Gajos

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Gajos

Interview, Porträt, Filmografie, Bilder und Videos zum Star Janusz Gajos | cinema​.de. Viele übersetzte Beispielsätze mit "gajos" – Deutsch-Spanisch Wörterbuch und Suchmaschine für Millionen von Deutsch-Übersetzungen. Janusz Gajos (* September in Dąbrowa Górnicza) ist ein polnischer Schauspieler. Inhaltsverzeichnis. 1 Leben; 2 Filmografie (Auswahl); 3 Wichtige.

Gajos Inhaltsverzeichnis

Janusz Gajos ist ein polnischer Schauspieler. Janusz Gajos (* September in Dąbrowa Górnicza) ist ein polnischer Schauspieler. Inhaltsverzeichnis. 1 Leben; 2 Filmografie (Auswahl); 3 Wichtige. Gajos in Bielefeld - Tiefbau, Spezialbohrungen, Transporte und Deponien. Janusz Gajos. Gefällt Mal · Personen sprechen darüber. Album o znakomitym aktorze stara-zagora-news.eue. JANUSZ GAJOS NIE ADMINISTRUJE STRONY. Viele übersetzte Beispielsätze mit "gajos" – Deutsch-Spanisch Wörterbuch und Suchmaschine für Millionen von Deutsch-Übersetzungen. In der Hauptrolle: Janusz Gajos, Andrzej Seweryn, Marta Nieradkiewicz, et al. Regie: Jacek Bromski. Darsteller, Janusz Gajos, Maja Ostaszewska, Justyna Suwala, Janusz Gajos, Maja Ostaszewska. Seitenverhältnis, - Studio, Alive - Vertrieb und.

Gajos

Darsteller, Janusz Gajos, Maja Ostaszewska, Justyna Suwala, Janusz Gajos, Maja Ostaszewska. Seitenverhältnis, - Studio, Alive - Vertrieb und. In der Hauptrolle: Janusz Gajos, Andrzej Seweryn, Marta Nieradkiewicz, et al. Regie: Jacek Bromski. Übersetzungen für gajos im Spanisch»Englisch-Wörterbuch (Springe zu Englisch»Spanisch). gajo SUBST m. Feedback zu gajo; Links zu weiteren. Otherwise your Chris Cole will be regarded as spam. Aktuell gesucht: beruflichGlass Streamumrechnendefender la tesiswarthis time Glenn Greenwald, arztpraxisen busca demakelnguiarmanpowercentro asistencialmeisterprüfungal mesübergehen. Da s Vorhandensein z erbrochener Segmente in geringer Menge, die nicht das Ergebnis einer besonderen Behandlung sind, bleibt ohne Einfluss auf die Hickok Trailer Deutsch. Genau: Beispiele für die Übersetzung Segmente ansehen 6 Beispiele mit Übereinstimmungen. DeepL Übersetzer Linguee. Mein Suchverlauf Meine Favoriten.

Please consider joining us! Friday, March Our paper showing that Providing timely examples improves the quantity and quality of generated ideas" has been accepted to the ACM Creativity and Cognition conference.

This is part of our larger effort to develop computational tools to support collective creative experience. Wednesday, February MIT has just put out a press release about our work on learnersourcing.

Learnersourcing is an approach in which intrinsically motivated learners contribute to a human computation workflow as they naturally engage in a meaningful learning activity.

Want to see what this looks like? Check out our Crowdy system for learnersourcing subgoal labels for tutorial videos. Monday, September 1: We will be presenting three papers at CSCW' "Toward Collaborative Ideation at Scale — Leveraging Ideas from Others to Generate More Creative and Diverse Ideas" -- new crowd- and machine learning--powered system to pick out sets of diverse high quality examples of ideas generated by earlier contributors to inspire future contributors.

Increases quality and diversity of generated ideas. Final versions of these papers will be online in a few weeks. Tuesday, August The focus of this year's CS will be social computing and crowd-powered systems.

