Elizabeth Bonsignore

Elizabeth Bonsignore
University of Maryland, College Park | UMD, UMCP, University of Maryland College Park · College of Information Studies

PhD, Information Studies, University of Maryland, College Park

About

92
Publications
29,003
Reads
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1,355
Citations
Additional affiliations
June 2016 - present
University of Maryland, College Park
Position
  • PostDoc Position

Publications

Publications (92)
Article
Purpose This study aims to understand children’s sketching behavior while they engage in interest-driven design activities. Particularly, the authors examine their information sharing practices and the learning opportunities that may occur when they engage in a sketching activity. Design/methodology/approach The data collection is based on a parti...
Conference Paper
Full-text available
Playable Case Studies (PCSs) are online simulations that allow learners to adopt (play) a professional role within an authentic scenario (case) as they solve realistic problems alongside fictionalized experts in an unfolding narrative. The PCS architecture offers scalable options for creating learning activities for individual learners and student...
Article
The global COVID-19 pandemic made significant changes to our day-to-day lives, which impacted how we conduct research and design – including co-design. In this article, we present case studies from three different co-design groups that pushed the boundaries of traditional co-design, and conducted multiple co-design sessions (more than 150 total) ov...
Conference Paper
Full-text available
Iteratively building and testing machine learning models can help children develop creativity, flexibility, and comfort with machine learning and artificial intelligence. We explore how children use machine teaching interfaces with a team of 14 children (aged 7-13 years) and adult co-designers. Children trained image classifiers and tested each oth...
Conference Paper
Full-text available
Iteratively building and testing machine learning models can help children develop creativity, flexibility, and comfort with machine learning and artificial intelligence. We explore how children use machine teaching interfaces with a team of 14 children (aged 7-13 years) and adult co-designers. Children trained image classifiers and tested each oth...
Preprint
Full-text available
Iteratively building and testing machine learning models can help children develop creativity, flexibility, and comfort with machine learning and artificial intelligence. We explore how children use machine teaching interfaces with a team of 14 children (aged 7-13 years) and adult co-designers. Children trained image classifiers and tested each oth...
Article
In this paper we introduce an approach to cybersecurity education and helping students develop professional understanding in the form of a Playable Case Study (PCS), a form of educational simulation that draws on affordances of the broader educational simulation genre, case study instruction, and educational Alternate Reality Games (or ARGs). A PCS...
Chapter
This chapter presents a new platform for technology-mediated learning that holds the promise of helping to teach students to both think and act like professionals in a particular discipline. It provides an educational experience that goes beyond presenting information- and skill-based content knowledge and leading students to develop greater intere...
Conference Paper
We introduce PrototypAR, an Augmented Reality (AR) system that allows children to rapidly build complex systems using paper crafts and to test their designs in a digital environment. PrototypAR combines lo-fidelity prototyping to facilitate iterative design, real-time AR feedback to scaffold learning, and a virtual simulation environment to support...
Conference Paper
Genealogy and family history build the narratives of our family. By exploring these topics, children can make concrete and personal connections to larger historical themes. However, little is known about how to design genealogy and family history interactive applications for children. In this exploratory study, we consider what children want to kno...
Conference Paper
Mobile social media applications ("apps"), such as TikTok (previously Musical.ly), have recently surfaced in news media due to harmful incidents involving young children engaging with strangers through these mobile apps. To better understand children's awareness of online stranger danger and explore their visions for technologies that can help them...
Article
The ubiquitous use of social media by children offers a unique opportunity to view diverse funds of knowledge that may otherwise be overlooked. We have iteratively designed a social media app to be integrated into our science learning program which engages families in science in their community. This case study highlights how three focal learners (...
Conference Paper
Full-text available
Collaborative mixed reality games enable shared social experiences, in which players interact with the physical and virtual game environment, and with other players in real-time. Recent advances in technology open a range of opportunities for designing new and innovative collaborative mixed reality games, but also raise questions around design, tec...
