Papers by elizabeth bonsignore
Human Factors in Robots, Drones and Unmanned Systems
Working and interacting with artificial intelligence (AI) and autonomous systems is becoming an i... more Working and interacting with artificial intelligence (AI) and autonomous systems is becoming an integral part of many jobs both in civilian and military settings. However, AI fluency skills, which we define as competencies that allow one to effectively evaluate and successfully work with AI, and the training that supports them have not kept pace with the development of AI technology. Specific subgroups of individuals who work in these areas, such as cyber and emerging technologies professions, are going to be required to team with increasingly sophisticated software and technological components, while also ensuring their skills are equivalent and not ‘overmatched’ by those of the AI. If not addressed, short term consequences of this gap may include degraded performance of sociotechnical systems using AI technologies and mismatches between humans’ trust in AI and the AI’s actual capabilities. In the long term, such gaps can lead to problems with appropriately steering, regulating, an...
Proceedings of the 22nd Annual ACM Interaction Design and Children Conference
Through this paper, we present the results of an exploratory study conducted in India and the USA... more Through this paper, we present the results of an exploratory study conducted in India and the USA, examining how cultural and academic backgrounds shape children's perceptions of themselves as design partners in participatory design. We used participatory design methods with two small groups of children from India (n=4) and the USA (n=8) to understand their perspectives and experiences. Our initial findings suggest that personal, familial, and educational experiences play a role in the way children view themselves as designers. We also observed that differences between children from the two countries may result in variations in how they approach participatory design. These initial findings may be taken up by future researchers and designers who aim to support more inclusive participatory design across cultures.
Proceedings of the 22nd Annual ACM Interaction Design and Children Conference
Participatory Design approaches involving youth are often guided by a desire to position particip... more Participatory Design approaches involving youth are often guided by a desire to position participating young people as equal collaborators and experts at communicating their lived experiences. However, these conceptualizations often foreground the design process, with less attention paid to the holistic set of resources (values, experiences, perspectives, beliefs) that inform young people's identities and influence how they engage in the process of co-design. In this paper, we share how we leveraged a set of identity, team building, and design techniques in combination with a youth development approach to unpack youth identities and support relationship-building within the context of an intergenerational co-design team of eleven teenagers, two young adult mentors, and five adults. Our preliminary findings suggest that providing young co-designers with opportunities to reflect upon and share their individual multifaceted identities can support the formation of a cohesive collective identity, effective collaboration, and design ideas that are relevant to youth and their communities.
Proceedings of the 22nd Annual ACM Interaction Design and Children Conference
This workshop will convene researchers and stakeholders to share their work on and discuss partic... more This workshop will convene researchers and stakeholders to share their work on and discuss participatory approaches to the ethics of emerging technologies for children. The workshop builds on prior discussions in the community, which have identified significant challenges in addressing ethical issues related to emerging technologies given that they are still under development, and it is difficult to predict how they may be used. Our goal is to build on the familiarity the community has with participatory methods and apply them to considering the ethics of emerging technologies, thus giving stakeholders, including children, a voice in these considerations. CCS CONCEPTS • Human-centered computing → Human computer interaction (HCI); • Social and professional topics → User characteristics; Age; Children.
arXiv (Cornell University), Apr 18, 2023
According to UNESCO, there are nearly 7,000 languages spoken worldwide [1], of which around 3,000... more According to UNESCO, there are nearly 7,000 languages spoken worldwide [1], of which around 3,000 languages are in danger of disappearing before the end of the century [2]. With roughly 230 languages having already become extinct between the years 1950-2010 [3], collectively this represents a significant loss of linguistic and cultural diversity. This position paper aims to explore the potential of AI-based language learning approaches that promote early exposure and appreciation of languages to ultimately contribute to the preservation of endangered languages, thereby addressing the urgent need to protect linguistic and cultural diversity.
International Journal of Child-Computer Interaction
Companion of the 2018 ACM Conference on Computer Supported Cooperative Work and Social Computing
Collaborative mixed reality games enable shared social experiences, in which players interact wit... more Collaborative mixed reality games enable shared social experiences, in which players interact with the physical and virtual game environment, and with other players in real-time. Recent advances in technology open a range of opportunities for designing new and innovative collaborative mixed reality games, but also raise questions around design, technical requirements, immersion, safety, and player experience. This workshop seeks to bring together researchers, designers, practitioners, and players to identify the most pressing challenges that need to be addressed in the next decade, discuss opportunities to overcome these challenges, and highlight lessons learned from past designs of such games. Participants will present their ideas, assemble and discuss a collection of related papers, outline a unifying research agenda, and engage in an outdoor game ideation and prototyping session. We anticipate that the CSCW community can contribute to designing the next generation of collaborative mixed reality games and technologies and to support the growth of research and development in this exciting and emerging area.
