
Peter ScupelliCarnegie Mellon University | CMU · Department of Design
Peter Scupelli
PhD in Human-Computer Interaction
About
34
Publications
23,094
Reads
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922
Citations
Citations since 2017
Introduction
Peter Scupelli is the Nierenberg Associate Professor in Design, and Director of the Learning Environments Lab. Training and career path link architecture, interaction design, and human-computer interaction research. His work with A12 was exhibited in the Architecture Biennial of Venice, PS1 MOMA, New York, the São Paulo Contemporary Art Biennial, the ZKM Museum of Karlsruhe, Germany and other places
Additional affiliations
January 2019 - present
School of Design
Position
- Professor (Associate)
July 2017 - present
Education
August 2003 - May 2009
Publications
Publications (34)
Prior research suggests that visual features of the classroom environment (e.g., charts and posters) are potential sources of distraction hindering children's ability to maintain attention to instructional activities and reducing learning gains in a laboratory classroom. However, prior research only examined short‐term exposure to elements of class...
In the 21st century, change is exponential. Products and services are designed and developed faster, and their shelf-life disrupted by a constant flow of new offerings. Thus, design for the 21st century requires different skills and design educators are challenged to teach new skills within an already packed curriculum. We describe four case studie...
Design education is changing. In this case study, we describe how we used the flipped class format to teach a design studies course. The flipped course format allowed us to push the lecture portion of the class onto an online platform where students watched videos, answered questions, and received immediate correctness feedback. During in--class s...
Change is exponential. Products and services are developed faster, hold a shorter shelf-life disrupted by new offerings, and exist in the wider environment with global challenges emerging such as climate change and sustainability. Thus, design for the 21st century requires different skills; design educators are challenged to adapt. In this paper, w...
Many design educators are concerned with urgent problems such as sustainable development [1] and climate change [2]. The Intergovernmental Panel on Climate Change (IPCC) 2018 report clearly states that rapid decarbonisation is needed by year 2030 to avoid climate change catastrophe. Such planetary level problems impact people's everyday existence w...
Office workers tend to waste energy at work due to little motivation for saving energy. This study investigates the effectiveness of online feedback (e.g., self-monitoring, advice, comparison) and control strategies (e.g., online remote control, scheduled control) that can promote voluntary energy conservation in the workplace. Eighty office worker...
When a person gets to a door and wants to get in, what do they do? They knock. In our system, the user's specific knock pattern authenticates their identity, and opens the door for them. The system empowers people's intuitive actions and responses to affect the world around them in a new way. We leverage IOT, and physical computing to make more tec...
The transition towards societal level sustainability requires thinking and acting anew. Traditional design pedagogy poorly equips designers to integrate long-‐ range strategic thinking with current human-‐centered design methods.
Abstract: Increasing numbers of students, limited space, and decreasing budgets nudge many university administrators to shift from assigned design studio desks to flexible workspace arrangements. This paper explores student attachment to the individual desk and shared spaces in a graduate design studio in the School of Design at Carnegie Mellon Uni...
Much like creative knowledge work environments, studio-based design education environments are changing rapidly to include: multidisciplinary teams, information technology, geographically distributed teams, and flexible workspaces. Factors such as, architectural space design, furniture choices, technical infrastructure features, acoustics, socio-cu...
Whereas eco-feedback has been widely studied in HCI and
environmental psychology, online manual control and
automated control have been rarely studied with a focus on
their long-term quantitative impact and usability. To
address this, an intervention was tested with eighty office
workers for twenty-seven weeks. Through the long-term
field test, it...
What is Transition Design? How is “Transition Design” similar or different from other types of “design”? How might the overarching goal of “Transition Design” to achieve societal sustainable futures differentiate it from other types of design? Is there only one kind of “Transition Design” or multiple versions of “transition design”? And, if there a...
Office workers typically don’t know how much energy they consume at work. Since the workers don’t pay the energy bills, they tend to waste energy. To support energy conservation and motivate workers, the Intelligent Dashboard for Occupants (ID-O) was developed using multiple intervention strategies – eco-feedback (self-monitoring, advice, and compa...
Prior research on stage-based, behavior-change models investigated intervention effectiveness for stress management, smoking cessation, weight management, adherence to lipid-lowering drugs and the like. Few sustainability centered studies identify people’s stage-based levels for energy use reduction or sustainability. In this paper, we investigate...