Specifically, we will look at the design and analysis of systems, in which crowds of intrinsically motivated volunteers contribute to meaningful and non-trivial human computation tasks as a byproduct of doing something that they are motivated to do anyway.

The course is designed for first year grads from all areas. Advanced undergraduates are also welcome, particularly those who wish to do reserach or write a thesis in an area related to Human-Computer Interaction.

Monday, July 7: LabintheWild is turning 2! Sunday, June We have a postdoctoral position available for an education-related project.

See you in Hawaii! Tuesday, May Want to learn web programming? Check out Crowdy , a better way to learn from video tutorials.

Thursday, May Ken Nakayama psychology , Ryan Enos government and I received a grant from the Harvard Initiative for Learning and Teaching for integrating online behavioral research modules into the classroom.

Essentially, we want to bring the kind of experiential learning lecture demonstrations, open-ended labs that is common in natural sciences to education in psychology, social sciences and HCI.

Main message: engaging broader publics over the internet either as participants or as collaborators makes answering entirely new kinds of questions possible and it does not require superhuman abilities or resources.

Consider applying even if you are currently seeking a faculty position. Many schools will let you defer your faculty position for a year and a Fellowship at CRCS is a great way to develop your research agenda and to expand your research network.

A key technical enabler of this project is a mechanism, based on our PlateMate system , for scalable nutritional analysis, which will make it possible to track the nutritional intake of pregnant women for several months each.

Adaptive Click-and-Cross combines several adaptive mechanisms which were previously studied in isolation to improve the efficiency of computer access for people with impaired dexterity.

Saturday, October The first results from the age guessing experiment: year olds are the most efficient clickers. Past the age of 25, we all get slower at a steady rate for the rest of our lives.

Read more I am helping fill the unfillable gap left by the passing of John Riedl , who was one of the two founding EICs of the journal.

Please consider submitting. Sunday, September 8: At HCOMP , we will present a demo of Curio , a crowdsourcing platform that connects interested citizens with researchers to help answer important questions in the sciences and humanities.

Read the abstract. The course is designed for first year grads from all areas and for dvanced undergrads, particularly those who wish to do reserach or write a thesis in an area related to Human-Computer Interaction.

Special focus this year is on human-computer interaction research at scale, i. Class will meet on Tuesdays and Thursdays, am, in Pierce F.

John was best known for his pioneering work on recommender systems and social computing. I found John's research particularly admirable because it combined exciting technical contributions with deep insights into social psychology, thus merging the technical and the human in ways that were rigorous, informative and inspiring.

Steven Snyder wrote a more extensive piece in memory of John. If you would like to honor John's memory in a more tangible way, you can donate to a scholarship fund set up by University of Minnesota in John's memory.

Saturday, July At long last, we have published a data set to accompany our PlateMate paper. Non incontro molti ragazzi che sanno parlare in questo modo.

Temos todos quando existem gajos como ele. Ce lo abbiamo tutti, quando esistono ragazzi come lui. Dois gajos de faculdade a fumar um baseado.

Due ragazzi del college che fumavano dei chiodi di garofano. Alguns gajos assaltaram o Marc Silverman.

Un paio di ragazzi hanno aggredito Marc Silverman. Os gajos pressionaram demais um camarada. Quei tizi avevano cominciato a rompere mica male.

Quindi, chi diavolo sono questi tizi? Sugerir um exemplo. SUPPLE uses decision-theoretic optimization to render an interface from an abstract functional specification and an interchangeable device model.

SUPPLE can use information from the user model to automatically adapt user interfaces to different tasks and work styles while also prividing extensive customization mechanisms that allow for modifications to the appearance, organization and navigational structure of the user interface.

Gajos, Amy Hurst, and Leah Findlater. Personalized dynamic accessibility. Automatically generating personalized user interfaces with Supple.

Artificial Intelligence , , Improving the performance of motor-impaired users with automatically-generated, ability-based interfaces.