SSRN Electronic Journal
Participatory narratives are compelling, at least partly because of their ability to help players... more Participatory narratives are compelling, at least partly because of their ability to help players sus- pend disbelief in the fictional world in which they engage. Game makers have used the phrase “This is Not a Game” (TINAG) to capture the willingness of players to buy into such narratives in ways that promote productive roleplaying and authentic engagement. Although TINAG has per- meated the academic and popular literature on gaming and immersive narratives for decades, there has not been a scientific grounding for the term that provides researchers support for a more rigorous study of the topic. This article makes two primary contributions. First, it provides a definition of the Perception of TINAG based on a systematic literature review of 50 articles that define or describe critical characteristics of TINAG: The Perception of TINAG is a player’s acceptance that they are embedded in and able to influence a fictional story woven into the real world. Second, the paper develops and validates a survey instrument that researchers can use to measure the Perception of TINAG and its three unique components: (1) the player accepts that they are embedded in a fictional story, (2) the player believes their actions influence the narrative, and (3) the player perceives that the story is woven into the real world. We evaluated the instrument using exploratory factor analysis using expert reviewers and game players. We include a table of the articles describing TINAG and our final scale to facilitate future research.
Information and Learning Sciences
PurposeThis study aims to understand children’s sketching behavior while they engage in interest-... more PurposeThis study aims to understand children’s sketching behavior while they engage in interest-driven design activities. Particularly, the authors examine their information sharing practices and the learning opportunities that may occur when they engage in a sketching activity.Design/methodology/approachThe data collection is based on a participatory design approach, cooperative inquiry. For analysis, the authors used the ethnographic case study approach, which allowed us to consider the particularity and complexity of sketching and its affordances within each distinct design activity.FindingsThe authors found children share information about their expectations, experiences, beliefs and knowledge via their sketches. Additionally, through sketching activities, they were engaged in multiple learning opportunities including how to label sketches, build on ideas, sketch in collaboration and innovate on ideas.Research limitations/implicationsThe findings demonstrate sketching can be us...
Proceedings of the 18th ACM International Conference on Interaction Design and Children, 2019
Genealogy and family history build the narratives of our family. By exploring these topics, child... more Genealogy and family history build the narratives of our family. By exploring these topics, children can make concrete and personal connections to larger historical themes. However, little is known about how to design genealogy and family history interactive applications for children. In this exploratory study, we consider what children want to know about these topics and how children want to interact with genealogical tools. We conducted 2 co-design sessions using the Cooperative Inquiry approach, Big Paper and Layered Elaboration, with an intergenerational design team that included 8 children ages 7-11. Our exploratory results indicate that 1) children are more interested in "fun facts" than kinship; 2) they are interested in geographical aspects of genealogy and family history such as migration history; and 3) they express and develop interests in broader historical topics such as artifacts from ancestors' eras during the design process.
Proceedings of the Interaction Design and Children Conference, 2020
Boredom is a universal phenomenon: everyone has experienced the sense of disengagement and apathy... more Boredom is a universal phenomenon: everyone has experienced the sense of disengagement and apathy that comes when "there's nothing to do" Children are especially quick to grumble, "I'm bored!", despite an increase in pre-scheduled activities and interactive technologies designed to capture their attention. Are today's children losing an ability to generate their own antidotes to boredom, instead growing more dependent on external sources of increasingly digital and ubiquitous forms of entertainment? Current research indicates that young minds benefit from learning strategies to overcome feelings of boredom. How do children conceptualize boredom and find ways to transform feeling bored into creative play? We conducted five cooperative inquiry sessions with youth (7-13 years old) to explore the role that boredom plays in their lives and techniques to spark imagination and enhance their efforts to overcome boredom. Our findings suggest that boredom in ch...
