This paper presents the design and evaluation of a mobile phone interface with and for children. Ten children aged 8-13 years old took part in a participatory design process and t...
We conducted user studies in 2000 and 2004 into digital media use, and discovered a number of constant findings even though the studies were separate both in geographically and ch...
The goal of this research is to elucidate the ways shared visual space supports group communication and performance. This work involves three stages: a series of empirical studies...
In this paper we present "Homie" an artificial companion for elderly people. Our approach emphasizes amusement and benefit - amusement in form of entertainment and benef...
Guessability is essential for symbolic input, in which users enter gestures or keywords to indicate characters or commands, or rely on labels or icons to access features. We prese...
Jacob O. Wobbrock, Htet Htet Aung, Brandon Rothroc...