Automatically Generating Personalized User Interfaces. Automatically generating user interfaces adapted to users' motor and vision capabilities.

ACM Press. Preference elicitation for interface optimization. Recent years have revealed a trend towards increasing use of optimization as a method for automatically designing aspects of an interface's interaction with the user.

In most cases, this optimization may be thought of as decision-theoretic -- the objective is to minimize the expected cost of a user's interactions or equivalently to maximize the user's expected utility.

While decision-theoretic optimization provides a powerful, flexible, and principled approach for these systems, the quality of the resulting solution is completely dependent on the accuracy of the underlying utility or cost function.

Unfortunately, determining the correct utility function is a complex, time-consuming, and error-prone task.

While domain-specific learning techniques have been used occasionally, most practitioners parameterize the utility function and then engage in a laborious and unreliable process of hand-tuning.

Past work, including ours, has shown that well-designed adaptive user interfaces can substantially improve people's performance and that people prefer those interfaces to the standard one-size-fits-all designs.

But do all people benefit from adaptive user interfaces equally, or are some systematic differences causing some people to reap greater benefit than others.

Our first study, which utilized the results from the Multitasking Test on Lab in the Wild has shown that people with high need for cognition utilize the adaptive feature fo adaptive user interfaces much more than those with low need for cognition.

Also, introverts utilize the adaptive interface more than extroverts. Gajos and Krysta Chauncey. Users make lasting judgments about a website's appeal within a split second of seeing it for the first time.

This first impression is influential enough to later affect their opinion of a site's usability and trustworthiness.

In this project, we aim to automatically adapt website aesthetics to users' various preferences in order to improve this first impression.

As a first step, we are working on predicting what people find appealing, and how this is influenced by their demographic backgrounds.

Quantifying Visual Preferences Around the World. Predicting users' first impressions of website aesthetics with a quantification of perceived visual complexity and colorfulness.

When discussing the effect of technology on culture, people often assume that the world is slowly homogenizing into a culture of Internet users, who share similar values and behavioral norms.

Our analysis of the online scheduling behavior on Doodle argues against this hypothesis. In fact, event scheduling is not simply a matter of finding a mutually agreeable time, but a process that is shaped by social norms and values.

And this can highly vary between countries. To investigate the influence of national culture on people's scheduling behavior we analyzed more than 1.

Our findings include that people around the world steer their availabilities towards those options that have good chances to reach consensus.

But people from more group-oriented collectivist countries e. We believe that increasing the awareness of such differences can help improve intercultural scheduling and support the acceptance of cultural differences as an interesting contribution to our lives.

Doodle around the world: online scheduling behavior reflects cultural differences in time perception and group decision-making. Prior work has highlighted the challenges faced by people with motor impairments when trying to acquire on-screen targets using a mouse or trackball.

Two reasons for this are the difficulty of positioning the mouse cursor within a confined area, and the challenge of accurately executing a click.

We hypothesize that both of these difficulties with area pointing may be alleviated in a different target acquisition paradigm called "goal crossing.

Although goal crossing has been studied for able-bodied users, its suitability for people with motor impairments is unknown.

In our study, participants with motor impairments were faster with and preferred goal-crossing to area pointing.

This work provides the empirical foundation from which to pursue the design of crossing-based interfaces as accessible alternatives to pointing-based interfaces.

ACM Trans. A comparison of area pointing and goal crossing for people with and without motor impairments. The Internet has opened new ways for behavioral researchers to conduct human subjects experiments.

Yet remote, Internet-based experimentation is not yet part of the standard research toolkit because of the concerns about data validity, feasibility of recruiting representative participant samples, and perceived barriers due to the inconsistencies between contemporary research practice and the assumptions underlying the design of existing online experimentation tools Law, et al.

We are developing and validating tools and methods to enable novel ways of conducting large-scale empirical work with human subjects.

Our core goals are to enable a much faster theory-to-experiment cycle, to facilitate access to larger and more diverse participant populations, and to enable larger scale experimentation in terms of numbers of conditions and experiments than what is feasible with lab-based methods.

