Adaptive Cyber-Learning With a Sensor Support
This project aims to better support student learning by adapting computer-based tutoring to individual learning phases and real-time capabilities. The specific research goal is to explore a method for automated sensor-based learner/learning assessment in intelligent tutoring systems.
Our team redesigned the web presence of the American Institutes for Research (AIR), developing a prototype and a set of design recommendations. Our interdisciplinary team of five master's students worked for eight months to produce a working prototype using research and design methods learned over the course of the program.
Bloomberg came to Carnegie Mellon University's Human Computer Interaction Institute with a task in mind: improving Bloomberg software developers' productivity. As businesses and software processes become more complex, developers may struggle to remain focused on their tasks and productivity can suffer as a result.
Bloomberg tasked Annecto, a team of five Carnegie Mellon University students, to evaluate and design Bloomberg’s internal sales tools. These sales tools are used by over 2,000 sales and customer support representatives worldwide, and contain information about over 1 million clients and prospects.
Built as part of the Master's in Human-Computer Interaction capstone project at Carnegie Mellon University, APACS is a picture archiving and communication system extended to address all the information needs of ICU clinicians. It was designed using a wide range of user-centered methods and has shown itself to be several steps above the softwares in use by ICU clinicians.
In 2013, Team Arc worked with Eaton Corporation to streamline procedures for Managers, Coordinators, Field Service Representatives, and more in the Electrical Services & Systems division. Over seven months, we travelled to seven Eaton locations across the nation to interview employees, learn about how the EESS works as a company, and test our designs.
Bloomberg News collaborated with Ascend to create a novel design solution to ensure their editors and reporters could deliver market-moving news quickly and accurately.
Asset Data Manager
Applying a user-centered design process, the team conducted research about the installation process of AMS Asset Portal in order to discover needs and requirements for a tool to facilitate the installation process and customizing AMS Asset Portal.
The goal of our project is to design and develop the teacher interface for the Assistment system in the form of an interactive web site. This project aims to support teachers in their efforts to prepare children for high stakes testing.
The ASSISTMENTs project provides students with individualized instructional ASSISTance while performing assessMENT. The research goal is to investigate whether we can provide students, teachers, parents and school administrators statistically reliable and actionable data on student progress without wasting student and teacher time on practice tests that distract from learning.
Audio Emotion Recognition
We have built an emotion recognition system based on prosodic features (i.e. intensity, pitch, formant frequencies of sounds) combined with short-term perceptual features for classifying the following emotions: anger, fear, happy, sad, surprise, and neutral. Additional emotional states can be included. Prosodic information applies to syllables, words, or phrases.
Basilica: Reconfigurable Multi-Party Dialogue Environment
Based on our experiences with designing and engineering multi-party conversational environments such as collaborative learning systems that involve integrating the state of the art in text classification and conversational agent technology, we are developing a framework that facilitates such integration.
Reconfigurable Multi-Party Dialogue Environment for Supporting Synchronous Collaborative Learning
Based on our experiences with designing and engineering multi-party conversational environments such as collaborative learning systems that involve integrating the state of the art in text classification and conversational agent technology, we are developing a framework that facilitates such integration
Explore the value of educator communities and design a tool or environment that facilitates collaborative, transformative learning among teachers.
Metals Prime, a team of five masters students from Carnegie Mellon University partnered with BloomBoard to envision a product to support educator learning in an online community setting.
The goal of this project was to provide better documentation support for Navy maintenance techs through Interactive Electronic Technical Manuals (IETM).
Building Efficient Interfaces for Robotic Activity Planning
The goal of this project was to design and develop an efficient interfaces for robotic activity planning for use by multiple people.
Call Center Portal
Conducted a full contextual inquiry of the existing call center infrastructure, including the discovery of organizational, cultural, and systematic constraints and iteratively designed, developed and user-tested a functional data-driven prototype based on user requirements gained in contextual inquiry.
Through careful exploration, research and design, Team CALO developed Stardust, a system to support overburdened knowledge workers through the use of artificial intelligence.
The goal of Chelada is to let others create a new class of mobile applications supporting proactive information. Based on one's context (such as time, location, weather), we want to make it easy for anyone to deploy new kinds of information services that push useful information to you.
The goals of this project were to determine the current work flow for CitiStat and specifically the Department of Public Works, design a more efficient work flow, and produce a prototype system to support the new work flow.