Studio-based design education is changing to include multidisciplinary design teams, geographically distributed teams, information technology, and new work styles. In this paper, we present the research findings from a graduate studio redesign using an Evidence-Based Design approach with measures and outcomes for function, pleasure, and the emotion...
In this paper, we investigate the patterns of design choices made by classroom teachers for decorating their classroom walls, using cluster analysis to see which design decisions go together. Classroom visual design has been previously studied, but not in terms of the systematic patterns adopted by teachers in selecting what materials to place on c...
Office buildings don’t have opinions about saving or using energy; their occupants do. Of the total energy
consumed by commercial buildings, an increasing proportion is directly under the control of building occupants, who
to this point have rarely been challenged to conserve energy in any consistent way. While improved devices and
controls achieve...
In the United States, over three billion dollars are spent due to office equipment being left on when not in use during the weekend and at night. There is very little incentive for office workers to save energy because utility bills are not directly their responsibility. Our goal is to find ways to reduce the negative impact of this pervasive pheno...
Human activity creates some of the greatest environmental challenges on the planet. Human-Computer Interaction (HCI) research on sustainability increased dramatically in the past five years. Researchers argue that technology plays a critical role in changing people's belief and behavior towards sustainability. Much of the sustainable HCI research c...
To accommodate frequent emergencies, interruptions, and delays, hospital staff continually make and coordinate changes to the surgery schedule. The technical and social aspects of coordination in surgical suites have been described by prior studies. This paper addresses an understudied aspect of coordination: the physical environment. Based on a fi...
Scheduling surgeries in hospitals is one of the most challenging activities for surgical staff. Schedule changes occur as often as every few moments, affecting necessary coordination of tasks, resources, and people within and across staff groups, and the stress people feel. In prior fieldwork at four sites, we observed that the physical layout of h...
In this paper we present the concept of an isovist, derived from the architectural literature, and describe how isovists can help HCI researchers understand visibility in a physical environment. An isovist is defined as the set of all points visible in all directions from a given vantage point in space. The overlap in isovists from two or more loca...
Hospital surgery environments are dynamic and high risk. They require coordination across multiple groups whose incentives, cultures, and routines can conflict. In this paper, we describe a field study of multi-group coordination in the operating room (OR) environment. We studied work trajectories from the perspective of each group involved. Coordi...
Prior research suggests people have trouble juggling effort across multiple projects with multiple partners. We investigated this problem, with an experiment where groups of four participants enacted the roles of police detectives. Each detective was assigned two homicide cases, each case with a different partner. To solve each case, detectives rea...
Large wall-sized displays are becoming prevalent. Although researchers have articulated qualitative benefits of group work on large displays, little work has been done to quantify the benefits for individual users. In this article we present four experiments comparing the performance of users working on a large projected wall display to that of use...
Previous research suggests working on multiple projects may lead to stress and misallocation of attention. A modest redesign of Instant Messenger (IM) could help team members juggle multiple projects and teams. This paper describes the implementation of this redesign--an IM plug-in called Project View IM (PVIM). PVIM uses automatic project status l...
Previous results have shown that users perform better on spatial orientation tasks involving static 2D scenes when working on physically large displays as compared to small ones. This was found to be true even when the displays presented the same images at equivalent visual angles. Further investigation has suggested that large displays may provide...
We present a study of the effects of instant messaging (IM) on individuals' management of work across multiple collaborative projects. Groups of four participants completed four web design tasks. Each participant worked on two tasks, each task with a different partner who was either co-located or remote, connected via IM. In one condition, each par...
Previous results have shown that users perform better on spatial orientation tasks involving static 2D scenes when working on physically large displays as compared to small ones. This was found to be true even when the displays presented the same images at equivalent visual angles. Further investigation has suggested that large displays may provide...
Large wall-sized displays are becoming prevalent. Although researchers have articulated qualitative benefits of group work on large displays, little work has been done to quantify the benefits for individual users. We ran two studies comparing the performance of users working on a large projected wall display to that of users working on a standard...
Constructed Narratives is both a human computer interaction research project and interactive art exploration that demonstrates methods by which rigorous research and aesthetic and critical theories are combined to develop novel, innovative interfaces that promote constructive discourse between people. Constructed Narratives project is a component o...
Projects
Projects (2)
The challenges of climate change and sustainability require changes to design education. Dexign Futures = Design Thinking X Futures Thinking.
Arnold Wasserman is credited with inventing the term "Dexign" to signify and experimental form of design. Dexign Futures is a toolkit of methods that allows designers to align short term design action with longterm vision goals centered on sustainability.