際際滷shows by User: jonfroehlich / http://www.slideshare.net/images/logo.gif 際際滷shows by User: jonfroehlich / Sun, 02 Nov 2014 20:46:34 GMT 際際滷Share feed for 際際滷shows by User: jonfroehlich Characterizing Physical World Accessibility at Scale 鐃Using Crowdsourcing, Computer Vision, & Machine Learning /slideshow/characterizing-physical-world-accessibility-at-scale/41031704 froehlichcmuhciicrowdpoweredstreetviewaccessibilityv6public-141102204634-conversion-gate02
This talk was given as part of the Human-Computer Interaction Institute seminar series at Carnegie Mellon University. My host was Professor Jeffrey Bigham. More info here: https://www.hcii.cmu.edu/news/seminar/event/2014/10/characterizing-physical-world-accessibility-scale-using-crowdsourcing-computer-vision-machine-learning You can download the original PowerPoint deck with videos here: http://www.cs.umd.edu/~jonf/talks.html Abstract: Roughly 30.6 million individuals in the US have physical disabilities that affect their ambulatory activities; nearly half of those individuals report using an assistive aid such as a wheelchair, cane, crutches, or walker. Despite comprehensive civil rights legislation, many city streets, sidewalks, and businesses remain inaccessible. The problem is not just that street-level accessibility affects where and how people travel in cities but also that there are few, if any, mechanisms to determine accessible areas of a city a priori. In this talk, I will describe our research developing novel, scalable data-collection methods for acquiring accessibility information about the built environment using a combination of crowdsourcing, computer vision, and online map imagery (e.g., Google Street View). Our overarching goal is to transform the ways in which accessibility information is collected and visualized for every sidewalk, street, and building fa巽ade in the world. This work is in collaboration with University of Maryland Professor David Jacobs and graduate students Kotaro Hara and Jin Sun along with a number of undergraduate students and high school interns. ]]>

This talk was given as part of the Human-Computer Interaction Institute seminar series at Carnegie Mellon University. My host was Professor Jeffrey Bigham. More info here: https://www.hcii.cmu.edu/news/seminar/event/2014/10/characterizing-physical-world-accessibility-scale-using-crowdsourcing-computer-vision-machine-learning You can download the original PowerPoint deck with videos here: http://www.cs.umd.edu/~jonf/talks.html Abstract: Roughly 30.6 million individuals in the US have physical disabilities that affect their ambulatory activities; nearly half of those individuals report using an assistive aid such as a wheelchair, cane, crutches, or walker. Despite comprehensive civil rights legislation, many city streets, sidewalks, and businesses remain inaccessible. The problem is not just that street-level accessibility affects where and how people travel in cities but also that there are few, if any, mechanisms to determine accessible areas of a city a priori. In this talk, I will describe our research developing novel, scalable data-collection methods for acquiring accessibility information about the built environment using a combination of crowdsourcing, computer vision, and online map imagery (e.g., Google Street View). Our overarching goal is to transform the ways in which accessibility information is collected and visualized for every sidewalk, street, and building fa巽ade in the world. This work is in collaboration with University of Maryland Professor David Jacobs and graduate students Kotaro Hara and Jin Sun along with a number of undergraduate students and high school interns. ]]>
Sun, 02 Nov 2014 20:46:34 GMT /slideshow/characterizing-physical-world-accessibility-at-scale/41031704 jonfroehlich@slideshare.net(jonfroehlich) Characterizing Physical World Accessibility at Scale 鐃Using Crowdsourcing, Computer Vision, & Machine Learning jonfroehlich This talk was given as part of the Human-Computer Interaction Institute seminar series at Carnegie Mellon University. My host was Professor Jeffrey Bigham. More info here: https://www.hcii.cmu.edu/news/seminar/event/2014/10/characterizing-physical-world-accessibility-scale-using-crowdsourcing-computer-vision-machine-learning You can download the original PowerPoint deck with videos here: http://www.cs.umd.edu/~jonf/talks.html Abstract: Roughly 30.6 million individuals in the US have physical disabilities that affect their ambulatory activities; nearly half of those individuals report using an assistive aid such as a wheelchair, cane, crutches, or walker. Despite comprehensive civil rights legislation, many city streets, sidewalks, and businesses remain inaccessible. The problem is not just that street-level accessibility affects where and how people travel in cities but also that there are few, if any, mechanisms to determine accessible areas of a city a priori. In this talk, I will describe our research developing novel, scalable data-collection methods for acquiring accessibility information about the built environment using a combination of crowdsourcing, computer vision, and online map imagery (e.g., Google Street View). Our overarching goal is to transform the ways in which accessibility information is collected and visualized for every sidewalk, street, and building fa巽ade in the world. This work is in collaboration with University of Maryland Professor David Jacobs and graduate students Kotaro Hara and Jin Sun along with a number of undergraduate students and high school interns. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/froehlichcmuhciicrowdpoweredstreetviewaccessibilityv6public-141102204634-conversion-gate02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This talk was given as part of the Human-Computer Interaction Institute seminar series at Carnegie Mellon University. My host was Professor Jeffrey Bigham. More info here: https://www.hcii.cmu.edu/news/seminar/event/2014/10/characterizing-physical-world-accessibility-scale-using-crowdsourcing-computer-vision-machine-learning You can download the original PowerPoint deck with videos here: http://www.cs.umd.edu/~jonf/talks.html Abstract: Roughly 30.6 million individuals in the US have physical disabilities that affect their ambulatory activities; nearly half of those individuals report using an assistive aid such as a wheelchair, cane, crutches, or walker. Despite comprehensive civil rights legislation, many city streets, sidewalks, and businesses remain inaccessible. The problem is not just that street-level accessibility affects where and how people travel in cities but also that there are few, if any, mechanisms to determine accessible areas of a city a priori. In this talk, I will describe our research developing novel, scalable data-collection methods for acquiring accessibility information about the built environment using a combination of crowdsourcing, computer vision, and online map imagery (e.g., Google Street View). Our overarching goal is to transform the ways in which accessibility information is collected and visualized for every sidewalk, street, and building fa巽ade in the world. This work is in collaboration with University of Maryland Professor David Jacobs and graduate students Kotaro Hara and Jin Sun along with a number of undergraduate students and high school interns.