Educational Technology archive, 2016
Proceedings of the 18th ACM International Conference on Interaction Design and Children, 2019
Figure 1. With PrototypAR, children can work together to create a complex system using paper craf... more Figure 1. With PrototypAR, children can work together to create a complex system using paper craft, receive instant feedback about their design overlaid with augmented reality, and then test their design in a digital simulation environment. Above, two children create a camera lens by cutting out blue paper and sketching a bar graph to specify focal length, receive feedback about the shape, and then test their design by taking pictures in the simulation environment.
iConference 2016 Proceedings
Alternate reality games (ARGs) are powerful learning environments due to the way that they inspir... more Alternate reality games (ARGs) are powerful learning environments due to the way that they inspire collaboration and bring a participant's day-today life into play. An important aspect of educational ARGs is that learning is social, with players sharing information and resources across a network of other players. In the following poster we provide analysis of gameplay data from a large-scale ARG, DUST, centered on science learning. We examine the metric of eigenvector centrality (EC) as a way of predicting meaningful learning networks in ARG play, expand upon that finding with a qualitative case study of a highly involved player, and offer the possibility of EC monitoring during gameplay as a way of improving player outcomes in future ARGs.
Proceedings of the 17th ACM Conference on Interaction Design and Children, 2018
Children ages 8-12 spend nearly six hours per day with digital content, but they receive little f... more Children ages 8-12 spend nearly six hours per day with digital content, but they receive little formal instruction related to managing privacy online. In this study, we explore how games and storytelling can inform the development of resources to help children learn about privacy online. We present results from three co-design sessions with a university-based intergenerational design team that included eight children ages 8-11. During these sessions, we reviewed existing privacy resources with children and elicited design ideas for new resources. Our findings yield several recommendations for designers. Specifically, online privacyfocused educational resources should: (1) include relatable elements such as familiar characters and easily understandable storylines, (2) go beyond instructing children through "dos and don'ts" and equip children to make privacy-related decisions, and (3) expose children to a range of privacy consequences, highlighting the positive and negative outcomes that can result from disclosing and managing information online.
Computer Supported Cooperative Work and Social Computing
Design materials are often imposed on users in co-design. This can be problematic as the material... more Design materials are often imposed on users in co-design. This can be problematic as the materials may not be relevant or useful to users' contexts or goals, or, at worst, could lead to alienation and exclusion. We propose an approach that shifts control of design materials to users, supporting them to select and utilize personal objects in the design process. We conducted a case study alongside a STEM education nonprofit based in Chicago to explore how 9 young adults brought in and engaged with personal objects in the co-design of a "Safe Spaces" event for peers. We found that the personal objects helped inform participants' designs, structure the conversation, and foster inclusion and common ground. We provide suggestions for how to support users bringing in and using personal objects as design materials. CCS CONCEPTS • Human-centered computing → Interaction design; Interaction design process and methods; Participatory design.
Proceedings of the ACM on human-computer interaction, Apr 14, 2023
Participatory Design (PD) aims to promote inclusivity by involving users throughout the design pr... more Participatory Design (PD) aims to promote inclusivity by involving users throughout the design process. However, Human-Computer Interaction (HCI) and social computing research have pointed to instances where PD as practiced can, paradoxically, be exclusive. We aim to understand some of the challenges that could lead to exclusivity in order to design more inclusive PD practices. To investigate this, we conducted interviews with ten expert PD practitioners based in the Global North whose focus is on inclusion. Synthesizing practitioners' accounts, we advance understandings of challenges surrounding: 1) instantiating shared spaces that empower partners; 2) developing common ground among stakeholders; and 3) balancing funding needs with open-ended PD. We contribute theoretical and empirical insights into these challenges and close by articulating potential implications for addressing these challenges to inclusion in PD. CCS Concepts: • Human-centered computing ~ Interaction Design ~ Interaction design process and methods ~ Participatory design
Computer Supported Cooperative Work and Social Computing
This SIG will provide child-computer interaction researchers and practitioners, as well as other ... more This SIG will provide child-computer interaction researchers and practitioners, as well as other interested CSCW attendees, an opportunity to discuss topics related to the ethics of emerging communication and collaboration technologies for children. The childcomputer interaction community has conducted many discussions on ethical issues, including a recent SIG at CHI 2023. However, the angle of communication and collaboration has not been a focus, even though emerging technologies could affect these aspects in significant ways. Hence, there is a need to consider emerging technologies, such as extended reality, and how they may impact the way children communicate and collaborate in face-to-face, remote, and hybrid (mixed-presence) contexts. This SIG will be an opportunity to discuss methods to consider these ethical concerns, properties of emerging technologies that may affect communication and collaboration, considerations for deployment of these emerging technologies, and future scenarios to ponder. CCS CONCEPTS • ; • Human-centered computing → Human computer interaction (HCI); • Social and professional topics → User characteristics; Age; Children;
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Papers by elizabeth bonsignore