Conference Paper
Full-text available
As scholars conceive of learning as connected across time, space, and social structures of participation, new questions arise about how to better coordinate learning experiences along those dimensions. In this study, we leverage a design experiment developed with two low-income neighborhoods, to facilitate science learning across the everyday setti...
Conference Paper
The ubiquitous use of social media by children offers a unique opportunity to view diverse funds of knowledge that may otherwise be overlooked. To leverage this insight, we have coupled the iterative development of our community-focused, Science Everywhere life-relevant science learning program together with an integrated social media app to engage...
Conference Paper
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Children ages 8--12 spend nearly six hours per day with digital content, but they receive little formal instruction related to managing privacy online. In this study, we explore how games and storytelling can inform the development of resources to help children learn about privacy online. We present results from three co-design sessions with a univ...
Preprint
Full-text available
Workshops are used for academic social networking, but connections can be superficial and result in few enduring collaborations. This unworkshop offers a novel interactive format to create deep connections, peer- learning, and produces a technology-enhanced experience. Participants will generate interactive technological artifacts before the unwork...
Conference Paper
A major challenge in education is understanding how to connect learning experiences across settings (e.g., school, afterschool, and home) for youth. In this paper, we introduce and describe the participatory design process we undertook to develop Science Everywhere (SE), which is a sociotechnical system where children share their everyday science l...
Conference Paper
Figure 1. In this paper, we present a four-day deployment study of LPSV tools in a formal classroom environment where (a) children brainstorm questions, test hypotheses with a model-based tool called (b) BodyVis and with an analytic-based tool called (c) SharedPhys, and (d) present their experiment results. ABSTRACT Wearable sensing poses new oppor...
Conference Paper
In this paper, we outline specific roles that are used by designers of Alternate Reality Games (ARGs) to help promote and sustain player participation and provide educational scaffolding. These roles were derived through analysis of a representative sample of ARGs and two case studies of small scale, education-based ARGs. In particular, we found th...
Conference Paper
Full-text available
Online user-generated video sharing communities, such as YouTube, are becoming more popular than conventional studio-produced content. These communities provide every user with the opportunity to create and promote their own video content---a compelling venue for children and teenagers to share their stories and voices. In this study, we investigat...
Conference Paper
Full-text available
An Alternate Reality Game (ARG) is an interactive storygame hybrid whose core mechanics include collaborative problem solving and storytelling. ARGs are also participatory experiences, because game designers dynamically adjust content in response to players' actions as game play progresses. What if the participatory process was extended during the...
Conference Paper
Partnering with parents and children in the design process can be important for producing technologies that take into consideration the rich context of family life. However, to date, few studies have examined the actual process of designing with families and their children. Without understanding the process, we risk making poor design choices in us...
Conference Paper
Full-text available
The infusion of mobile and collaborative technologies into our everyday lives enables new forms of pervasive games and play. We use the term pervasive play as shorthand for technology-mediated, playful experiences that are tethered to our everyday lives through the physical and virtual spaces we inhabit. This includes a variety of game and play gen...
Conference Paper
What kinds of content do children and teenagers author and share on public video platforms? We approached this question through a qualitative directed content analysis of over 250 youth-authored videos filtered by crowdworkers from public videos on YouTube and Vine. We found differences between YouTube and Vine platforms in terms of the age of the...
Thesis
Alternate Reality Game (ARG) represent a new genre of transmedia practice where players hunt for scattered clues, make sense of disparate information, and solve puzzles to advance an ever-evolving storyline. Players participate in ARGs using multiple communications technologies, ranging from print materials to mobile devices. However, many interact...
Conference Paper
Many new technologies for children focus on fostering learning. However, designers and researchers often come from disparate traditions that either stress innovative design methodologies (e.g. participatory design) or rigorous examination of learning (e.g., design-based research). This workshop brings together researchers who are actively engaged i...