Construction Junction (CJ), a local organization that promotes conservation through the sale of used and surplus building materials, asked our team to examine the reuse sector, identify problems and find opportunities where technology could make reuse more convenient.
Cognitive Assistants and Modeling Human Routines
We are developing a set of algorithms and visualization tools to better understand and model human behavior. With these models, we are building a wide variety of cognitive assistants, including those that can help in training (driving, application usage, job skills), and those than intervene in health situations (binge drinking, depression, congestive heart failure).
Cognitive Factors: A Thrust Within the Pittsburgh Science of Learning Center
Cognitive Factors is one of four thrusts of the Pittsburgh Science of Learning Center. It is aimed at understanding cognitive learning—changes in knowledge—that result from instructional events.
Synthesis is the practice of integrating, organizing, filtering, and evaluating information as part of a design process. Limitations on time, resources, and human memory place constraints on how much information can be synthesized by one person. This project explores how this process may be distributed across many people.
This project explores how social computing system can enable groups of people to collaborative plan for future events. The goal is to combine preferences and constraints from all stakeholders so that people feel engaged and have a better overall experience.
Our team of Carnegie Mellon University Human-Computer Interaction graduate students partnered with Bank of America to prototype a solution to improve Bank of America's digital customer experience. This two-semester project lasted eight months. During the first semester, we conducted domain and field research. During the second, we designed, prototyped, and evaluated our solution.
Computational Modeling and Data Mining
A Thrust Within the Pittsburgh Science of Learning Center
Computational Modeling and Data Mining is one of four thrusts within the Pittsburgh Science of Learning Center. This thrust is pursuing the scientific goal of using large-scale data to advance precise, computational theories of how students learn academic content.
This project is developing computer music and interactive performance technology to enhance human musical experience and creativity. Active areas include MUSART, an investigation of style-based music information retrieval, AuraRT, a distributed system for interactive real-time multimedia, and Audacity, an audio visualization and editing tool.
Our goal was to create a prototype of a tangible interaction system that will provide compelling and meaningful experiences for users in a public space on campus using cutting-edge displays and sensor technologies that are feasible within the next three-to-five years.
Connect is a project between UPMC and masters students in Human-Computer Interaction at Carnegie Mellon University to motivate behavior change in hypertension patients.
Virtual Peers Who Can Build Rapport To Support Students in Learning
Our Connection Machines project investigates nonverbal and verbal behaviors of two partners in a conversation setting in the context of rapport. We have collected data on teenagers conducting a peer tutoring task in linear algebra.
Context Aware Computing
Context is any information that can be used to characterize the situation of an entity (person, place, or physical or computational object). A computing system should be aware of the person’s context so that it can respond appropriately to user’s cognitive and social state and anticipate their needs.
Context-Aware Scalable Authentication
In the near future, we believe that all authentication needs can be managed by a single smart device, both for web services and for Internet of Things. These needs go beyond logging in, and include other tasks such as account creation, sharing of credentials, and being notified of logins.
We worked with the HCI group at NASA Ames Research center to build a collaborative planning tool for rover navigation. Based on a field test that occurred over the summer, our prototype is designed to allow scientists to quickly plan activities for a lunar reconnaissance rover by clearly communicating what observations they want to do and why.
The goals of this project were to evaluate existing IETM interfaces and develop an interface that would take advantage of the technological potential of Class IV and V IETMs, as well as conforming to usability standards and supporting user work-flow patterns of US Navy Technicians.
Our project focuses on creating a HIPAA-compliant mobile application that provides meaningful status updates and interactions for families waiting for a loved one in surgery. The system should support family members waiting in the hospital as well as family members wanting to monitor the patient’s status remotely.
The goal of team Current was to simplify the installation of Eaton power management systems and provide context of each Ethernet-enabled device, thus reducing installation time and cost. Context was defined as the relevant information about each device including access permissions, name, model number, settings, IP address, position in line-up, and physical location.
Emergency response is a dangerous line of work that requires efficient coordination between the individuals and teams involved. Team Dado collaborated with Draper Laboratory to reduce this human cost by enhancing situational awareness for first responders.
This project worked to develop the Data Shop web application, a tool for learning researchers in the Pittsburgh Science of Learning Center (PSLC). Two essential services that the Data Shop will provide are (a) a central repository of analysis data and (b) a standard reporting mechanism.