Our LabintheWild platform is one of our projects designed to overcome these barriers. Through LabintheWild, we recruit unpaid online volunteers from all over the world to participate in behavioral studies in exchange for personalized feedback.

Over the past three years, LabintheWild has attracted over 3. We operationalized core theories of curiosity Law, et al. Our validation studies demonstrated that results obtained on LabintheWild match those obtained in traditional laboratory settings Reinecke and Gajos, LabintheWild has made it possible for us to conduct research that would not have been feasible with traditional methods e.

In our other work, we demonstrated how to use paid crowdsourcing to perform valid performance evaluations of user interfaces Komarov, Reinecke and Gajos, and how to perform accurate measurements of pointing performance from in situ observations Gajos, Reinecke and Herrmann, Our DERBI system makes it easier to report back personalized exposure results to the participants of large-scale biomonitoring studies Boronow, et al.

Lab in the Wild is a platform for conducting large scale behavioral experiments with unpaid online volunteers. LabintheWild helps make empirical research in Human-Computer Interaction more reliable by making it possible to recruit many more participants than would be possible in conventional laboratory studies and more generalizable by enabling access to very diverse groups of participants.

LabintheWild experiments typically attract thousands or tens of thousands of participants with two studies reaching more than , people.

LabintheWild's volunteer participants have also been shown to provide more reliable data and exert themselves more than participants recruited via paid platforms like Amazon Mechanical Turk.

A key characteristic of LabintheWild is its incentive structure: Instead of money, participants are rewarded with information about their performance and an ability to compare themselves to others.

This design choice engages curiosity and enables social comparisonboth of which motivate participants. LabintheWild is co-directed by Profs.

Katharina Reinecke and Krzysztof Gajos. Here's the original LabintheWild paper that demonstrates that the data obtained on LabintheWild are are as reliable as those captured in traditional experiments:.

Conducting online virtual environment experiments with uncompensated, unsupervised samples. Movement Disorders , —, February Gajos, and Katharina Reinecke.

Gajos, Patricia Davidson, and Lena Mamykina. In Proceedings of CHI'17 , To appear. Many excellent crowdsourcing and citizen science tools exist to support research, but only a tiny fraction of researchers make use of them.

Through LabintheWild, we recruit unpaid online volunteers from all over the world to participate in behavioral studies in exchange for personalized feedback.

Over the past three years, LabintheWild has attracted over 3. We operationalized core theories of curiosity Law, et al. Our validation studies demonstrated that results obtained on LabintheWild match those obtained in traditional laboratory settings Reinecke and Gajos, LabintheWild has made it possible for us to conduct research that would not have been feasible with traditional methods e.

In our other work, we demonstrated how to use paid crowdsourcing to perform valid performance evaluations of user interfaces Komarov, Reinecke and Gajos, and how to perform accurate measurements of pointing performance from in situ observations Gajos, Reinecke and Herrmann, Our DERBI system makes it easier to report back personalized exposure results to the participants of large-scale biomonitoring studies Boronow, et al.

Lab in the Wild is a platform for conducting large scale behavioral experiments with unpaid online volunteers.

LabintheWild helps make empirical research in Human-Computer Interaction more reliable by making it possible to recruit many more participants than would be possible in conventional laboratory studies and more generalizable by enabling access to very diverse groups of participants.

LabintheWild experiments typically attract thousands or tens of thousands of participants with two studies reaching more than , people.

LabintheWild's volunteer participants have also been shown to provide more reliable data and exert themselves more than participants recruited via paid platforms like Amazon Mechanical Turk.

A key characteristic of LabintheWild is its incentive structure: Instead of money, participants are rewarded with information about their performance and an ability to compare themselves to others.

This design choice engages curiosity and enables social comparisonboth of which motivate participants. LabintheWild is co-directed by Profs.

Katharina Reinecke and Krzysztof Gajos. Here's the original LabintheWild paper that demonstrates that the data obtained on LabintheWild are are as reliable as those captured in traditional experiments:.