Conference Paper
Full-text available
New pervasive, social, and mobile technologies hold great potential for supporting young people's connections between interests, peer culture, and academic pursuits. Such connected learning experiences are critical for deep and engaged learning. However, efforts to identify and sustain ways to connect these experiences for learners remain elusive....
Article
Full-text available
This paper describes the development of ScienceKit, a mobile, social media application to promote children’s scientific inquiry. We deployed ScienceKit in Kitchen Chemistry (KC), an informal science program where children learn about scientific inquiry through cooking. By iteratively integrating design and implementation, this study highlights...
Article
We introduce a theory of how game mechanics are signaled through interfaces. Game mechanics may be signaled through player-perceived affordances, player-interpreted signifiers, avatar-perceived affordances, avatar-interpreted signifiers, arbitrary signifiers, or metagame signifiers, and may be obscured with hidden affordances and false signifiers....
Conference Paper
Full-text available
Performative Experience Design (PED) is an extension of experience design focusing on the unique time-bound encounter between performers and spectators. Technology is purposefully designed to enhance the experience between audience and performers. PED has been studied with adult participants; however, it has not been explored with children. We cond...
Conference Paper
Full-text available
In this paper, we present the design evolution of two social media (SM) tools: Scientific INQuiry (SINQ), which transformed into ScienceKit. We detail our motivations for using SM tools in science learning and the design decisions we made over a 2-year, design-based research project. Our designs grew from our experiences using SM tools in the field...
Conference Paper
In this paper, we present the design evolution of two social media (SM) tools: Scientific INQuiry (SINQ), which transformed into ScienceKit. We detail our motivations for using SM tools in science learning and the design decisions we made over a 2year, designbased research project. Our designs grew from our experiences using SM tools in the field a...
Article
Full-text available
This paper presents insights from designers of Alternate Reality Games (ARGs) regarding the design tactics they employ to integrate participatory storytelling and "authentic fiction" into the transmedia experiences they create. Our approach was motivated by recent efforts in HCI to more closely align the development of interaction design theory to...
Article
Full-text available
This paper presents a curated collection of fictional abstracts for papers that could appear in the proceedings of the 2039 CHI Conference. It provides an opportunity to consider the various visions guiding work in HCI, the futures toward which we (believe we) are working, and how research in the field might relate with broader social, political, a...
Data
In this video we describe Energy House. Energy House is a game designed with the Cooperative Inquiry Method through the Layered Elaboration technique. Children power items in a virtual house by jumping up and down.
Conference Paper
In this paper, we detail our initial analyses of the ways in which youth engage in collaborative learning using ScienceKit, a mobile, social media application designed to support scientific inquiry in informal learning contexts. We focus on the ways in which ScienceKit orients small groups in different configurations of collaborative work, as they...
Conference Paper
Full-text available
Ownership of science learning is defined as learners being able to fully participate in the practicing culture of science, having greater control and possession over the ideas put forth, knowledge developed, and the science learning process. While ownership is beneficial to promoting science engagement, in this study, we show that conflicts in owne...
Conference Paper
Full-text available
Understanding identity, including how young people come to aspire to become someone, is vital to address the underrepresentation of minorities in science, technology, engineering, and mathematics (STEM). We report on a two-year, research project where we designed, implemented, and conducted case study research in an after-school program for inner c...
Conference Paper
Full-text available
The development of a scientific disposition opens opportunities for youth to see science as relevant in their daily lives. Four building blocks promote disposition development: gaining competence, sparking curiosity, belonging and contributing to one's communities, and bridging personal connections. In this paper, we explore the role technology pla...
Article
Full-text available
Today's mobile devices are equipped with a variety of tools that enable users to capture and share their daily experiences. However, designing authoring tools that effectively integrate the discrete media-capture components of mobile devices to enable rich expression—especially by children—remains a challenge. Evaluating such tools authentically, a...
