traces will be discarded prematurely, since the perceived risk to privacy easily outweighs the as yet unclear benefits. Thus, it is important to ask: How might we, or rather our future generations, find digital footprints left in a place useful in the long term?

VL - 21 UR - Complete-OnlyDOI ER - TY - CONF T1 - "If These Walls Could Talk": Designing with Memories of Places T2 - Proceedings of the 2014 Conference on Designing Interactive Systems Y1 - 2014 A1 - Tao Dong A1 - Mark S. Ackerman A1 - Mark W. Newman KW - activity traces KW - family memory KW - memory KW - memory artifacts KW - pervasive environments KW - ubicomp environments AB -

This work explores the potential value of using the enormous amount of activity traces latest ubicomp environments have started to capture. We sought to understand potential practices of using these traces in the long term through a field-based study in the USA that examines how today's people use traces left by their predecessors in the houses where they live.

We found that our participants received, discovered, and made use of many small traces held by artifacts, people, and building materials. Those traces were used to provide practical assistance to participants' appropriation of their houses as well as to connect participants with the past in an evocative manner. Our analysis highlights the roles played by the social context and the mutability of the house in the experience of remembering the house as well as in shaping participants' attitudes of passing on traces of prior appropriation of the place. To illustrate the design implications of those findings, we offer three design concepts to characterize potential ways of using traces captured by ubicomp environments in the long term.

JF - Proceedings of the 2014 Conference on Designing Interactive Systems PB - ACM CY - New York, NY, USA SN - 978-1-4503-2902-6 UR - Complete-NoFile ER - TY - JOUR T1 - Sharing Knowledge and Expertise: The CSCW View of Knowledge Management JF - Computer Supported Cooperative Work (CSCW) Journal Y1 - 2013 A1 - Mark S. Ackerman A1 - Juri Dachtera A1 - Pipek, Volkmar A1 - Wulf, Volker KW - collective intelligence KW - cscw KW - expertise finding KW - expertise sharing KW - information access KW - knowledge sharing KW - QA AB -

Knowledge Management (KM) is a diffuse and controversial term, which has been used by a large number of research disciplines. CSCW, over the last 20 years, has taken a critical stance towards most of these approaches, and instead, CSCW shifted the focus towards a practice-based perspective. This paper surveys CSCW researchers’ viewpoints on what has become called ‘knowledge sharing’ and ‘expertise sharing’. These are based in an understanding of the social contexts of knowledge work and practices, as well as in an emphasis on communication among knowledgeable humans. The paper provides a summary and overview of the two strands of knowledge and expertise sharing in CSCW, which, from an analytical standpoint, roughly represent ’generations’ of research: an ’object-centric’ and a ’people-centric’ view. We also survey the challenges and opportunities ahead.

VL - 22 UR - Complete ER - TY - CONF T1 - Social Overlays: Collectively Making Websites More Usable T2 - 14th IFIP Conference on Human-Computer Interaction (Interact 2013) Y1 - 2013 A1 - Tao Dong A1 - Mark S. Ackerman A1 - Mark W. Newman KW - crowdsourcing KW - social computing KW - web AB -

Many small organizations lack the expertise and resources to conduct usability evaluations of their websites. Social Overlays, presented here, is a new system that allows a community of users to collectively improve their website. Social Overlays enables end–users to identify and repair common user interface problems through creating “overlays” on web pages as part of their regular use, thereby improving usability while reducing the need for professional services. In short, Social Overlays harnesses the diversity of experience and ideas within a community to "crowd source" usability. To evaluate Social Overlays, we examined whether a group of community members without any usability training could use Social Overlays to identify and repair UI problems on their medium–sized community’s website. We found that they could. Community users were able to uncover a large number of UI problems and formulate reasonable solutions to the problems they identified. In addition, we compared Social Overlays to two standard ways of assessing web-site usability: expert inspection and usability testing. We found that Social Overlays users identified more problems, and their reported problems differed in useful ways from those found by the experts and the usability testing team.

JF - 14th IFIP Conference on Human-Computer Interaction (Interact 2013) UR - Complete ER - TY - CONF T1 - Discovery-based Games for Learning Software Y1 - 2012 A1 - Tao Dong A1 - Mira Dontcheva A1 - Diana Joseph A1 - Karrie Karahalios A1 - Mark W. Newman A1 - Mark S. Ackerman KW - help AB -

We propose using discovery-based learning games to teach people how to use complex software. Specifically, we developed Jigsaw, a learning game that asks players to solve virtual jigsaw puzzles using tools in Adobe Photoshop. We conducted an eleven-person lab study of the prototype, and found the game to be an effective learning medium that can complement demonstration-based tutorials. Not only did the participants learn about new tools and techniques while actively solving the puzzles in Jigsaw, but they also recalled techniques that they had learned previously but had forgotten.

