Tag: HCI (Page 4 of 5)
For those that know me personally, you’ll know I recently gave birth to the sweetest little boy. He is known as baby Kai in my HCI circles to identify him from the many Kai, Khai, and CHI’s floating about. He’s 3 months old and, as I have heard from several sources, I am just now starting to come out of the fog. I perhaps likened my experiences as more sort of clawing my way out of a pit, but the end result is the same. I am here, slightly battered and definitely disoriented, but so very much richer than I was before.
I start this blog up again because I feel like it was always an important thing for me to document what has been happening in my life- both for my own amusement and to point to when people ask me how I “do it” (that is, go to grad school, be a mom, and stay a semi-sane human being).
The plan is to produce posts (realistically, semi-sporadically) about my research, writing, things I’m reading, videos as I make them, tales from being a grad school mom, progress on video games I’m making, and gaming in general (I’m going to be honest, you’re going to probably get a lot about Minecraft).
A handful of experiences and people helped to transform me from a lost undergraduate who was thinking of dropping out, to a successful, ambitious graduate student. I struggled for many years as an underrepresented student, both as a woman and as a student with a disability, to complete my undergraduate degree and find my niche in the world. Now, not only do I want to make a career of researching assistive technology, I also want to be a mentor for those who follow me, just as I had mentors to guide my way.
As the only woman in my undergraduate computing classes, I faced adversity and isolation. I sought support and attended the Grace Hopper Celebration of Women in Computing Conference (GHC). Upon learning that I was one of many women facing isolation in their computing courses, I founded an ACM-W Chapter for women in computing at Washington State University Vancouver (WSUV). I felt the need to create greater participation of college women in computing, a support network for them, and a way to mentor freshmen and high school girls. As the chair of the chapter for the first year, I planned a campus-wide event to encourage women to pursue computing careers and spoke at a panel discussion. The event hosted 40 women from campus and the local community and received very positive feedback. The women from the community college who had not considered pursuing a four-year degree until they heard our panel inspired me. I have continued to mentor one young woman who is now pursuing her undergraduate degree in computer science and intends to continue on to graduate school.
On my graduate school campus, University of California Irvine (UCI), I am involved in a similar group: Women in Information and Computer Sciences (WICS). I volunteered with WICS in summer 2013 to mentor middle and high school girls interested in computing. In fall 2013, I also helped start a graduate chapter of this group. As a graduate student representative for UCI, I attended GHC 2014 as a student volunteer. My connections with these groups led me to other opportunities, such as conducting research and presenting at two academic conferences, as well as mentoring underrepresented undergraduates.
Through my experiences with the women in computing groups, I have realized how important mentorship is for those in the early stages of their careers. Through teaching and mentoring, I have been able to ignite my passion for helping others through research with students and also pass along valuable skills that they will use in their future studies. During my first year as a graduate student, I led a diverse team of undergraduates, all of whom are underrepresented minorities, in the development of a whole-body interface application on the Microsoft Kinect for children with autism. I encouraged my team to work together to solve problems and learn how to collaborate effectively. I also coached them in giving a presentation to the lab about their work. Continuing this project, I have expanded the scope of the software, and have begun working with a professor from the Dance Department to create new avenues of therapy for children with autism. One of the undergraduates I mentored has since graduated with a B.S. in Informatics and is now applying to graduate school.
In an effort to serve my local community, I volunteer as an instructor for technology use workshops for young adults with autism who are transitioning into the workplace from high school. In a more formal setting, I have also had the opportunity to be a teaching assistant for undergraduate level courses. As part of my responsibilities, I have worked with students one-on-one, as well as leading discussion sections of more than 40 students. In addition to regular discussion lectures, I also gave a guest lecture to the entire class of 250 students. Knowing the importance of mentorship for undergraduates, these varied teaching experiences increase my desire to seek a position that allows me to continue mentorship my PhD.
Social media, including virtual worlds, has the potential to support children with autism in making friendships, learning pro-social behavior, and engaging in collaborative play with their peers. However, currently, little is known about how children with autism interact socially in online spaces. Furthermore, there is much more to learn about how technology can support these collaborative interactions. In this study, I propose investigating how a virtual world can be intentionally run alongside other complementary social media (e.g., website, forum, Facebook, Twitter, and Google+) specifically for children with autism. The contribution of this work is to create design guidelines for creating social media systems (including virtual worlds) to support social interactions of children with autism.