Characterizing Physical World Accessibility at Scale Using Crowdsourcing, Computer Vision, & Machine Learning from Jon Froehlich
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Social Fabrics: Designing Wearable E-Textiles for Interaction, Introspection, and Inquiry /slideshow/daser2014-social-fabricsv4removedsandbox/40972312 daser2014socialfabricsv4-removedsandbox-141031121445-conversion-gate01
You can see a video recording of this talk online: https://www.youtube.com/watch?v=DwnZmJUybY4. You can download the original PowerPoint slide deck with videos here: http://www.cs.umd.edu/~jonf/talks.html Talk Abstract: Advances in electronic textiles (e-textiles), embedded computing, and biometric sensing enable new types of wearable interactive experiences. In this talk, I will introduce three e-textile projects from my research group: BodyVis, Social Fabric Fitness, and ILikeThisShirt.com which explore and push on how computational clothing can be used to facilitate group interaction, provoke self-inquiry, and stimulate introspection. Background: I gave this talk at the National Academy of Science's "DC Art Science Evening Rendezvous" (DASER) at the Keck Center. The evening's theme was "technology and creativity" highlighted by the opening of University of Maryland Computer Science Professor Ben Shneiderman's Every AlgoRiThm has ART in it: Treemap Art Project. In addition to Shneiderman and myself, the other speakers included Manuel Lima, a designer, author, researcher, and lecturer, and Jonah Brucker-Cohen, an assistant professor of digital media and networked culture, Lehman College, City University of New York. For more information, see: * http://www.cpnas.org/press/announcements/treemapfinalrelease.pdf * https://www.eventbrite.com/e/dc-art-science-evening-rendezvous-daser-tickets-11950067975 * http://www.cpnas.org/events/experience-future-events-daser.html]]>

You can see a video recording of this talk online: https://www.youtube.com/watch?v=DwnZmJUybY4. You can download the original PowerPoint slide deck with videos here: http://www.cs.umd.edu/~jonf/talks.html Talk Abstract: Advances in electronic textiles (e-textiles), embedded computing, and biometric sensing enable new types of wearable interactive experiences. In this talk, I will introduce three e-textile projects from my research group: BodyVis, Social Fabric Fitness, and ILikeThisShirt.com which explore and push on how computational clothing can be used to facilitate group interaction, provoke self-inquiry, and stimulate introspection. Background: I gave this talk at the National Academy of Science's "DC Art Science Evening Rendezvous" (DASER) at the Keck Center. The evening's theme was "technology and creativity" highlighted by the opening of University of Maryland Computer Science Professor Ben Shneiderman's Every AlgoRiThm has ART in it: Treemap Art Project. In addition to Shneiderman and myself, the other speakers included Manuel Lima, a designer, author, researcher, and lecturer, and Jonah Brucker-Cohen, an assistant professor of digital media and networked culture, Lehman College, City University of New York. For more information, see: * http://www.cpnas.org/press/announcements/treemapfinalrelease.pdf * https://www.eventbrite.com/e/dc-art-science-evening-rendezvous-daser-tickets-11950067975 * http://www.cpnas.org/events/experience-future-events-daser.html]]>
Fri, 31 Oct 2014 12:14:45 GMT /slideshow/daser2014-social-fabricsv4removedsandbox/40972312 jonfroehlich@slideshare.net(jonfroehlich) Social Fabrics: Designing Wearable E-Textiles for Interaction, Introspection, and Inquiry jonfroehlich You can see a video recording of this talk online: https://www.youtube.com/watch?v=DwnZmJUybY4. You can download the original PowerPoint slide deck with videos here: http://www.cs.umd.edu/~jonf/talks.html Talk Abstract: Advances in electronic textiles (e-textiles), embedded computing, and biometric sensing enable new types of wearable interactive experiences. In this talk, I will introduce three e-textile projects from my research group: BodyVis, Social Fabric Fitness, and ILikeThisShirt.com which explore and push on how computational clothing can be used to facilitate group interaction, provoke self-inquiry, and stimulate introspection. Background: I gave this talk at the National Academy of Science's "DC Art Science Evening Rendezvous" (DASER) at the Keck Center. The evening's theme was "technology and creativity" highlighted by the opening of University of Maryland Computer Science Professor Ben Shneiderman's Every AlgoRiThm has ART in it: Treemap Art Project. In addition to Shneiderman and myself, the other speakers included Manuel Lima, a designer, author, researcher, and lecturer, and Jonah Brucker-Cohen, an assistant professor of digital media and networked culture, Lehman College, City University of New York. For more information, see: * http://www.cpnas.org/press/announcements/treemapfinalrelease.pdf * https://www.eventbrite.com/e/dc-art-science-evening-rendezvous-daser-tickets-11950067975 * http://www.cpnas.org/events/experience-future-events-daser.html <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/daser2014socialfabricsv4-removedsandbox-141031121445-conversion-gate01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> You can see a video recording of this talk online: https://www.youtube.com/watch?v=DwnZmJUybY4. You can download the original PowerPoint slide deck with videos here: http://www.cs.umd.edu/~jonf/talks.html Talk Abstract: Advances in electronic textiles (e-textiles), embedded computing, and biometric sensing enable new types of wearable interactive experiences. In this talk, I will introduce three e-textile projects from my research group: BodyVis, Social Fabric Fitness, and ILikeThisShirt.com which explore and push on how computational clothing can be used to facilitate group interaction, provoke self-inquiry, and stimulate introspection. Background: I gave this talk at the National Academy of Science&#39;s &quot;DC Art Science Evening Rendezvous&quot; (DASER) at the Keck Center. The evening&#39;s theme was &quot;technology and creativity&quot; highlighted by the opening of University of Maryland Computer Science Professor Ben Shneiderman&#39;s Every AlgoRiThm has ART in it: Treemap Art Project. In addition to Shneiderman and myself, the other speakers included Manuel Lima, a designer, author, researcher, and lecturer, and Jonah Brucker-Cohen, an assistant professor of digital media and networked culture, Lehman College, City University of New York. For more information, see: * http://www.cpnas.org/press/announcements/treemapfinalrelease.pdf * https://www.eventbrite.com/e/dc-art-science-evening-rendezvous-daser-tickets-11950067975 * http://www.cpnas.org/events/experience-future-events-daser.html