Decision Support System for VAD
This project is developing a decisions support tool that mines medical histories and makes a recommendation on when a person suffering from stage 3 or 4 heart failure should consider having a VAD (ventricular assist device) implanted. We are developing interfaces for medical teams and for patients. The work advances the practice of outcomes based medicine.
Explore the icoNav system (for in-car drive time navigation) and the PNS (personal navigation system for out of the car navigation) prototypes and recommendations for a GM concept vehicle to be produced in 2015.
We were challenged by Emerson Process Management to make their process control software, DeltaV, easier for plant operators to use. Guided by our user research, after several rounds of prototype iteration and user testing, our final design allows users to quickly analyze historical process data, making plant control more efficient.
Designing for the Self
This project investigates the value of product attachment theory, which describes how people develop relationships with and learn to love their possessions. In attempting to operationalize this theory, we cast products and services as intentional companions that explicitly attempt to help people become the person they desire to be.
This project addresses depression, a mood disorder that impacts millions of American's each year and is one of the leading causes of disability. Depression can be hard to diagnois. It can also be difficult to tell if people respond favorably to treatment.
Personal information management and privacy is a major and increasing challenge. New internet architectures will make people and their interactions more transparent to others than ever, and increase our digital footprints online. In a set of projects, we are studying user perspectives on anonymity and privacy online.
Studies have shown that dental software today is poorly designed for supporting clinical care. Many of these applications were designed with only billing and administrative functions in mind, adding clinical support only as an afterthought. As a result, clinical functions tend to be poorly integrated, and most applications suffer from including too broad a range of functions.
The EcoDigs project is exploring multi-stakeholder interactions around tenant/landlord decision making. Our research will explore the use of crowdsourcing in collecting lifestyle and cost information that can support the house-hunting process and look at how that can be leveraged to improve the safety, efficiency and quality of life choices made by tenants during the house hunt.
ETAC: Educational Technology Across Cultures
Educational technology has the potential to transform teaching and learning across the world. However, the design of globalized technologies frequently does not account for local practices and values that may influence the outcomes of introducing a technology across cultural contexts.
We helped PNC envision the future of mobile corporate banking by redesigning the PINACLE mobile application with a focus on enabling its operators to initiate outside of the office.
Family Services of Western PA
The student team worked with Family Services of Western Pennsylvania to create an e-learning prototype for the Specialized Family Therapy training.
Fiesta began as a challenge to develop a social-event planning system. The team's final design is a system integrated in Gmail that enables users to plan casual social events more easily and to have fun while doing it.
The goal of this project was to provide design recommendations and develop a proof-of-concept prototype for integrating GDViz's software platform, CoMotion, into the first responder field.
Our team of six students, in collaboration with the salesforce.com User Experience team, investigated ways in which emerging natural language technologies could improve the Salesforce experience for everyday, non-technical business users.
While the largest generation of workers is starting to retire, a new generation of employees—the millennials—are entering the work force. This new generation of employees is well versed in technology, spending a large amount of time using online social tools, and, although being seen as self-focused, are good at collaborating and working in teams.
Bloomberg tasked our team to design a solution that helps employees with the challenges they confront in their daily work on the Terminal. Through our solution, we aim to improve the quality of collaboration activities and reduce collaborative breakdowns among Bloomberg’s employees.
Our task was to develop a versatile payment system for all users by understanding how to build confidence in visually impaired users during person-to-person transactions.
The way people watch TV has changed. People are no longer solely focused on the content but rather use other devices at the same time. We were tasked with investigating interactions and behaviors within households to see where Bank of America can translate and expand their offerings in order to design a collaborative, multi-device television experience.
Game Mechanics for Joint Focus
A rich element of cooperative games are mechanics that communicate. Unlike automated awareness cues and synchronous verbal communication, cooperative communication mechanics enable players to share information and direct action by engaging with game systems.
Games for Pain
Can we use games to reduce opioid use and abuse after a work-related injury? This exploratory project looks at how games can intervene in pain-management processes, in particular to support patients in using pain-management methods that don't require a prescription.
GE Voxel PACS
Through comprehensive research, design, and user testing, our interactive prototype, GE Voxel PACS, is our envisioned next generation GE Healthcare Picture Archiving and Communication System (PACS).