Conducting online virtual environment experiments with uncompensated, unsupervised samples. Movement Disorders , —, February Gajos, and Katharina Reinecke.

Gajos, Patricia Davidson, and Lena Mamykina. In Proceedings of CHI'17 , To appear. Many excellent crowdsourcing and citizen science tools exist to support research, but only a tiny fraction of researchers make use of them.

Our interviews with 18 researchers across disciplines revealed a number of differences between the assumptions underlying existing crowd- and citizen-powered platforms and the prevalent research practices and norms.

Gray, and Alex Williams. We built on the information gap theory of curiosity to develop several interventions to motivate crowdworkers to persist longer on a task.

Our experiment results show that curiosity interventions improve worker retention without degrading performance, and the magnitude of the effects are influenced by both the personal characteristics of the worker and the nature of the task.

Can computer users be trusted to paricipate in user interface studies from the comfort of their home? Can user interface researchers give up control over their subjects' environment?

In this project we study whether we can use Amazon Mechanical Turk to conduct user interface studies reliably. To do so, we replicated three previously known performance experiments, the "Bubble Cursor," the "Split Menus," and the "Split Interface," both in our lab and on Mechanical Turk.

We compared the lab with the online population in terms of performance metrics such as speed, accuracy, and consistency.

The results show that the Mechanical Turk participants perform just as well as the lab participants. Crowdsourcing performance evaluations of user interfaces.

Epidemiologic studies and public health biomonitoring rely on chemical exposure measurements in blood, urine, and other tissues, and in personal environments, such as homes.

For many chemicals, the health implications of individual results are uncertain, and the sources and strategies to reduce exposure may not be known.

Yet, a growing number of researchers consider it their ethical obligation to report the results back to their participants.

In a project led by the Silent Spring Institute , we are building scalable online tools to help researchers communicate personalized results to study participants in a manner that appropriately conveys what is and what is not known about the sources and effects of different environmental chemicals.

Environmental Health Perspectives , 2 , February We present a method for obtaining lab-quality measurements of pointing performance from unobtrusive observations of natural in situ interactions.

Specifically, we have developed a set of user-independent classifiers for discriminating between deliberate, targeted mouse pointer movements and those movements that were affected by any extraneous factors.

Our results show that, on four distinct metrics, the data collected in-situ and filtered with our classifiers closely matches the results obtained from the formal experiment.

Accurate measurements of pointing performance from in situ observations. Curio is intended to be a platform for crowdsourcing research tasks in sciences and humanities.

The platform is designed to allow researchers to create and launch a new crowdsourcing project within minutes, monitor and control aspects of the crowdsourcing process with minimal effort.

With Curio, we are exploring a brand new model of citizen science that significantly lowers the barrier of entry for scientists, developing new interfaces and algorithms for supporting mixed-expertise crowdsourcing, and investigating a variety of human computation questions related to task decomposition, incentive design and quality control.

AAAI Press, I am broadly interested in what we can accomplish when we combine crowd and machine intelligence to empower individuals.

Like many others, I have done a number of projects with crowds hired on the Amazon Mechanical Turk: our PlateMate system demonstrated that crowds of untrained amateurs can perform nutritional analyses of meals as well as experts and our Mobi system provided a solution to the thorny problem of crowdsourcing problems with many inter-dependent subcomponents.

But, I find it even more interesting to look for ways to convince crowds of volunteer contributors to perform meaningful human computation tasks for free as a byproduct of activities that they are already intrinsically motivated to perform.

In such "organic" crowdsourcing, people contribute to a human computation algorithm as a byproduct of engaging in an activity that is valuable to them in and of itself.

Organic crowdsourcing goes beyond mere entertainment as a way to recruit participants. Instead, it requires the interactions and the underlying algorithms to be co-designed such that users naturally perform activities that reveal useful information to the system.

We seek to uncover reusable design patterns to inform the design of future organic crowdsourcing systems.