Social Fabrics: Designing Wearable E-Textiles for Interaction, Introspection, and Inquiry from Jon Froehlich
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Making in the Human-Computer Interaction Lab (HCIL) /jonfroehlich/froehlich-making-inthehcilhcilsymposium2014v5public froehlichmakinginthehcilhcilsymposium2014v5-public-140602101342-phpapp02
You can download the PowerPoint file with embedded movies here: http://www.cs.umd.edu/~jonf/talks.html ---------------- In the HCIL's Makeability Lab at the University of Maryland, we design interactive experiences that cross between bits and atomsthe virtual and the physicaland back again to confront some of the world's greatest challenges: environmental sustainability, health and wellness, and universal accessibility. In my talk, Ill begin with an overview of the Maker ethos and the rise of Maker/DIY culture. Ill then discuss how "Making" at the University of Maryland before shifting to how the HCIL (Human-Computer Interaction Lab) has begun introducing Maker tools and projects in research (e.g., [14]) and in the classroom including an introduction to our new(ish) HCIL Hackerspace. The talk closes with an overview of my Tangible Interactive Computing classes and how I've attempted to imbue it with a "Maker" and design studio spirit. At end, I hope to prompt discussion about the future of physical computing and making and where university education fits in. REFERENCES [1] Hara, K., Le, V. and Froehlich, J. 2013. Combining Crowdsourcing and Google Street View to Identify Street-level Accessibility Problems. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI 13) (New York, NY, USA, May 2013). [2] Hara, K., Shiri, A., Campbell, M., Cynthia, B., Le, V., Pannella, S., Moore, R., Minckler, K., Ng, R. and Froehlich, J. 2013. Improving Public Transit Accessibility for Blind Riders by Crowdsourcing Bus Stop Landmark Locations with Google Street View. Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility Technology (2013), 16:116:8. [3] Mauriello, M., Gubbels, M. and Froehlich, J. 2014. Social Fabric Fitness: The Design and Evaluation of Wearable E-Textile Displays to Support Group Running. SIGCHI Conference on Human Factors in Computing Systems (CHI 14) (2014). [4] Norooz, L. and Froehlich, J. 2013. Exploring early designs for teaching anatomy and physiology to children using wearable e-textiles. Proceedings of the 12th International Conference on Interaction Design and Children - IDC 13 (New York, New York, USA, Jun. 2013), 577580. ]]>

You can download the PowerPoint file with embedded movies here: http://www.cs.umd.edu/~jonf/talks.html ---------------- In the HCIL's Makeability Lab at the University of Maryland, we design interactive experiences that cross between bits and atomsthe virtual and the physicaland back again to confront some of the world's greatest challenges: environmental sustainability, health and wellness, and universal accessibility. In my talk, Ill begin with an overview of the Maker ethos and the rise of Maker/DIY culture. Ill then discuss how "Making" at the University of Maryland before shifting to how the HCIL (Human-Computer Interaction Lab) has begun introducing Maker tools and projects in research (e.g., [14]) and in the classroom including an introduction to our new(ish) HCIL Hackerspace. The talk closes with an overview of my Tangible Interactive Computing classes and how I've attempted to imbue it with a "Maker" and design studio spirit. At end, I hope to prompt discussion about the future of physical computing and making and where university education fits in. REFERENCES [1] Hara, K., Le, V. and Froehlich, J. 2013. Combining Crowdsourcing and Google Street View to Identify Street-level Accessibility Problems. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI 13) (New York, NY, USA, May 2013). [2] Hara, K., Shiri, A., Campbell, M., Cynthia, B., Le, V., Pannella, S., Moore, R., Minckler, K., Ng, R. and Froehlich, J. 2013. Improving Public Transit Accessibility for Blind Riders by Crowdsourcing Bus Stop Landmark Locations with Google Street View. Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility Technology (2013), 16:116:8. [3] Mauriello, M., Gubbels, M. and Froehlich, J. 2014. Social Fabric Fitness: The Design and Evaluation of Wearable E-Textile Displays to Support Group Running. SIGCHI Conference on Human Factors in Computing Systems (CHI 14) (2014). [4] Norooz, L. and Froehlich, J. 2013. Exploring early designs for teaching anatomy and physiology to children using wearable e-textiles. Proceedings of the 12th International Conference on Interaction Design and Children - IDC 13 (New York, New York, USA, Jun. 2013), 577580. ]]>
Mon, 02 Jun 2014 10:13:42 GMT /jonfroehlich/froehlich-making-inthehcilhcilsymposium2014v5public jonfroehlich@slideshare.net(jonfroehlich) Making in the Human-Computer Interaction Lab (HCIL) jonfroehlich You can download the PowerPoint file with embedded movies here: http://www.cs.umd.edu/~jonf/talks.html ---------------- In the HCIL's Makeability Lab at the University of Maryland, we design interactive experiences that cross between bits and atomsthe virtual and the physicaland back again to confront some of the world's greatest challenges: environmental sustainability, health and wellness, and universal accessibility. In my talk, Ill begin with an overview of the Maker ethos and the rise of Maker/DIY culture. Ill then discuss how "Making" at the University of Maryland before shifting to how the HCIL (Human-Computer Interaction Lab) has begun introducing Maker tools and projects in research (e.g., [14]) and in the classroom including an introduction to our new(ish) HCIL Hackerspace. The talk closes with an overview of my Tangible Interactive Computing classes and how I've attempted to imbue it with a "Maker" and design studio spirit. At end, I hope to prompt discussion about the future of physical computing and making and where university education fits in. REFERENCES [1] Hara, K., Le, V. and Froehlich, J. 2013. Combining Crowdsourcing and Google Street View to Identify Street-level Accessibility Problems. