About
42
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Introduction
I am a human-centered AI researcher interested in issues surrounding AI literacy and human-AI interaction. Increasing public interest in and use of AI demands improved resources for aiding in public understanding of AI as well as developments in technology that allow AI to interact comfortably with humans in complex social settings. My research looks to how humans interact and learn as a way of informing the design of public AI literacy interventions as well as the development of AI that can interact naturally and improvise creatively with people in complex social environments. I employ a variety of methodologies and theoretical frameworks in my research, drawing on the learning sciences, design research, and cognitive science.
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Current institution
Publications
Publications (42)
The Model AI Assignments session seeks to gather and disseminate the best assignment designs of the Artificial Intelligence (AI) Education community. Recognizing that assignments form the core of student learning experience, we here present abstracts of thirteen AI assignments from the 2025 session that are easily adoptable, playfully engaging, and...
Literary approaches to design fictions, though previously theorized to be diverse in form and content, often fall within narrow stylistic and content boundaries such as speculative abstracts, memos, and studies. By drawing on a rich history of science fiction criticism, we advocate for literary design fictions that diverge from what is commonplace...
Understanding how youth make sense of machine learning and how learning about machine learning can be supported in and out of school is more relevant than ever before as young people interact with machine learning powered applications everyday; while connecting with friends, listening to music, playing games, or attending school. In this symposium,...
The explosion of Artificial Intelligence (AI) applications along with findings of algorithmic bias toward marginalized populations requires that we redouble our efforts to make AI education equitable to all youth so they can become informed consumers and responsible creators of AI, and can thoughtfully engage with others around equity issues in AI....
This article presents Active Prolonged Engagement eXpanded (APEX), a framework and toolkit for informing evidence-based decisions about the iterative design of embodied, collaborative museum exhibits. We provide an overview of APEX, a framework that builds on both prior work and experimentally derived data to provide an understanding of how visitor...
AI is becoming increasingly integrated in common technologies, which suggests that learning experiences for audiences seeking a "casual" understanding of AI-i.e. understanding how a search engine works, not necessarily understanding how to program one-is an increasingly important design space. Informal learning spaces like museums are particularly...
Telling stories is a central part of human culture. The development of computational systems that can understand and respond to human language is an integral part of AI research in general and narrative technologies in particular. In this paper, we describe a system that is able to understand human spoken English sentences and portray that understa...
Co-creative agents, or artificially intelligent computer agents that can collaborate creatively in real-time with human partners, have proven successful in being both creatively engaging and fun to interact with. Prior research in museum experience design also indicates that due to their incorporation of embodied interaction, creative narrative con...
Fostering public AI literacy (i.e. a high-level understanding of artificial intelligence (AI) that allows individuals to critically and effectively use AI technologies) is increasingly important as AI is integrated into individuals’ everyday lives and as concerns about AI grow. This paper investigates how to design collaborative, creative, and embo...
The Model AI Assignments session seeks to gather and disseminate the best assignment designs of the Artificial Intelligence (AI) Education community. Recognizing that assignments form the core of student learning experience, we here present abstracts of six AI assignments from the 2021 session that are easily adoptable, playfully engaging, and flex...
In this column, we introduce our two "unplugged" (i.e. no technology needed) Model AI Assignments: Introducing AI and Semantic Networks and Knowledge Representations. We also reflect on the potential benefits of unplugged activities for broadening access to AI-related learning experiences.
Improvisation—or the collective individual and social process of interactively creating meaning together—can be a useful lens for designing engaging human-computer experiences. Improvisation has been explored in the AI/computational creativity communities, but it has yet to be incorporated in HCI more broadly. Based on our previous research studyi...
Museum visitors often come into the museum space receptive to exploring new ideas, and this may encourage members of visitor groups to be supportive and cooperative when engaging together with exhibits. However, as participant groups explore the concepts of the exhibit, interruptions, conflicts, or disagreements may result. We collectively label th...
Artificial intelligence (AI) is becoming increasingly integrated in user-facing technology, but public understanding of these technologies is often limited. There is a need for additional HCI research investigating a) what competencies users need in order to effectively interact with and critically evaluate AI and b) how to design learner-centered...
Computers that are able to collaboratively improvise movement with humans could have an impact on a variety of application domains, ranging from improving procedural animation in game environments to fostering human-computer co-creativity. Enabling real-time movement improvisation requires equipping computers with strategies for learning and unders...
Co-creative (i.e. collaboratively creative) activities involving physical interaction are becoming more prevalent in museums as a way of promoting opportunities for exploratory learning-through-doing. However, there is still a need for new techniques for understanding how physical interaction relates to engagement and creative expression in order t...
Artificial intelligence (AI) is becoming increasingly pervasive in our everyday lives. There are consequently many common misconceptions about what AI is, what it is capable of, and how it works. Compounding the issue, opportunities to learn about AI are often limited to audiences who already have access to and knowledge about technology. Increasin...
Play-in particular adult-child play---is an important component of child development. This article investigates how to design for adult-child play through Sound Happening, an interactive installation for musical play. We present a preliminary analysis of participant interactions with Sound Happening at The Children's Museum of Pittsburgh, where a t...
We present Pollite (Pollock-lite), an artificial abstract artist with the capability to evaluate, augment, and generate video game visual elements. Our system is based on a cognitive model of abstract artists built from self-reports and interviews. The main intelligence behind our system is a Convolutional Neural Net (CNN), a deep neural network ap...
This paper reports on the design and evaluation of LuminAI, a socially interactive art installation in which participants can engage in collaborative movement improvisation with virtual agents and other humans. LuminAI was used as a technical probe to study social interaction within interactive art at a local art gala during which over 100 particip...
Recently, there has been research on inferring user emotions. Like other inference research, it requires an iterative process in which what-if scenarios are played with different features and algorithms. Traditional, general-purpose data mining tools such as Weka have played an important part in promoting this process. We have augmented this toolse...