In collaboration with Genentech, Team Glacé researched, designed, and demonstrated how technology and information can come together to bring value to Genentech’s field-based sales workforce, also known as Clinical Specialists (CSs).
Our team employed a user-centered design process to discover new opportunities for integrating technology into biology classrooms. In collaboration with SRI International, we designed a novel platform that helps students answer complex biology questions using an advanced reasoning system and knowledge base. The result is an engaging iPad application called Thinkspace.
Our contention is that multi-user health kiosks, designed with input from older adults and situated in convenient community locations, offer a way to bolster their self-management confidence and capabilities, regardless of personal resources or distance from health services.
Our project aimed to understand the context in which astronauts and engineers use tools during procedure execution, and to design a solution that increases their efficiency in order to maximize the use of their time for scientific exploration.
Human-Centered Cyber-Physical Systems in Cars
Intelligent information systems and advanced driver assistance systems help drivers maintain a high level of situational awareness during vehicle operation; however, they also increase visual distraction and cognitive load because of ubiquitous demands for peripheral interactions and additional cognitive engagement in virtual information space.
We explored the motivations, goals and desires of The Andy Warhol Museum's visitor psychographic profile in order to design new ways of interacting with The Warhol's collection and support a superior visitor experience overall.
IDEA: Evidence-Based Online Learning Courseware Engineering
This research aims to improve student learning effectiveness, efficiency, and enjoyment in online courses (aka MOOCs) by using online learning data to provide constructive feedback to course developers and instructors. The feedback provides assistance with the design and improvement of course activities and effective instruction.
The Image of the Future
Our team worked with GE Healthcare to investigate work practices and needs for radiologists and technologists in order to create a seamless user experience.
Identifying and fixing the user interface problems in Mulberry and the presentation of design guidelines and a redesign of the most critical parts of Cyrusoft’s Mulberry’s email application interface.
In Situ Imaging
Our objective is to permit in situ visualization of medical images so that direct hand-eye coordination can be employed during invasive procedures. A method is presented that merges the visual outer surface of a patient with a simultaneous medical scan. After initial work with ultrasound and optical projection, we are now using OCT images under magnification for eye surgery.
Using a user-centric research and design process, the goal of this project was to explore how the Innovations Group at MEDRAD work and to design a system to help them create and document intellectual property to be used in the creation of patents for medical imaging devices.
Intelligiblity of Context-Aware Applications
Applications that behave proactively on a user’s behalf, particularly those that react to implicit user context, need to be intelligible to end users, explaining what they are doing and why.
The international center for Advanced Communication Technologies is an international technology research lab. interACT is pioneering research in technologies that facilitate the human experience, human mutual understanding, and communication worldwide.
Internet Support Groups
Identifying and Improving Pathways for Mental Health
People facing serious health threats increasingly use the Internet to obtain information and support. Internet support groups (ISGs), online communities where people come together to exchange information and/or support, are an important resource for patients grappling with serious medical conditions.
Interpreting Behavior With Crowds
Social science research often relies on coding of video or other data for subjective events. This can be very time consuming and labor intensive for a single individual. This project aims to allow researchers and other analysts to quickly and easily interact with large sets of video data to identify and mark subjective events by crowdsourcing the interpretation process.
Research AreasCrowd Sourcing
The Intranet Project
Designing and developing a comprehensive intranet for students, faculty and staff at the University of Pittsburgh School of Dental Medicine (SDM) based on extensive contextual inquiry data and design and usability principles.
We researched, designed and prototyped a personalized sales, service and advisory experience for a typical consumer banking customer utilizing face-to-face video communication on a mobile device.
Jam + Yarrow
We worked with Ventana Medical Systems to research and conceptualize a digital product that would help cancer patients make better informed decisions about diagnosis and treatment.
Our team was tasked with the broad challenge of exploring what is needed to bridge the gap between composite application development and business users without software development expertise.
The LASAD project is focused on helping students learn to argue, debate and think critically by working collaboratively on a webpage that allows creation and extension of a graphical argument.
Lowering Barriers to Access and Enhancing Play in MOOCs
If Massive Online Open Courses (MOOCs) are the democratizing educational innovation that many claim them to be, then why do the largest proportion of MOOC learners hold a college degree or higher and live in the world’s most developed countries?