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI 13) (New York, NY, USA, May 2013). [2] Hara, K., Shiri, A., Campbell, M., Cynthia, B., Le, V., Pannella, S., Moore, R., Minckler, K., Ng, R. and Froehlich, J. 2013. Improving Public Transit Accessibility for Blind Riders by Crowdsourcing Bus Stop Landmark Locations with Google Street View. Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility Technology (2013), 16:116:8. [3] Mauriello, M., Gubbels, M. and Froehlich, J. 2014. Social Fabric Fitness: The Design and Evaluation of Wearable E-Textile Displays to Support Group Running. SIGCHI Conference on Human Factors in Computing Systems (CHI 14) (2014). [4] Norooz, L. and Froehlich, J. 2013. Exploring early designs for teaching anatomy and physiology to children using wearable e-textiles. Proceedings of the 12th International Conference on Interaction Design and Children - IDC 13 (New York, New York, USA, Jun. 2013), 577580. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/froehlichmakinginthehcilhcilsymposium2014v5-public-140602101342-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> You can download the PowerPoint file with embedded movies here: http://www.cs.umd.edu/~jonf/talks.html ---------------- In the HCIL&#39;s Makeability Lab at the University of Maryland, we design interactive experiences that cross between bits and atomsthe virtual and the physicaland back again to confront some of the world&#39;s greatest challenges: environmental sustainability, health and wellness, and universal accessibility. In my talk, Ill begin with an overview of the Maker ethos and the rise of Maker/DIY culture. Ill then discuss how &quot;Making&quot; at the University of Maryland before shifting to how the HCIL (Human-Computer Interaction Lab) has begun introducing Maker tools and projects in research (e.g., [14]) and in the classroom including an introduction to our new(ish) HCIL Hackerspace. The talk closes with an overview of my Tangible Interactive Computing classes and how I&#39;ve attempted to imbue it with a &quot;Maker&quot; and design studio spirit. At end, I hope to prompt discussion about the future of physical computing and making and where university education fits in. REFERENCES [1] Hara, K., Le, V. and Froehlich, J. 2013. Combining Crowdsourcing and Google Street View to Identify Street-level Accessibility Problems. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI 13) (New York, NY, USA, May 2013). [2] Hara, K., Shiri, A., Campbell, M., Cynthia, B., Le, V., Pannella, S., Moore, R., Minckler, K., Ng, R. and Froehlich, J. 2013. Improving Public Transit Accessibility for Blind Riders by Crowdsourcing Bus Stop Landmark Locations with Google Street View. Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility Technology (2013), 16:116:8. [3] Mauriello, M., Gubbels, M. and Froehlich, J. 2014. Social Fabric Fitness: The Design and Evaluation of Wearable E-Textile Displays to Support Group Running. SIGCHI Conference on Human Factors in Computing Systems (CHI 14) (2014). [4] Norooz, L. and Froehlich, J. 2013. Exploring early designs for teaching anatomy and physiology to children using wearable e-textiles. Proceedings of the 12th International Conference on Interaction Design and Children - IDC 13 (New York, New York, USA, Jun. 2013), 577580.
Making in the Human-Computer Interaction Lab (HCIL) from Jon Froehlich
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A Brief Overview of the HCIL Hackerspace at UMD /slideshow/a-brief-overview-of-the-hcil-hackerspace-at-umd/32863541 froehlichabriefoverviewofthehcilhackerspace-140328135426-phpapp01
A brief overview of the HCIL Hackerspace at the University of Maryland started by Computer Science Assistant Professor Jon Froehlich in 2012. The Hackerspace is within the Human-Computer Interaction Lab (HCIL), which is one of the oldest HCI research labs in the world having been founded by Professor Shneiderman in 1983. This slide deck also includes a few pictures of other HCIL spaces including the main lab, hallways, office space, and the usability lab. The design of the main lab and hallway space (e.g., tangible timeline on wall) was led by Professor Allison Druin. ]]>

A brief overview of the HCIL Hackerspace at the University of Maryland started by Computer Science Assistant Professor Jon Froehlich in 2012. The Hackerspace is within the Human-Computer Interaction Lab (HCIL), which is one of the oldest HCI research labs in the world having been founded by Professor Shneiderman in 1983. This slide deck also includes a few pictures of other HCIL spaces including the main lab, hallways, office space, and the usability lab. The design of the main lab and hallway space (e.g., tangible timeline on wall) was led by Professor Allison Druin. ]]>
Fri, 28 Mar 2014 13:54:26 GMT /slideshow/a-brief-overview-of-the-hcil-hackerspace-at-umd/32863541 jonfroehlich@slideshare.net(jonfroehlich) A Brief Overview of the HCIL Hackerspace at UMD jonfroehlich A brief overview of the HCIL Hackerspace at the University of Maryland started by Computer Science Assistant Professor Jon Froehlich in 2012. The Hackerspace is within the Human-Computer Interaction Lab (HCIL), which is one of the oldest HCI research labs in the world having been founded by Professor Shneiderman in 1983. This slide deck also includes a few pictures of other HCIL spaces including the main lab, hallways, office space, and the usability lab. The design of the main lab and hallway space (e.g., tangible timeline on wall) was led by Professor Allison Druin. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/froehlichabriefoverviewofthehcilhackerspace-140328135426-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> A brief overview of the HCIL Hackerspace at the University of Maryland started by Computer Science Assistant Professor Jon Froehlich in 2012. The Hackerspace is within the Human-Computer Interaction Lab (HCIL), which is one of the oldest HCI research labs in the world having been founded by Professor Shneiderman in 1983. This slide deck also includes a few pictures of other HCIL spaces including the main lab, hallways, office space, and the usability lab. The design of the main lab and hallway space (e.g., tangible timeline on wall) was led by Professor Allison Druin.