This is the approach we are taking in Organic Peer Assessment and Learnersourcing projects. Various online platforms for different domains--ranging from social development to product design--have emerged as a space where people can share their ideas and get inspired by ideas from other people all over the world.

The promise of these platforms is that the mix of perspectives and expertise among the participants should allow creative solutions to emerge in ways unimaginable in the lone-innovator or small-group settings.

In practice, however, existing online innovation platforms accumulate large numbers of mundane and repetitive ideas rarely leading to valuable breakthroughs.

We have developed IdeaHound, an online platform that helps large groups of people generate diverse ideas together. IdeaHound is enabled by a crowd- and machine learning-based technique to generate a computational representation of the solution space, called an idea map, that encodes semantic relationships between ideas.

The results of a subsequent study show that by presenting an automatically sampled set of creative and diverse example ideas from the idea map, IdeaHound can improve the diversity and creativity of ideas generated by a participants compared to presenting a set of randomly selected examples.

A subsequent study shed light on the best timing for delivery of inspirational examples. Semantically Far Inspirations Considered Harmful?

We are developing tools and techniques for organic peer assessment, an approach where assessment occurs as a side effect of students performing activities, which they find intrinsically motivating.

Our preliminary results, obtained in the context of a flipped classroom, show that the quality of the summative assessment produced by the peers matched that of experts, and we encountered strong evidence that our peer assessment implementation had positive effects on achievement.

Steven Komarov and Krzysztof Z. Organic Peer Assessment. Rich knowledge about the content of educational videos can be used to enable more effective and more enjoyable learning experiences.

We are developing tools that leverage crowds of learners to collect rich meta data about educational videos as a byproduct of the learners' natural interactions with the videos.

We are also developing tools and techniques that use these meta data to improve the learning experience for others. Learnersourcing Subgoal Labels for How-to Videos.

In Proceedings of CHI , In Proceeding of Learning at Scale , Learnersourcing subgoal labeling to support learning from how-to videos.

An important class of tasks that are underexplored in current human computation systems are complex tasks with global constraints. One example of such a task is itinerary planning, where solutions consist of a sequence of activities that meet requirements specified by the requester.

In this paper, we focus on the crowdsourcing of such plans as a case study of constraint-based human computation tasks and introduce a collaborative planning system called Mobi that illustrates a novel crowdware paradigm.

Mobi presents a single interface that enables crowd participants to view the current solution context and make appropriate contributions based on current needs.

We conduct experiments that explain how Mobi enables a crowd to effectively and collaboratively resolve global constraints, and discuss how the design princi- ples behind Mobi can more generally facilitate a crowd to tackle problems involving global constraints.

Human computation tasks with global constraints. PlateMate allows users to take photos of their meals and receive estimates of food intake and composition.

Accurate awareness of this information is considered a prerequisite to successful change of eating habits, but current methods for food logging via self-reporting, expert observation, or algorithmic analysis are time-consuming, expensive, or inaccurate.

PlateMate crowdsources nutritional analysis from photographs using Amazon Mechanical Turk, automatically coordinating untrained workers to estimate a meal's calories, fat, carbohydrates, and protein.

To make PlateMate possible, we developed the Management framework for crowdsourcing complex tasks, which supports PlateMate's decomposition of the nutrition analysis workflow.

Two evaluations show that the PlateMate system is nearly as accurate as a trained dietitian and easier to use for most users than traditional self-reporting, while remaining robust for general use across a wide variety of meal types.

A central challenge in human computation is in understanding how to design task environments that effectively attract participants and coordinate the problem solving process.

We consider a common problem that requesters face on Amazon Mechanical Turk: how should a task be designed so as to induce good output from workers?

In posting a task, a requester decides how to break down the task into unit tasks, how much to pay for each unit task, and how many workers to assign to a unit task.

These design decisions affect the rate at which workers complete unit tasks, as well as the quality of the work that results. Using image labeling as an example task, we consider the problem of designing the task to maximize the number of quality tags received within given time and budget constraints.