Based on our research, we created three visions for the future for switchgears. Each vision not only addressed core problems that we discovered during our research phase but also leveraged emerging technology — technology that we believe will become more prevalent in the next 10 years.
Low Cost, High Precision and High Speed Tracking with Projected m-Sequences
Movement is one of the fundamental ways we interact with the world around us. We can configure our limbs and bodies into innumerable poses, locomote around the environment, and manipulate objects within it. Unsurprisingly, motion tracking is a fundamental input channel for almost all forms of computing.
We worked with Bank of America to make finances more relevant in people’s everyday lives by integrating data based on context of use — all to facilitate stronger relationships between customers and their banks.
Metacognition and Motivation
A Thrust Within the Pittsburgh Science of Learning Center
Metacognition and Motivation is one of four thrusts of the Pittsburgh Science of Learning Center. It has the goals of developing a better understanding of how metacognitive processes and motivation interact with learner factors to influence robust student learning outcomes.
Mobile Commerce Lab
The Mobile Commerce Lab explores the development of mobile Internet applications and services, placing a particular emphasis on the use of personalization, context-awareness and intelligent agents to overcome the limitations of mobile access devices.
Modeling the Impact of System Response Delays on User State
In the early days of computing, there was a great deal of research into how system response times impacted user experiences. However, the text-based systems upon which such research was done bear little resemblance to today's world of mobile computers with multi-modal interfaces.
Multisensory Interactions/Sensory Augmentation Systems
We employ theories related to executive control of our working memory (e.g., cognitive load theory) and differentiation of resource capacity according to stages in information processing, perceptual modality and processing codes (e.g., multiple resource theory).
MyCampus is a project that explores context-aware scenarios aimed at enhancing everyday campus life. The project combines a strong HCI perspective with the development of advanced Semantic Web services, intelligent agent functionality and learning technologies.
The goal of the Natural Programming project is to make computer programming more accessible to novice, professional and end-user programmers. We are investigating how people think about interactive behaviors. Using these investigations, we are designing interactive programming tools and languages that are easier to learn and less error-prone.
We worked with NASA to design, prototype, and build a procedure-viewing device that:
- Streamlines information displays
- Adapts procedure based on context
- Allows crew member mobility
- Provides means for hands-free interaction
Online Research Communitites (ORC)
The goal of our project is to create a system that enhances scientists' awareness for the purposes of helping them discover and make connections with potential collaborators. We are exploring how electronic media can facilitate and improve the process of discovering a collaborator.
We explored traditional gift-giving and card-sending customs of people in their 20s and distilled the nature of their social interactions in order to modernize the card-giving experience for a 21st century audience.
This project started with understanding the context in which astronauts work. We used this research to design a prototype of an augmented reality headset that allows astronauts to get hands-free instructions for procedures.
Personal Informatics for Intercultural Competence
Working and living internationally can be a rewarding but difficult experience. This project investigates how people gain intercultural competence while developing technology to support the learning experience. We are currently developing a system to help new international teaching assistants allow for increased and equitable discussion in the recitation sections they lead.
Our goals with Phenom are to (a) integrate various sources of data about us (e.g. call logs, contact lists, location data), and (b) offer an underlying programming substrate that makes it easier for developers to query personal information about people, places, and activities in a privacy-sensitive manner.
Pittsburgh Science of Learning Center
The Pittsburgh Science of Learning Center is leveraging computational theory and cognitive modeling to identify the instructional conditions that cause robust student learning.
In association with GE Healthcare, we researched, designed and developed a patient information view (PIV) application meant to serve doctors and other healthcare practitioners who need a quick and easy way to get a complete picture of patient information.
Pixaura enhances the experience of digital photo selection and decision making, particularly while preparing to communicate the stories connected to these photos. Pixaura is designed for leisure time use by non-expert photographers.
Our project focuses on pathology, the study of diseases by examining body tissues, typically under magnification. Today, pathologists use a microscope to look at slides of tissue samples, a process that has not changed much in over 100 years.
Playtesting: Education and Practice
Playtesting helps game designers evaluate not whether their games are useful and usable, but whether they are playful and playable. Strong playtest skills are critical to innovation in game design. They are also critical to making students self-directed, independent game designers who can evaluate and critique their own work.
