Kitchen and Bath Rennovation Begins Today

After months of prep and paperwork, our kitchen and bath renovation begin today. Here are a couple of panoramic shots (made with AutoStitch) showing them just prior to construction. I’ll be posting more details over the coming weeks.

Kitchen:

Bath:

Posted in Houses | Leave a comment

#hcil Assessing the Components of Skill Necessary for Playing Video Games (Kent Norman)

  • why video game skills? they improve visual skills, attention skills, multitasking, spatial cognition, creativity, decision-making, probabilistic inference
  • 1/4 of variability in game performance predicted by volume of certain brain structures; game performance correlated with laparoscopic surgery skills (at least 6 hours of games a week); action video games train the brain to better process certain visual information
  • project seeks to develop an easy coding procedure for video games and explore usefulness for science and industry
  • study 1: student interns rated 24 skills on necessary-unecessary likert scale on a number of games; rated 79 games then clustered them by genre (defined via wikipedia entries, a type of crowd-sourcing)
  • study 2: 6 items added to coding scheme; each student in class rated 5 games they were familiar with (some were gaming addicts, others couldn’t code), plus game forums and facebook events; 100 different games coded, 335 codings; motor coordination, verbal understanding, manage resources, observation-looking around, creativity and problem solving, human-human interaction, persistence
  • looked at 6 specific games to do a skill profile: Assassin’s Creed (observation), Angry Birds (human-human, persistence), Mario Kart (coordination), Professor Layton (verbal, creativity, persistence), Dance Central (coordination; almost identical to Mario Kart), Final Fantasy (verbal,  creativity)
  • conclusions: can profile video games for necessary skills, can map aspects to game features
  • future: look at more specific games and make generalizability; look at expert versus novice in each; lead to reviews and recommendations; map skills to genres and games within genres; what game should I give my kid for certain skills?
Posted in Interaction Design | Leave a comment

#hcil Low Fidelity Prototyping for Location-based, Social Games (Anne Bowser)

  • PLACE approach: Prototyping Location, Activities, and Collective Experience
  • geo-caching has led to an explosion of location-based social games
  • Floracaching: geocaching for citizen scientists – go out into the wild to look for a plant, take a picture and upload it; plant-lifecycle data is studied by scientists to study climate change; QR code at each cache; complete activities; earn badges
  • prototypes must simulate: location, social interaction, activities, and time
  • snow-ball sampling: have initial recruits enlist their friends and family
  • prototype: recruitment, floracaches, choose activities, find caches, visit caches
  • get feedback and scale up slowly; start small, scale up, let the users choose
  • principles: low-fidelity prototypes should not be polished, activities more important than interfaces, start small and scale up, testing should be done in the field, respect authentic social experience
Posted in Interaction Design | Leave a comment

#hcil Designing Collaborative Learning into Alternate Reality Games (Beth Bonsignore)

  • what is an alternate reality game? an interactive story scattered across many different media that people are already familiar with; pervasive gaming; collaborative learning environments
  • how do you design to promote collaborative learning?
  • components: individual accountability; positive interdependence; promotive interaction; group processing
  • Arcane Gallery of Gadgetry (AGOG): civil-war era; focused on invention and patent office; 60 students participated
  • content learning goal: engage with history
  • cooperative learning goal
  • positive interdependence: secret society with 4 skill specialities
  • individual accountability: earn badges for individual training
  • promotive interaction: multi-channel communication, in-game character to model positive feedback
  • group processing: daily check-ins, mid-point meeting, final debrief and survey
  • final mission focused on positive interdependence
  • data collection from the game and interactions, field notes, artifacts, post-game survey
  • findings: badges were very important for individual accountability; sought help from each other for positive interdependence; in-game character was important for promotive interaction; wall of evidence and mid-point meeting important for group processing
  • conclusions: deeply engaging for students; fostered critical thinking; interlocking tasks drove positive teamwork experiences in learning
Posted in Interaction Design | Leave a comment

#hcil Video Chat for Pets (Jen Golbeck)

  • Jen has a webcam to check in on her dog when she’s not home; wants to know more, wants more interactive; but dogs don’t text
  • Video Chat for Pets; interact with pet in different ways; based on Skype
  • evaluated with 10 dogs and 10 owners; worked with both at the same time, then separated them to try remote interaction;
  • sound panel; virtual laser pointer; virtual tadpole
  • sound panel works well with dogs; owners rated each of the interactions; sound really worked with almost all dogs, even remotely; tadpole only worked with one dog; same with laser pointer
  • dogs weren’t bothered by disembodied voice of owner
  • future: explore other remote interactions (smell); cats (had problems); remote fetching
Posted in Interaction Design | Leave a comment