A Brief Overview of the HCIL Hackerspace at UMD from Jon Froehlich
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Gamifying Green /slideshow/gamifying-green/22977881 hcil2013gamificationv3dfinal-slideshare-130614084505-phpapp02
As usual, I suggest you download the full PowerPoint (PPTX) version of this talk to view the embedded animations and videos (which should enhance understandability). http://www.cs.umd.edu/~jonf/talks.html --- In their State of Green Business report, the GreenBiz Group listed gamification as one of the top sustainable business trends of 2012, noting that game mechanics are increasingly used by companies to provide rewards for making good, green choices (Makower, 2012). In the last few years, we have seen a surge of interest in green gamification, which is beginning to touch upon nearly all aspects of our everyday life from cars that rank and reward fuel-efficient driving performance (e.g., the Nissan Leaf) to sanitation services that monitor and reward home recycling behavior (e.g., Recyclebank). As Ashok Kamal, the CEO of the green social media marketing company Bennu notes, this movement represents a tidal wave of green gamification that is capturing the attention of the green community and the business community as a whole (Cousteau, Kamal, Freeman, & Pank, 2012). Given such vibrant enthusiasm surrounding green gamification, it is hard not to react with some degree of skepticism. Climate change, pollution, and other human-driven environmental ills are complex, multi-faceted problemscan gamification actually play a serious role in their solution? In this talk, I attempt to provide a partial answer by providing a teaser for my new chapter on gamifying green to come out this year in the book The Gameful World edited by Steffen P. Walz and Sebastian Deterding. To learn more, go here: www.gamefulworld.org. ]]>

As usual, I suggest you download the full PowerPoint (PPTX) version of this talk to view the embedded animations and videos (which should enhance understandability). http://www.cs.umd.edu/~jonf/talks.html --- In their State of Green Business report, the GreenBiz Group listed gamification as one of the top sustainable business trends of 2012, noting that game mechanics are increasingly used by companies to provide rewards for making good, green choices (Makower, 2012). In the last few years, we have seen a surge of interest in green gamification, which is beginning to touch upon nearly all aspects of our everyday life from cars that rank and reward fuel-efficient driving performance (e.g., the Nissan Leaf) to sanitation services that monitor and reward home recycling behavior (e.g., Recyclebank). As Ashok Kamal, the CEO of the green social media marketing company Bennu notes, this movement represents a tidal wave of green gamification that is capturing the attention of the green community and the business community as a whole (Cousteau, Kamal, Freeman, & Pank, 2012). Given such vibrant enthusiasm surrounding green gamification, it is hard not to react with some degree of skepticism. Climate change, pollution, and other human-driven environmental ills are complex, multi-faceted problemscan gamification actually play a serious role in their solution? In this talk, I attempt to provide a partial answer by providing a teaser for my new chapter on gamifying green to come out this year in the book The Gameful World edited by Steffen P. Walz and Sebastian Deterding. To learn more, go here: www.gamefulworld.org. ]]>
Fri, 14 Jun 2013 08:45:05 GMT /slideshow/gamifying-green/22977881 jonfroehlich@slideshare.net(jonfroehlich) Gamifying Green jonfroehlich As usual, I suggest you download the full PowerPoint (PPTX) version of this talk to view the embedded animations and videos (which should enhance understandability). http://www.cs.umd.edu/~jonf/talks.html --- In their State of Green Business report, the GreenBiz Group listed gamification as one of the top sustainable business trends of 2012, noting that game mechanics are increasingly used by companies to provide rewards for making good, green choices (Makower, 2012). In the last few years, we have seen a surge of interest in green gamification, which is beginning to touch upon nearly all aspects of our everyday life from cars that rank and reward fuel-efficient driving performance (e.g., the Nissan Leaf) to sanitation services that monitor and reward home recycling behavior (e.g., Recyclebank). As Ashok Kamal, the CEO of the green social media marketing company Bennu notes, this movement represents a tidal wave of green gamification that is capturing the attention of the green community and the business community as a whole (Cousteau, Kamal, Freeman, & Pank, 2012). Given such vibrant enthusiasm surrounding green gamification, it is hard not to react with some degree of skepticism. Climate change, pollution, and other human-driven environmental ills are complex, multi-faceted problemscan gamification actually play a serious role in their solution? In this talk, I attempt to provide a partial answer by providing a teaser for my new chapter on gamifying green to come out this year in the book The Gameful World edited by Steffen P. Walz and Sebastian Deterding. To learn more, go here: www.gamefulworld.org. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/hcil2013gamificationv3dfinal-slideshare-130614084505-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> As usual, I suggest you download the full PowerPoint (PPTX) version of this talk to view the embedded animations and videos (which should enhance understandability). http://www.cs.umd.edu/~jonf/talks.html --- In their State of Green Business report, the GreenBiz Group listed gamification as one of the top sustainable business trends of 2012, noting that game mechanics are increasingly used by companies to provide rewards for making good, green choices (Makower, 2012). In the last few years, we have seen a surge of interest in green gamification, which is beginning to touch upon nearly all aspects of our everyday life from cars that rank and reward fuel-efficient driving performance (e.g., the Nissan Leaf) to sanitation services that monitor and reward home recycling behavior (e.g., Recyclebank). As Ashok Kamal, the CEO of the green social media marketing company Bennu notes, this movement represents a tidal wave of green gamification that is capturing the attention of the green community and the business community as a whole (Cousteau, Kamal, Freeman, &amp; Pank, 2012). Given such vibrant enthusiasm surrounding green gamification, it is hard not to react with some degree of skepticism. Climate change, pollution, and other human-driven environmental ills are complex, multi-faceted problemscan gamification actually play a serious role in their solution? In this talk, I attempt to provide a partial answer by providing a teaser for my new chapter on gamifying green to come out this year in the book The Gameful World edited by Steffen P. Walz and Sebastian Deterding. To learn more, go here: www.gamefulworld.org.