Power Xpert Vision
Power Xpert is Eaton Corporation’s power management software product that is used by customers to monitor electricity usage, outages, alarms and other data from disparate devices. Eaton identified a need for the improvement of Power Xpert’s user interface and enlisted our team to address usability issues within the application.
Predicting User Mobility Patterns
By modeling the temporal and spatial movements of individuals, we can predict how long they will stay in their current location and where they will transition to next. This ability will be useful in a wide variety of applications, including more efficient HVAC control, automated receptionists and room schedulers.
Many people are surprised to learn how much data smartphone apps are collecting about them. PrivacyGrade is a website we are creating that presents the results of our privacy analysis of several hundred thousand Android apps.
GD Viz tasked our team with conducting user-centered research specifically on the ADK space to understand where breakdowns exist and design a prototype that will simplify the ADK.
Project LISTEN’s Reading Tutor
An automated Reading Tutor displays stories on a computer screen, listens to children read aloud, adapts Carnegie Mellon’s Sphinx-II speech recognizer to analyze the student’s oral reading, and intervenes when the reader makes mistakes, gets stuck, clicks for help, or is likely to encounter difficulty.
Designing a learnable and desirable graphing calculator for high school Mathematics curricula, grades 9–12. Our underlying charge was to get the busy teacher, who fails at learning and embracing the technology, to teach with it regulary in his/her classroom.
We were challenged by NASA to create a handheld device and interface for problem reporting for technicians, quality personnel, and engineers. This would be used in conjunction with the existing Problem Reporting and Corrective Action system for use in the construction and maintenance of NASA’s Project Constellation spacecraft.
Our team of master's students designed and prototyped ISS Watch, a new iPad application that immerses high school students in the purpose of and activities on the International Space Station (ISS).
Working with UPMC, we created OnTrack to help engage patients in co-creating their care plans with hospital staff — helping them feel increased ownership of their health moving forward.
Our team aimed to understand atrial fibrillation ablation patients in their daily lives in the context of their work, home and other environments to inspire follow-up and report their experiences in an organized, efficient and appropriate system that provides patient life-cycle information and outcome performance feedback for the Electrophysiology Department at the Cleveland Clinic.
GE Healthcare’s software, Picture Archiving and Communication System-Integrad Web (PACS-IW) is one of the premiere web-based medical imaging workflow management solutions in the world. Radiologists use PACS-IW to download patient images captured by imaging devices such as MRIs and CT scanners, manipulate and review those images on-screen at their workstation, and perform diagnoses.
Rapid Development of Cognitive Models and Tutors
Cognitive Tutors have been successful in raising students’ math test scores in high-school and middle-school classrooms, but their development requires considerable time and expertise. We are developing a set of authoring tools to make modeling both easier for experts and possible for novices in cognitive science.
Bloomberg partnered with Resolve to improve the efficiency of Analytics, Bloomberg’s help desk department, in answering the thousands of client inquiries they receive daily.
Real Time Information Management System is a context aware system for cars with a navigation and a communication modules forming an exciting, dynamic application to be implemented in a GM car in the not too distant future.
Roadcasting is a system that allows anyone to have their own radio station, broadcasted among cars in an ad-hoc network. It plays the songs that people want to hear and it transforms car radio into an interactive medium.
Rover Planning and In-Situ Re-Tasking
The goal of this project was to design and develop an interface to facilitate in-situ re-tasking of generalizable robotic platforms, addressing new challenges in human-mission interaction.
Scaffolding Science Achievement in a Culturally Diverse Classroom
Bridging the Gap With Virtual Peers
In this project, we aim to address the systematically-reduced standardized test scores of African American students compared to their Euro-American peers by using virtual peer technology to understand the role of dialect, and more broadly, cultural congruence, on students's performance, and to help students achieve in the classroom.
Science Activity Planner
The project involved redesigning the planning software scientists at NASA are currently using for both the Spirit and Opportunity Mars Exploration Rovers. Our client for the project was NASA Ames Research Laboratory HCI Division and NASA Jet Propulsion Laboratory.
The goal of Seating Coach (SC) is to facilitate power wheelchair users to utilize auxiliary seating functions for health management while preventing potential hazard due to inappropriate usage. The SC detects seating activities, analyzes user behaviors, and responds accordingly to provide suggestions or reminders.