#hcil SearchParty: Learning to search in a web-based classroom (Ben Bederson)

  • MOOCs – massive online open courses; Udacity, Coursera, edX
  • how is the availability of large amounts of great online courses affecting UMD? is there still a place for classroom teaching? how does the university have to shift?
  • how can we use available technology in the classroom? laptops and smartphones, smart boards, regulation on personally identifying information, learn from each other, great instructors
  • teach students how to search in the classroom with SearchParty; did an exercise to try it; based on Google’s questions for teaching people to search better
  • maybe a better model is to do the reading, exercises at home, and come to the classroom to interact and extend the learning
  • we can build tools to support “The Flipped Classroom” – turning the traditional classroom on its head
  • problem in promoting this change: students prefer lecture courses to interactive courses – give worse reviews to interactive ones – because they are easier
Posted in Interaction Design | Leave a comment

#hcil Technology for Promoting Scientific Practice and Personal Meaning in Life-Relevant Learning (Jason Yip and Tammy Clegg)

  • children need to see science as relevant; scientific evidence, skills, and argumentation matters; traditional science learning is alien, boring, disconnected
  • create life-relevant learning environments; scientifically meaningful experiences; it’s chaotic; personal engagement
  • challenges: kids forget purpose, end investigations prematurely, fail to recognize importance of scientific investigations, need help pursuing interests and goals
  • technology can support scientific inquiry and cooperative inquiry; existing technology is too structured or too open-ended; design technology to support scientifically meaningful experiences
  • participatory design with children, technology designers, and educators
  • Zydeco – structured support; create entry -> comment on entry -> tag entry -> aggregate data
  • StoryKit – create/edit story -> add media
  • Kitchen Chemistry – summer camp; how can Zydeco and StoryKit support the experiences?
  • data collection -> coded data for scientific practice + personal meaning
  • findings: technology supported documented experiment, scientific observations, and measurement procedures; supported personal meaning for creativity, documenting group experience, playfulness
  • Zydeco: tags (reflective, short, later analysis)
  • StoryKit: storytelling is a natural scaffold; supported scientific inquiry; learners wanted and likes; free form media integration; document personal experiences and personalize scientific contributions
  • next steps: ScienceKit – visualization, tagging, storytelling tool
Posted in Interaction Design | Leave a comment

#hcil Case Study of Cooperative Inquiry Techniques in a Classroom of Children with Special Learning Needs (Elizabeth Foss)

  • expand cooperative inquiry to broader population; can it be used in a classroom of children with special learning needs? autism, learning disability, attention deficits
  • project: design a sports game using technology
  • design techniques: big paper, mixing ideas, bags of stuff, storyboarding, sticky noting, kidreporting
  • lots of data collection, qualitative coding (emergent themes)
  • findings: cooperative inquiry works with kids with special needs with a few small adjustments
  • recommendations: informal time, high adult-to-child ration, written and auditory directions, plan for high engagement
Posted in Interaction Design | Leave a comment

#hcil BingoHunt: Mobile ubiquitous vocabulary learning (Ben Bederson)

  • mobile app to support vocabulary learning
  • flash-cards and vocabulary lists are not the best way to teach vocabulary; provide context and meaning, make it social, use the body
  • most children now have mobile phones; look for words in natural environment
  • teacher can set up game with online app; kids use app on phone, during or after school
  • get a grid of words, take pictures to try and get five in a row; on web app, teams review and approve boards to make sure photos match the words
  • current status: trials in lab and feedback from teachers; teachers want to do more than vocabulary; like the social aspect; fits curriculum and teaching practices; adaptability is important
  • limitations: works best with concrete words; technology access and logistics
  • mobile app vs mobile web: native = higher quality, hardware access, harder to write and port; chose hybrid approach, wrote own container (many now using PhoneGap)
Posted in Interaction Design | Leave a comment

#hcil Designing Sci-dentities: How Sci-Fi, Re-Mix, and social media can promote youth interest in science (Mega Subramaniam and June Ahn)

  • goal: get kids more engaged with science
  • after school program in primarily poorer neighborhoods in DC area
  • design of library space is very important to foster interest and engagement; add resources to libraries to attract kids in
  • design for multiple literacies; story-telling rather than writing, record stories, multi-media and pictures
  • co-design the online community with librarians and students
  • in use, discover issues of kids gaming the site; e.g. re-mix allows cloning of others’ work  to change, but got points for just cloning; redesigning better re-mix model this summer
  • design experiences, not merely curriculum or technology
Posted in Interaction Design | Leave a comment