Article
Today’s mobile devices are equipped with a variety of tools that enable users to capture and share their daily experiences. However, designing authoring tools that effectively integrate the discrete media-capture components of mobile devices to enable rich expression---especially by children---remains a challenge. Evaluating such tools authenticall...
Conference Paper
Full-text available
Cooperative Inquiry is a Participatory Design method that involves children (typically 7-11 years old) as full partners with adults in the design of technologies intended for use by children. For many years, child designers have worked together with adults in Cooperative Inquiry approaches. However, in the past children have not typically initiated...
Conference Paper
Researchers often utilize the method of Participatory Design to work together with users to enhance technology. In particular, Cooperative Inquiry is a method of Participatory Design with children that involves full partnership between researchers and children. One important challenge designers face in creating learning technologies is that these t...
Conference Paper
An Alternate Reality Game (ARG) is a form of transmedia storytelling that engages players in scavenger hunt-like missions to collectively uncover, interpret, and reassemble the fragments of a story that is distributed across multiple media, platforms, and locations. ARGs are participatory experiences, because players have a central role in reconstr...
Conference Paper
Full-text available
Children are increasingly using social media tools in their lives. In addition, there is great interest in understanding how to design and evaluate social technologies to aid in children's learning and development. We describe two research endeavors that begin to address these issues. First, we introduce SINQ, a social media application that encour...
Conference Paper
Full-text available
Given the rapid evolution of social networks and online communities, interest in participatory cultures—online and offline social spaces with low barriers to entry and support for creating and sharing knowledge—is increasing. Design-based research (DBR) that invites children to share in the process of designing the technologies that support their l...
Conference Paper
Full-text available
Productive collaboration is an integral component of socially constructed perspectives of learning. Yet effective collaboration is quite challenging and not without its own risks. Collaboration, both distributed and face-to-face, must be nurtured; technologies can support or undermine its positive growth in learning communities. We present an explo...
Article
Full-text available
Alternate reality games (ARGs) are a new genre of transmedia practice in which players collaboratively hunt for clues, make sense of disparate information, and solve puzzles to advance an ever-changing narrative that is woven into the fabric of the real world. This paper highlights the potential for ARGs to promote 21st-century literacy skills. We...
Conference Paper
Full-text available
Traces of activity left by social media users can shed light on individual behavior, social relationships, and community efficacy. Tools and processes to make sense of social traces are essential for enabling practitioners to study and nurture meaningful and sustainable social interaction. Yet such tools and processes remain in their infancy. This...
Conference Paper
Full-text available
Face-to-face design with child and adult design partners is not always possible due to distant geographical locations or time differences. Yet we believe that the designs of children in areas not co-located with system builders, or who live in locations not easily accessed, are just as important and valid as children who are easily accessible espec...
Conference Paper
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Children often report that school science is boring and abstract. For this reason, we have developed Life-relevant Learning (LRL) environments to help learners understand the relevance that scientific thinking, processes, and experimentation can have in their everyday lives. In this paper, we detail findings that aim to increase our understanding o...
Conference Paper
In this presentation, we offer an approach to designing supporting technologies for science learning in everyday informal contexts. We advocate for Cooperative Inquiry as a means of engaging learners in the development and design of their learning activities and supporting tools. Our participatory design approach focuses on actively engaging resea...
Article
Full-text available
We describe the first iteration of an Alternate Reality Game (ARG) designed to lead players into a newly enfranchised relationship with history and engage them in scientific thinking and information literacy practices. We found that the points at which the game's mythology blurred the lines between fact and fiction prompted middle school students t...
Article
An Alternate Reality Game (ARG) is a form of transmedia storytelling, with narrative elements that are distributed across multiple communications platforms, ranging from print materials to mobile devices. ARGs also represent a new genre of transmedia practice where players collaboratively hunt for clues, make sense of disparate information, and sol...
Conference Paper
Full-text available