Seniors and Quality of Life Technology
Focus: Safe Driving
We address quality of life issues for seniors who have difficulty interacting with virtual information spaces. We lead projects to improve safe driving through Human-Vehicle Interaction (HVI) techniques. These projects are designed to help seniors maintain independence in mobility.
Sensor Data Mining and Wearable UI/UX
Our research in sensors and machine learning techniques seeks to improve HCI experience by developing objective and near real-time methods for recognizing end-users’ behavioral patterns and in-situ contexts.
Radiologists collaborate and communicate with a variety of stakeholders and experience a large number of interruptions over the course of a day. The communication network of a radiologist depends on a combination of landlines, pagers, cell phones, email, and multiple other systems.
We worked with Google to imagine ways to help people understand and control data being collected from ubiquitous sensors inside their homes and other homes they visit. They wanted us to find ways to use the data to empower people to compare between values devices provide against potential privacy risk.
Team Silk and Eaton worked together to understand the motivations of individuals who monitor energy use and develop a mobile solution that empowers users to make strategic decisions about their energy consumption.
A Computational Model of Student Learning to Advance Sciences of Learning
SimStudent is a synthetic student that learns cognitive skills from worked-out examples (i.e., demonstrated solutions) and through tutored problem-solving. Technically, SimStudent is an application of programing by demonstration to generate a cognitive model.
Social and Communicative Factors in Learning
A Thrust Within the Pittsburgh Science of Learning Center
Social and Communicative Factors is one of four thrusts within the Pittsburgh Science of Learning Center. The research investigates how human linguistic interaction works in instruction and learning, and how participants in learning exchanges (both teachers and students) can best be taught productive forms of interaction.
Social Computing Lab
Online communities are the fastest-growing portion of the Internet and provide members with information, social support, and entertainment. While a minority, such as Wikipedia, MySpace, Facebook and the Apache Server project are highly successful, many others fail.
We are looking at how to use techniques from social psychology to improve people's awareness, knowledge and motivation to be secure online. Our early work has looked at leveraging social proof (knowing what others are doing) to foster adoption of security features.
Social Ideation Systems
This project investigates how social computing systems can optimize real-time creative collaboration, whether in teams or with crowds. We are actively developing a web-based social computing system for brainstorming that facilitates managing the interactions of brainstormers with each other so that the solution space is explored with the right combination of breadth and depth.
The goal of this project was to rethink and reinvent social networking online. Primarily, it explored how online social networks could bring greater value to users, especially for ages above twenty.
We built a prototype of a health education website to demonstrate several key design concepts that reinforce our vision for online education.
The influx of new technologies in higher education math has contributed to a new culture of data-driven instruction and decision-making. Solidus, in conjunction with Pearson, used human-centered research and design processes to discover which data is most important and how to display it to instructors.
Our objective is to permit in situ visualization of ultrasound images so that direct hand-eye coordination can be employed during invasive procedures. A method is presented that merges the visual outer surface of a patient with a simultaneous ultrasound scan of the patient’s interior.
Spark collaborated with Rewyndr, a Pittsburgh startup, to develop a social, photo-based experience for the web. The goal was to gain an understanding of how people discover and provide meaning to visual content, and to develop solutions that connect individuals and communities through images and narratives.
We worked to understand how 16-to-45-year-old individuals decide which athletic shoes to buy in physical and online environments and use this understanding to create an improved shoe-buying experience that is enjoyable and helpful.
This project sought to learn how the Millennial Generation uses current tools and media for communication and collaboration and to determine ways to improve these processes.
Style Guide Development
Standardizing the look and feel of TI desktop software and common functionality across TI software applications to help increase the productivity of the educator and engage the classroom.
Supporting Newcomer Socialization in Online Production Communities
Online production communities are becoming increasingly important, because they are creating the software that drives the Internet, generating valuable scientific data and building history’s largest encyclopedia. In the face of inevitable turnover, every online community must incorporate successive generations of newcomers to survive.
Supporting Opportunistic Groups
This project is focused on tools, techniques and applications that support the opportunistic grouping of devices and/or users. This includes support for coordination in real-time with prior knowledge of how to coordinate, techniques for identifying that devices or people are experiencing the same situation, and issues of privacy.
3M's touch screen technology dominates the market in several industries, and falling costs and advancements in multitouch make a strong case for entry into the educational space. Our interdisciplinary team worked to understand the role technology will play in the tomorrow's schools and prototype a potential solution in this space.