Gamifying Green from Jon Froehlich
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The Design and Evaluation of Prototype Eco-Feedback Displays for Fixture-Level Water Usage Data /slideshow/the-design-and-evaluation-of-prototype-ecofeedback-displays-for-fixturelevel-water-usage-data/15199974 chi2012-watervisexplorationsv3e-public-long-121115192638-phpapp02
This is a PDF of my CHI2012 talk. For the full PPTX with movies and animations, see http://www.cs.umd.edu/~jonf/talks.html.]]>

This is a PDF of my CHI2012 talk. For the full PPTX with movies and animations, see http://www.cs.umd.edu/~jonf/talks.html.]]>
Thu, 15 Nov 2012 19:26:37 GMT /slideshow/the-design-and-evaluation-of-prototype-ecofeedback-displays-for-fixturelevel-water-usage-data/15199974 jonfroehlich@slideshare.net(jonfroehlich) The Design and Evaluation of Prototype Eco-Feedback Displays for Fixture-Level Water Usage Data jonfroehlich This is a PDF of my CHI2012 talk. For the full PPTX with movies and animations, see http://www.cs.umd.edu/~jonf/talks.html. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/chi2012-watervisexplorationsv3e-public-long-121115192638-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This is a PDF of my CHI2012 talk. For the full PPTX with movies and animations, see http://www.cs.umd.edu/~jonf/talks.html.
The Design and Evaluation of Prototype Eco-Feedback Displays for Fixture-Level Water Usage Data from Jon Froehlich
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Applying Iterative Design to the Eco-Feedback Design Process /jonfroehlich/applying-iterative-design-to-the-ecofeedback-design-process-15199729 becc2012iterativedesignv3f-121115191624-phpapp01
Although randomized controlled trials are the gold standard in evaluating the effectiveness of eco-feedback systems on reducing consumption behaviors, such trials are resource intensive and costly. As such, it is crucial that the interventionthe eco-feedback artifactis well designed before effort is invested in a longitudinal study. In this talk, I will discuss the application of iterative design to eco-feedback systems. Iterative design is a design methodology based on a cyclic process of prototyping, user testing, and analysis, the results of which are then used to inform a new round of prototyping (and the cycle continues). Through an 18-month design process of a prototype eco-feedback display (Froehlich, 2011), I will describe how iterative design was used to evaluate and refine the aesthetic, usability, understandability, and educational potential of an eco-feedback system before a field deployment. I will highlight the role of massive online surveys in evaluating early eco-feedback design ideas and the role of in-home interviews in evaluating higher-fidelity (more refined) designs. Finally, I will close the talk with a discussion of low-cost methods to deploy and test eco-feedback designs in the field even when underlying resource sensing systems (e.g., smart meters) are unavailable. These methods can be used to evaluate how the eco-feedback system may fit into domestic space, explore differences in perspective and preference across household members, and evaluate how the system affects household dynamics (e.g., if the design provokes privacy concerns) before behavioral trials are conducted in earnest. Froehlich, J. (2011). Sensing and Feedback of Everyday Activities to Promote Environmental Behaviors. University of Washington Doctoral Dissertation 2011. http://www.cs.umd.edu/~jonf/publications.html ]]>

Although randomized controlled trials are the gold standard in evaluating the effectiveness of eco-feedback systems on reducing consumption behaviors, such trials are resource intensive and costly. As such, it is crucial that the interventionthe eco-feedback artifactis well designed before effort is invested in a longitudinal study. In this talk, I will discuss the application of iterative design to eco-feedback systems. Iterative design is a design methodology based on a cyclic process of prototyping, user testing, and analysis, the results of which are then used to inform a new round of prototyping (and the cycle continues). Through an 18-month design process of a prototype eco-feedback display (Froehlich, 2011), I will describe how iterative design was used to evaluate and refine the aesthetic, usability, understandability, and educational potential of an eco-feedback system before a field deployment. I will highlight the role of massive online surveys in evaluating early eco-feedback design ideas and the role of in-home interviews in evaluating higher-fidelity (more refined) designs. Finally, I will close the talk with a discussion of low-cost methods to deploy and test eco-feedback designs in the field even when underlying resource sensing systems (e.g., smart meters) are unavailable. These methods can be used to evaluate how the eco-feedback system may fit into domestic space, explore differences in perspective and preference across household members, and evaluate how the system affects household dynamics (e.g., if the design provokes privacy concerns) before behavioral trials are conducted in earnest. Froehlich, J. (2011). Sensing and Feedback of Everyday Activities to Promote Environmental Behaviors. University of Washington Doctoral Dissertation 2011. http://www.cs.umd.edu/~jonf/publications.html ]]>