Current Publications:
Kathryn E. Ringland. 2019. “Do you work for Aperture Science?”: Researching and Finding the Gamer Identity in a Minecraft Community for Autistic Children. In FDG 2019. [PDF] [BLOG]
Kathryn E. Ringland. 2019. A Place to Play: The (Dis)Abled Embodied Experience for Autistic Children in Online Spaces. In CHI 2019. [PDF] [BLOG]
Kathryn E. Ringland. 2019. “Autsome”: Fostering an Autistic Identity in an Online Minecraft Community for Youth with Autism. In iConference 2019 Proceedings. [PDF] [BLOG]
Kathryn E. Ringland, LouAnne Boyd, Heather Faucett, Amanda L.L. Cullen, Gillian R. Hayes. Making in Minecraft: A Means of Self-Expression for Youth with Autism. In IDC 2017. [PDF] [BLOG]
Kathryn E. Ringland, Christine T. Wolf, LouAnne E. Boyd, Mark Baldwin, and Gillian R. Hayes. 2016. Would You Be Mine: Appropriating Minecraft as an Assistive Technology for Youth with Autism. In ASSETS 2016. [Acceptance Rate: 25%]. Best Paper. [PDF][BLOG]
Ringland, K. E., Wolf, C. T., Faucett, H., Dombrowski, L., & Hayes, G. R. (2016). “‘Will I always be not social?’: Re-Conceptualizing Sociality in the Context of a Minecraft Community for Autism”. In Proceedings of ACM CHI Conference on Human Factors in Computing Systems 2016. [Acceptance Rate: 23.4%]. [PDF][BLOG]
Ringland, K.E., Wolf, C.T., Dombrowski, L., and Hayes, G.R. “Making ‘Safe’: Community-Centered Practices in a Virtual World Dedicated to Children with Autism”. Proceedings of the 2015 ACM International Conference on Computer Supported Collaborative Work, ACM (2015). [Acceptance Rate: 28.3%]. [PDF][BLOG]
Ringland, K.E., Wolf, C.T., Hayes, G.R. (2015, May 15). “The Benefits of Online Play: An Investigation of Virtual Worlds for Children with Autism Spectrum Disorder”. International Meeting for Autism Research Salt Lake City, Utah.
Ringland, K.E., Hayes, G.R. (2014, April 27). “Virtual Worlds: An Alternative Method for Communication for Children with Autism Spectrum Disorder”. Workshop: Supporting Children with Complex Communication Needs. ACM SIGCHI Conference on Human Factors in Computing Systems. Toronto, Canada. [PDF]
Last Updated: September 16, 2019
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Individuals with autism and other neurodevelopmental disorders often experience sensory perception impairments, which can lead to challenges such as sensitivity to loud noises or irritation from specific textures on their skin. Atypical movement, such as rocking, can be exhibited as compensation for this sensory perception impairment.
Currently, therapists use dance therapy to stimulate the various senses in children with autism to help reduce atypical movement and to increase engagement in the activity. DanceCraft is a system developed to further the aims of dance therapy by increasing the children’s body awareness. We will be exploring how the software engenders different interactions styles to help inform the design of future systems focused on using body based movements to support dance therapy.
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I am happy to announce that our paper, “SensoryPaint: A Multimodal Sensory Intervention for Children with Neurodevelopmental Disorders” has received Best Paper Nomination at Ubicomp 2014. Many thanks to my awesome co-authors as well as others who helped with editing and other feedback. I presented this paper Sept 17, 2014.
Full citation here:
Here’s a short video of my design motivation and sketches of my communication app for Japanese children with autism. After consulting with my mentor at Hiroshima University, Dr. Norimune Kawai, I finished the basic sketches last week and have been hard at work coding a prototype for iPad. Coming up next: the development of the app. Stay tuned!
I am participating in this year’s Autism App Jam on team DanceCraft. Find out more on my team’s website: dancecraftforautism.wordpress.com.
Self expression through clothing is inherently visual and is not readily accessible to those with visual impairments. Presently, the best method for conveying information is with high-tech devices that identify fabric colors, but don’t give information about pattern, graphics, washing instructions, or style. Designing clothing tags for the visually impaired user requires that the tags be discreet, comfortable, easy to locate, and that it be reasonably simple to retrieve information from them. With this study we contribute a collection of tagging systems that can be used in future research for the development and testing of fully functional tagging systems that will empower visually impaired users when making clothing decisions.
Ringland, Kathryn. “Accessible Clothing Tags: Designing for Individuals with Visual Impairments”.CHI 2013. Paris, France. May 2013.*
Williams, M., Ringland, K., Hurst, A. “Designing an Accessible Clothing Tag System for People with Visual Impairments”. ASSETS 2013. Bellevue, WA. October 2013.*
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Stigma associated with depression and mental illness is a widespread problem, often leading to negative health outcomes and discrimination for people with these conditions. Common stigma reduction interventions focus on two strategies: education (increasing basic understanding of the condition) and social contact (humanizing or ‘putting a face’ to the condition). These interventions have been explored in various formats, but little is known about the potential of leveraging online social media outlets to reduce stigma. We propose BlueFriends, an application that seeks to reduce stigma by displaying a shareable information visualization graphic aimed at increasing both education and social contact. This application will employ a predictive model of depression detection on Facebook. It will visualize the potential proportion of depression in a user’s online social network and display an interactive comparison of depression prevalence with other common prevalence levels in the US. BlueFriends expands current stigma reduction interventions by leveraging online social environments. By creating customized visualizations that users can share within their network, we hypothesize that Bluefriends will prompt collective stigma reduction and societal depression awareness.