As the Space Shuttle era ends and NASA shifts its focus to the exploration of near-earth objects and beyond, new operational conditions will require crew members to perform their duties with increased autonomy. A software system that facilitates the complex act of executing scheduled tasks with minimal support from ground staff will be critical to the long-term success of such missions.
The goal of our project was to alleviate the difficulties faced by the residents of Second Life by leveraging the strengths identified in its most experienced users. Our design specifically addresses the concerns of new users by sharing community experiences through an experience-centric social network.
Our project aimed to help pathologists confirm and improve each others' diagnoses — both within and between medical institutions – and help pathologists learn from the experience.
The Zen Project undertaken with OutSystems was to make changes to Service Studio, the software that OutSystems developers use when building enterprise software for company clients. Service Studio supports a visual coding language that enables their developers to focus more on the business logic of the enterprise software, rather than the low-level detail of the code itself.
TeamMail is a Java email client that incorporates lightweight task management functions right into your email Inbox. TeamMail is a fully functioning prototype, built on top of Columba, an open source Java email client.TeamMail is unique because it targets the rarely-planned informal workflow between collaborators.
Our project is concerned with communication latency challenges that will be faced during manned missions to Mars. With at least 6 minutes of lag one way, astronauts and ground control have to find new ways to effectively communicate and coordinate about scientific activities.
Technology-Enabled Role-Playing in Design
College professors frequently use role-playing in class as a way to engage their students and enhance the learning experience. However, role-playing often creates an unbalanced classroom, where the majority of students are observing and only a few actors are “engaged.” This project investigates using technology to engage all students during classroom role-play.
Employing a user-centered design process, we conceived Triple Point, a tool that uses Social Network Analysis to help organization leaders prioritize collaboration opportunities.
Designing an unintimidating, desirable and easy-to-learn calculator that students and teachers can confidently use to learn and teach Algebra I. A niche calculator for Algebra I that addresses the needs of teachers who are reluctant to use current calculators because they are too hard to use, or do too much.
Designing a usable and desirable hard-drive -based car stereo system for storage and playback of up to 6000 digital music files, taking into account the client's technical, design and schedule constraints.
Transformative Live-Action Role-Playing
Live-action role-playing (larp) combines face-to-face improvisation with game rules to create collaborative, playful narrative experiences for the participants. While many larps are created purely for entertainment, a growing number of larps strive to affect players.
Every day, people share millions of geotagged tweets, photos, and check-ins on social media sites. Our goal is to apply machine learning and visualization techniques to this rich data to improve our understanding of people's behaviors in cities.
Virtual Coach for Stroke Rehabilitation Therapy
This Virtual Coach evaluates and offers corrections and feedback for rehabilitation of stroke survivors. The Virtual Coach is composed of a tablet for clinician programming, a Kinect for monitoring motion, and a machine learning model to evaluate the quality of the exercise.
The Project on Virtual Possessions investigates how people make sense of and construct value with their ever-increasing collections of virtual things. These include items that were formerly material (i.e.
Virtual Rehabilitation Assistants (VRAs)
VRAs are applications of wearable devices which track patient home exercises in order to quantify exercise metrics regarding compliance, performance, and symptom levels. VRAs are designed to provide Physical Therapists (PTs) with precise, quantitative data regarding patients' home exercises.
The goal of this project was to determine how technology could enhance the on-boat experience for Pittsburgh Voyager instructors and students.
Expedia has seen the rise of discovery-based websites and wanted to know: How can the sense of delight when someone discovers a new image or deal be applied to the experience of booking travel? Our team’s goal was to find those opportunities, identify the best ones for Expedia, and craft a solution to allow consumers to discover new, incredible travel experiences.
The Watercooler project, sponsored by Microsoft Unified Communications, aims to understand the aspects of serendipitous conversation that support distributed workers and create a feeling of connectedness with colleagues.
Wearable Computers seek to merge the user’s information space with their work space. Wearable research at Carnegie Mellon proceeds on several fronts. The Wearable Group develops new functional systems at a rate of about one design per year. Several of these systems require system or application software, some of which is distributed to the community.
Our mission: to promote efficient communication as part of a healthy organizational culture that encourages openness and expression across all levels of the Boeing hierarchy.