Thu, 15 Nov 2012 19:16:22 GMT /jonfroehlich/applying-iterative-design-to-the-ecofeedback-design-process-15199729 jonfroehlich@slideshare.net(jonfroehlich) Applying Iterative Design to the Eco-Feedback Design Process jonfroehlich Although randomized controlled trials are the gold standard in evaluating the effectiveness of eco-feedback systems on reducing consumption behaviors, such trials are resource intensive and costly. As such, it is crucial that the interventionthe eco-feedback artifactis well designed before effort is invested in a longitudinal study. In this talk, I will discuss the application of iterative design to eco-feedback systems. Iterative design is a design methodology based on a cyclic process of prototyping, user testing, and analysis, the results of which are then used to inform a new round of prototyping (and the cycle continues). Through an 18-month design process of a prototype eco-feedback display (Froehlich, 2011), I will describe how iterative design was used to evaluate and refine the aesthetic, usability, understandability, and educational potential of an eco-feedback system before a field deployment. I will highlight the role of massive online surveys in evaluating early eco-feedback design ideas and the role of in-home interviews in evaluating higher-fidelity (more refined) designs. Finally, I will close the talk with a discussion of low-cost methods to deploy and test eco-feedback designs in the field even when underlying resource sensing systems (e.g., smart meters) are unavailable. These methods can be used to evaluate how the eco-feedback system may fit into domestic space, explore differences in perspective and preference across household members, and evaluate how the system affects household dynamics (e.g., if the design provokes privacy concerns) before behavioral trials are conducted in earnest. Froehlich, J. (2011). Sensing and Feedback of Everyday Activities to Promote Environmental Behaviors. University of Washington Doctoral Dissertation 2011. http://www.cs.umd.edu/~jonf/publications.html <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/becc2012iterativedesignv3f-121115191624-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Although randomized controlled trials are the gold standard in evaluating the effectiveness of eco-feedback systems on reducing consumption behaviors, such trials are resource intensive and costly. As such, it is crucial that the interventionthe eco-feedback artifactis well designed before effort is invested in a longitudinal study. In this talk, I will discuss the application of iterative design to eco-feedback systems. Iterative design is a design methodology based on a cyclic process of prototyping, user testing, and analysis, the results of which are then used to inform a new round of prototyping (and the cycle continues). Through an 18-month design process of a prototype eco-feedback display (Froehlich, 2011), I will describe how iterative design was used to evaluate and refine the aesthetic, usability, understandability, and educational potential of an eco-feedback system before a field deployment. I will highlight the role of massive online surveys in evaluating early eco-feedback design ideas and the role of in-home interviews in evaluating higher-fidelity (more refined) designs. Finally, I will close the talk with a discussion of low-cost methods to deploy and test eco-feedback designs in the field even when underlying resource sensing systems (e.g., smart meters) are unavailable. These methods can be used to evaluate how the eco-feedback system may fit into domestic space, explore differences in perspective and preference across household members, and evaluate how the system affects household dynamics (e.g., if the design provokes privacy concerns) before behavioral trials are conducted in earnest. Froehlich, J. (2011). Sensing and Feedback of Everyday Activities to Promote Environmental Behaviors. University of Washington Doctoral Dissertation 2011. http://www.cs.umd.edu/~jonf/publications.html
Applying Iterative Design to the Eco-Feedback Design Process from Jon Froehlich
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Moving Beyond Line Graphs: A (Brief) History and Future of Eco-Feedback Design /slideshow/moving-beyond-line-graphs/5825754 becc2010linegraphsv3b-101118121056-phpapp02
I gave this talk at Behavior, Energy and Climate Change 2010 in Sacramento, CA. I briefly introduce energy feedback (eco-feedback) displays, provide a critique of the current (over) reliance on time series line graphs, and point out directions for the future. If you're interested in this topic, see my webpage for more: http://bit.ly/jonuw]]>

I gave this talk at Behavior, Energy and Climate Change 2010 in Sacramento, CA. I briefly introduce energy feedback (eco-feedback) displays, provide a critique of the current (over) reliance on time series line graphs, and point out directions for the future. If you're interested in this topic, see my webpage for more: http://bit.ly/jonuw]]>
Thu, 18 Nov 2010 12:10:51 GMT /slideshow/moving-beyond-line-graphs/5825754 jonfroehlich@slideshare.net(jonfroehlich) Moving Beyond Line Graphs: A (Brief) History and Future of Eco-Feedback Design jonfroehlich I gave this talk at Behavior, Energy and Climate Change 2010 in Sacramento, CA. I briefly introduce energy feedback (eco-feedback) displays, provide a critique of the current (over) reliance on time series line graphs, and point out directions for the future. If you're interested in this topic, see my webpage for more: http://bit.ly/jonuw <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/becc2010linegraphsv3b-101118121056-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> I gave this talk at Behavior, Energy and Climate Change 2010 in Sacramento, CA. I briefly introduce energy feedback (eco-feedback) displays, provide a critique of the current (over) reliance on time series line graphs, and point out directions for the future. If you&#39;re interested in this topic, see my webpage for more: http://bit.ly/jonuw
Moving Beyond Line Graphs: A (Brief) History and Future of Eco-Feedback Design from Jon Froehlich
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Sensing Opportunities and Zero Effort Applications for Mobile Health Persuasion /slideshow/sensing-opportunities-and-zero-effort-applications-for-mobile-health-persuasion/4295432 mobilehealth2010-passivesensingpassivefeedbackpublic-100525130539-phpapp01
This is my Mobile Health 2010 (#mh2010) talk that I gave on May 24th for the session: "The Sweet Spot of Behavior Change via Mobile Devices." I use lots of animations, so I strongly encourage you to download the PowerPoint pptx here: http://www.cs.washington.edu/homes/jfroehli/talks.html]]>