We consider two different measures of work quality, and construct models for predicting the rate and quality of work based on observations of output to various designs.

Preliminary results show that simple models can accurately predict the quality of output per unit task, but are less accurate in predicting the rate at which unit tasks complete.

At a fixed rate of pay, our models generate different designs depending on the quality metric, and optimized designs obtain significantly more quality tags than baseline comparisons.

Gajos, and Yiling Chen. Toward automatic task design: a progress report. I aspire to build systems that make it possible to deploy effective pedagogical interventions at scale e.

Well-conducted lecture demonstrations of natural phenomena improve students' engagement, learning and retention of knowledge.

Similarly, laboratory modules that allow for genuine exploration and discovery of relevant concepts can improve learning outcomes.

These pedagogical techniques are used frequently in natural sciences and engineering to teach students about phenomena in the physical world.

But how might we conduct a lecture demonstration to demonstrate impact of extraneous cognitive load on performance? How might we design a lab, in which students explore how adding decorations to visualizations impacts the comprehension and memorability of visualizations?

We are developing tools, content and procedures to bring experiential learning techniques to social science and design-related courses that teach concepts related to human perception, cognition and behavior.

Specifically, we are working to develop software technologies to enable rapid, large-scale and ethical online human-subjects experimentation in undergraduate design-related courses.

See the project web site for more. Gajos, Ken Nakayama, and Ryan Enos. Learners commonly make errors in reading Latin, because they do not fully understand the impact of Latin's grammatical structure--its morphology and syntax--on a sentence's meaning.

Synthesizing instructional methods used for Latin and artificial programming languages, Ingenium visualizes the logical structure of grammar by making each word into a puzzle block, whose shape and color reflect the word's morphological forms and roles.

See the video to see how it works. Monday, March I find myself re-explaining the same core design concepts in my classes year after year.

To help myself and my students, I've started a Dictionary of Design Concepts to capture the really timeless and universal principles, design patterns, perceptual mechanisms, and other relevant concepts that designers of useful and usable interactive systems should know.

Wednesday, Feb 1: Our new paper in Environmental Health Perspectives : a system to report back individual results of biomonitoring studies to study participants.

In the past, researchers feared that people could not handle the complex and potentially upsetting information about what chemicals were found in their tissues and environment.

No more. If results are presented correctly, participants can understand and act on the results. Our system makes it easier to author and deliver personalized results at scale.

This work was led by our colleagues at the Silent Spring Institute. Monday, January Our upcoming HRI'17 paper led by Serena Booth: can a robot talk its way into an access-controlled student dormitory?

Surprisingly, people who identified the robot as a potential bomb threat were just as likely to open the door as those who did not. These results demonstrate the existence of overtrustthe belief that the robot does not intend to deceive or carry risk.

Monday, January 9: Our upcoming ACM IUI paper reports new findings from the Multitasking Test on LabintheWild: given a choice to either do more clicking or exert more mental effort to get a job done, introverts and people with high need for cognition lean toward more mental effort, while extroverts and people with low need for cognition click more.

This suggests that not all people benefit equally from some of the effort saving features of modern user interfaces.

For more, see a blog entry that contextualizes the findings or read the paper. Can't wait! Barbara and I will be part of the Scholar Social after the evening performance of a science fiction-ish play Marjorie Prime at the Central Square Theater.

This paper captures the results of our deep dive into the grounded theory method to understand how older adults make decisions about adopting or not adopting new mobile technologies.

A key finding is that even if an older adult perceives a technology as useful and easy to use by others, they may still decide that the technology is too difficult for them to learn.

This explicit stage of evaluating the ease of learning a new technology appears to be specific to older adults and does not appear in other technology adoption models.

This paper contributes to our larger effort to understand and support teamwork in complex healthcare. I am the general chair.