UR - Complete ER - TY - CONF T1 - Supporting Re-Use in DIY Software Projects: A Gray-Box Approach T2 - Workshop on Hacking, Tinkering, Crafts & Inventive Leisure Practices, ACM Conference on Computer-Supported Cooperative Work Y1 - 2011 A1 - Tao Dong A1 - Huh, Jina A1 - Mark W. Newman A1 - Mark S. Ackerman KW - collaborative help KW - configuration KW - hacking communities KW - knowledge sharing KW - recommender systems KW - Software customization AB -

DIYers who work with software often attempt to reuse others’ work wherever they can as they seek to assemble, modify, and extend their systems. In this paper, we briefly discuss the challenges faced by software DIYers in the process of reusing others’ software configurations through our study of the MythTV community. We also discuss the benefits of enabling users to engage with others’ configurations as “gray-boxes,” allowing them to pay attention to just the parts that must be opened up and modified and ignore the rest. We propose a new technical facility called Tailor Wear to give users guidance and hints about where and how to modify configuration artifacts by visually presenting the tailoring traces left by similar or selected peers.

JF - Workshop on Hacking, Tinkering, Crafts & Inventive Leisure Practices, ACM Conference on Computer-Supported Cooperative Work UR - Complete ER - TY - CONF T1 - Bringing the field into the lab: supporting capture and replay of contextual data for the design of context-aware applications T2 - Proceedings of the 23nd annual ACM symposium on User interface software and technology (UIST ’10) Y1 - 2010 A1 - Mark W. Newman A1 - Mark S. Ackerman A1 - Jungwoo Kim A1 - Atul Prakash A1 - Zhenan Hong A1 - Jacob Mandel A1 - Tao Dong KW - context-aware KW - data capture KW - design tools KW - pervasive KW - pervasive environments AB -

When designing context-aware applications, it is difficult to for designers in the studio or lab to envision the contextual conditions that will be encountered at runtime. Designers need a tool that can create/re-create naturalistic contextual states and transitions, so that they can evaluate an application under expected contexts. We have designed and developed RePlay: a system for capturing and playing back sensor traces representing scenarios of use. RePlay contributes to research on ubicomp design tools by embodying a structured approach to the capture and playback of contextual data. In particular, RePlay supports: capturing naturalistic data through Capture Probes, encapsulating scenarios of use through Episodes, and supporting exploratory manipulation of scenarios through Transforms. Our experiences using RePlay in internal design projects illustrate its potential benefits for ubicomp design.

JF - Proceedings of the 23nd annual ACM symposium on User interface software and technology (UIST ’10) UR - Complete-NoFile ER - TY - JOUR T1 - Simplifying User-Controlled Privacy Policies JF - IEEE Pervasive Computing Y1 - 2009 A1 - Mark S. Ackerman A1 - Tao Dong A1 - Gifford, Scott A1 - Kim, Jungwoo A1 - Mark W. Newman A1 - Atul Prakash A1 - Qidwai, Sarah KW - location-aware computing KW - location-based computing KW - privacy KW - privacy-enhancing architectures KW - privacy-protective applications AB -

Location-aware computing infrastructures are becoming widely available.

However, a key problem remains: letting users manage their privacy while

also giving them interesting applications that take advantage of location

information.

VL - 8 UR - Complete IS - 4 ER - TY - CONF T1 - I-DIAG: from community discussion to knowledge distillation T2 - Communities and Technologies (C&T 2003) Y1 - 2003 A1 - Mark S. Ackerman A1 - Swenson, Anne A1 - Cotterill, Stephen A1 - DeMaagd, Kurtis KW - distillation KW - expertise sharing KW - forums KW - knowledge artifact KW - knowledge management KW - knowledge sharing KW - online communities AB -

I-DIAG is an attempt to understand how to take the collective discussions of a large group of people and distill the messages and documents into more succinct, durable knowledge. I-DIAG is a distributed environment that includes two separate applications, CyberForum and Consolidate. The goals of the project, the architecture of IDIAG, and the two applications are described. We focus on technical mechanisms to augment social maintenance and social regulation in the system.

JF - Communities and Technologies (C&T 2003) UR - Complete ER - TY - JOUR T1 - Privacy in context JF - Human–Computer Interaction Y1 - 2001 A1 - Ackerman, Mark A1 - Darrell, Trevor A1 - Weitzner, Daniel J KW - IoT privacy KW - organizational context KW - pervasive KW - privacy KW - social context KW - ubicomp AB - Context-aware computing offers the promise of significant user gains-the ability for systems to adapt more readily to user needs, models, and goals. Dey, Abowd, and Salber (2001) present a masterful step toward understanding context-aware applications. We examine Dey et al. in the light of privacy issues-that is, individuals' control over their personal data-to highlight some of the thorny issues in context-aware computing that will be upon us soon. We argue that privacy in context-aware computing, especially those with perceptually aware environments, will be quite complex. Indeed, privacy forms a co-design space between the social, the technical, and the regulatory. We recognize that Dey et al. is a necessary first step in examining important software engineering concerns, but future research will need to consider how regulatory and technical solutions might be co-designed to form a public good. VL - 16 UR - Complete ER -