This is my Mobile Health 2010 (#mh2010) talk that I gave on May 24th for the session: "The Sweet Spot of Behavior Change via Mobile Devices." I use lots of animations, so I strongly encourage you to download the PowerPoint pptx here: http://www.cs.washington.edu/homes/jfroehli/talks.html]]>
Tue, 25 May 2010 13:05:29 GMT /slideshow/sensing-opportunities-and-zero-effort-applications-for-mobile-health-persuasion/4295432 jonfroehlich@slideshare.net(jonfroehlich) Sensing Opportunities and Zero Effort Applications for Mobile Health Persuasion jonfroehlich This is my Mobile Health 2010 (#mh2010) talk that I gave on May 24th for the session: "The Sweet Spot of Behavior Change via Mobile Devices." I use lots of animations, so I strongly encourage you to download the PowerPoint pptx here: http://www.cs.washington.edu/homes/jfroehli/talks.html <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/mobilehealth2010-passivesensingpassivefeedbackpublic-100525130539-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This is my Mobile Health 2010 (#mh2010) talk that I gave on May 24th for the session: &quot;The Sweet Spot of Behavior Change via Mobile Devices.&quot; I use lots of animations, so I strongly encourage you to download the PowerPoint pptx here: http://www.cs.washington.edu/homes/jfroehli/talks.html
Sensing Opportunities and Zero Effort Applications for Mobile Health Persuasion from Jon Froehlich
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The Design of Eco-Feedback Technology /slideshow/the-design-of-ecofeedback-technology/3790457 chi2010-ecofeedbackv4cpublic-100420103800-phpapp01
It looks like 際際滷Share messed up the format of these slides, to view the original, see: http://www.cs.washington.edu/homes/jfroehli/talks.html Eco-feedback technology provides feedback on individual or group behaviors with a goal of reducing environmental impact. The history of eco-feedback extends back more than 40 years to the origins of environmental psychology. Despite its stated purpose, few HCI eco-feedback studies have attempted to measure behavior change. This leads to two overarching questions: (1) what can HCI learn from environmental psychology and (2) what role should HCI have in designing and evaluating eco-feedback technology? To help answer these questions, this paper conducts a comparative survey of eco-feedback technology, including 89 papers from environmental psychology and 44 papers from the HCI and UbiComp literature. We also provide an overview of predominant models of proenvironmental behaviors and a summary of key motivation techniques to promote this behavior. ]]>

It looks like 際際滷Share messed up the format of these slides, to view the original, see: http://www.cs.washington.edu/homes/jfroehli/talks.html Eco-feedback technology provides feedback on individual or group behaviors with a goal of reducing environmental impact. The history of eco-feedback extends back more than 40 years to the origins of environmental psychology. Despite its stated purpose, few HCI eco-feedback studies have attempted to measure behavior change. This leads to two overarching questions: (1) what can HCI learn from environmental psychology and (2) what role should HCI have in designing and evaluating eco-feedback technology? To help answer these questions, this paper conducts a comparative survey of eco-feedback technology, including 89 papers from environmental psychology and 44 papers from the HCI and UbiComp literature. We also provide an overview of predominant models of proenvironmental behaviors and a summary of key motivation techniques to promote this behavior. ]]>
Tue, 20 Apr 2010 10:37:47 GMT /slideshow/the-design-of-ecofeedback-technology/3790457 jonfroehlich@slideshare.net(jonfroehlich) The Design of Eco-Feedback Technology jonfroehlich It looks like 際際滷Share messed up the format of these slides, to view the original, see: http://www.cs.washington.edu/homes/jfroehli/talks.html Eco-feedback technology provides feedback on individual or group behaviors with a goal of reducing environmental impact. The history of eco-feedback extends back more than 40 years to the origins of environmental psychology. Despite its stated purpose, few HCI eco-feedback studies have attempted to measure behavior change. This leads to two overarching questions: (1) what can HCI learn from environmental psychology and (2) what role should HCI have in designing and evaluating eco-feedback technology? To help answer these questions, this paper conducts a comparative survey of eco-feedback technology, including 89 papers from environmental psychology and 44 papers from the HCI and UbiComp literature. We also provide an overview of predominant models of proenvironmental behaviors and a summary of key motivation techniques to promote this behavior. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/chi2010-ecofeedbackv4cpublic-100420103800-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> It looks like 際際滷Share messed up the format of these slides, to view the original, see: http://www.cs.washington.edu/homes/jfroehli/talks.html Eco-feedback technology provides feedback on individual or group behaviors with a goal of reducing environmental impact. The history of eco-feedback extends back more than 40 years to the origins of environmental psychology. Despite its stated purpose, few HCI eco-feedback studies have attempted to measure behavior change. This leads to two overarching questions: (1) what can HCI learn from environmental psychology and (2) what role should HCI have in designing and evaluating eco-feedback technology? To help answer these questions, this paper conducts a comparative survey of eco-feedback technology, including 89 papers from environmental psychology and 44 papers from the HCI and UbiComp literature. We also provide an overview of predominant models of proenvironmental behaviors and a summary of key motivation techniques to promote this behavior.
The Design of Eco-Feedback Technology from Jon Froehlich
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