Jenn Mankoff and Chris Harrison will lead the program committee. Please help spread the word on FB and Twitter. Thursday, March The currently prevalent one-size-fits-all approach to designing digital products inadvertently--but inevitably--leads to discrimination by making some people systematically a little more likely to succeed than others.

That's the premise of my recent talk on Design and Discrimination. In it, I first show how current design practice discriminates against people based on their motor abilities, their ability to perceive color or their subjective perception of what is aesthetically pleasing.

I then present a Computer Scientist's approach to this problem: algorithms that automatically personalize design to provide more equitable access to digital resources.

Monday, December Web site launched for CS Design of Useful and Usable Interactive Systems -- an undergraduate introduction to design thinking and human-computer interaction.

Thursday, November My colleagues in engineering and I have an opportunity for a postdoctoral fellow to join us in developing new software tools to support engineering education.

Led by prof. Tarun Khanna from Harvard Business School and co-taught by faculty from medicine, humanities and the GSD and me , this course brings a fiercely interdisciplinary approach to some of the world's toughest problems.

Join us! Mondays and Wednesdays — pm in Sever Hall Rm Monday, July We are organizing a AAAI Spring Symposium on Intelligent systems for supporting distributed human teamwork to bring together researchers in Social Sciences, HCI and AI in pursuit of novel approaches for supporting the increasingly more distributed and more complex teamwork.

The deadline for submitting position papers is on October 9. Please consider joining us! Friday, March Our paper showing that Providing timely examples improves the quantity and quality of generated ideas" has been accepted to the ACM Creativity and Cognition conference.

This is part of our larger effort to develop computational tools to support collective creative experience. Wednesday, February MIT has just put out a press release about our work on learnersourcing.

Learnersourcing is an approach in which intrinsically motivated learners contribute to a human computation workflow as they naturally engage in a meaningful learning activity.

Want to see what this looks like? Check out our Crowdy system for learnersourcing subgoal labels for tutorial videos.

Monday, September 1: We will be presenting three papers at CSCW' "Toward Collaborative Ideation at Scale — Leveraging Ideas from Others to Generate More Creative and Diverse Ideas" -- new crowd- and machine learning--powered system to pick out sets of diverse high quality examples of ideas generated by earlier contributors to inspire future contributors.

Increases quality and diversity of generated ideas. Final versions of these papers will be online in a few weeks.

Tuesday, August The focus of this year's CS will be social computing and crowd-powered systems. Specifically, we will look at the design and analysis of systems, in which crowds of intrinsically motivated volunteers contribute to meaningful and non-trivial human computation tasks as a byproduct of doing something that they are motivated to do anyway.

The course is designed for first year grads from all areas. Advanced undergraduates are also welcome, particularly those who wish to do reserach or write a thesis in an area related to Human-Computer Interaction.

Monday, July 7: LabintheWild is turning 2! Sunday, June We have a postdoctoral position available for an education-related project.

See you in Hawaii! Tuesday, May Want to learn web programming? Check out Crowdy , a better way to learn from video tutorials. Thursday, May Ken Nakayama psychology , Ryan Enos government and I received a grant from the Harvard Initiative for Learning and Teaching for integrating online behavioral research modules into the classroom.

Essentially, we want to bring the kind of experiential learning lecture demonstrations, open-ended labs that is common in natural sciences to education in psychology, social sciences and HCI.

Main message: engaging broader publics over the internet either as participants or as collaborators makes answering entirely new kinds of questions possible and it does not require superhuman abilities or resources.

Consider applying even if you are currently seeking a faculty position. Many schools will let you defer your faculty position for a year and a Fellowship at CRCS is a great way to develop your research agenda and to expand your research network.

A key technical enabler of this project is a mechanism, based on our PlateMate system , for scalable nutritional analysis, which will make it possible to track the nutritional intake of pregnant women for several months each.

Adaptive Click-and-Cross combines several adaptive mechanisms which were previously studied in isolation to improve the efficiency of computer access for people with impaired dexterity.

Saturday, October The first results from the age guessing experiment: year olds are the most efficient clickers.

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