Johanna Okerlund's research while affiliated with University of North Carolina at Charlotte and other places
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Publications (21)
As the making phenomenon becomes more prevalent, diverse, and vast, it becomes increasingly challenging to identify general temporal or spatial trends in types of making endeavors. Identifying trends in what participants are making is important to makerspace leaders who seek to understand the impact of the making phenomenon on the world or who are...
This paper presents an embodied interactive system designed for older adults to promote creative and social engagement, called Move and Paint. We performed a study to investigate the engagement and behavior patterns of older adults as they used Move and Paint. We conducted a focus group and interview study to understand general attitudes towards th...
One way to help address larger scale social and environmental challenges is to help individuals consider the social impacts of making alongside the technological aspects. We investigate the experiences of volunteers who 3D print prosthetic devices for children, focusing specifically on the way they discuss their relationship with the device recipie...
Recently, there has been significant interest in integrating Maker-related experiences into formal education. A challenge is reconciling open-ended making and non-deterministic learning goals with standards that drive traditional education. In the context of our CS-focused STEM magnet school, we designed two 2nd grade lessons that not only align wi...
Maker culture has been increasingly pervasive in a variety of communities and contexts, in particular devoted spaces such as Makerspaces, Hackerspaces and Fab Labs. Several people, however, have pointed out that while one of the values of these spaces is radical inclusion, the general Maker culture can be exclusive to some based on gender, race, an...
As interaction designers, we often design for play or strive to make interactions more playful. However, we do not have a consistent language with which to talk about what we mean by play or ways of measuring the degree to which an interface satisfies its promise of being playful. It is easy to conflate play with similar phenomena such as engagemen...
We present an exploration into the use of dimensional reasoning and the creation of research design spaces. We hypothesized that researchers, engaged in open-ended creative problem solving, could adapt the methods of design thinking and design spaces to create dimensionalized research design spaces. To investigate how researchers might explicitly e...
A design space is a tool used in design and problem solving when a user is considering many different aspects of a problem, and there are many possible options to consider for each aspect. In this paper, we discuss what design spaces are, how they are constructed by users and how a computational agent may be able to work with a user to suggest area...
Background
Social media, mobile and wearable technology, and connected devices have significantly expanded the opportunities for conducting biomedical research online. Electronic consent to collecting such data, however, poses new challenges when contrasted to traditional consent processes. It reduces the participant-researcher dialogue but provide...
The increase in the availability of personal genomic data to lay consumers using online services poses a challenge to HCI researchers: such data are complex and sensitive, involve multiple dimensions of uncertainty, and can have substantial implications for individuals' well-being. Personal genomic data are also unique because unlike other personal...
In this study we explore the impact of exposure to social annotation, embedded in online consent forms, on individualsâ beliefs and decisions in the context of informed consent. In this controlled between-subjects experiment, participants were presented with an online consent form for a personal genomics study. Individuals were randomly assigned...
We are developing ways to teach computational thinking through interaction with tangible digital tools for synthetic biology. Inspired in part by Jeannette Wing's (Wing 2008) notion of the essence and pervasiveness of computational thinking, a growing community within SIGCSE is exploring tools that encourage computational thinking that don't use tr...
We present SynFlo, a tangible museum exhibit for exploring bio-design. SynFlo utilizes active and concrete tangible tokens to allow visitors to experience a playful biodesign activity through complex interactivity with digital biological creations. We developed two versions of SynFlo: one that combines active tokens with real concrete objects (i.e....
In recent years, people who sought direct-to-consumer genetic testing services have been increasingly confronted with an unprecedented amount of personal genomic information, which influences their decisions, emotional state, and well-being. However, these users of direct-to-consumer genetic services, who vary in their education and interests, freq...
We present results from an exploratory field study of using Google Glass for training future scientists in wet laboratory work. Our goal is to investigate the potential of Glass for mitigating challenges of laboratory work and for increasing the confidence and efficiency of novice researchers. Our findings indicate how Glass is used in laboratory s...
3D stereoscopic displays for desktop use show promise for augmenting users' spatial problem solving tasks. These displays have the capacity for different types of immersion cues including binocular parallax, motion parallax, proprioception, and haptics. Such cues can be powerful tools in increasing the realism of the virtual environment by making i...
We present a case study of applying TEI research to a dataintense scientific workflow that requires the exploration of large datasets through the construction of complex queries. We describe our two-year-long effort and design iterations of Eugenie, an interface for helping synthetic biologists through the collaborative and intricate process of bio...
MIT App Inventor is a programming environment that lowers the barriers to creating mobile apps for Android devices, especially for people with little or no programming experience. App Inventor apps for a mobile device are constructed by arranging components with a WYSIWYG editor in a computer web browser, where the development computer is connected...
We present a case study of a tangible user interface that implements novel interaction techniques for the construction of complex queries in large data sets. Our interface, Eugenie, utilizes gestural interaction with active physical tokens and a multi-touch interactive surface to aid in the collaborative design process of synthetic biological circu...
Citations
... • Hegemonic masculinity, or the dominant, singular model of masculinity in a given society, which was not referenced, but used in several papers [2,99,118,190,227]. • Toxic masculinity, also not defined or sourced but used in several papers [25,112,142,146,168]. • Normative masculinity, referring to adherence to a given society's expectations for men and masculinities, described as "being assertive, demonstrating bravery through risk-taking, upholding heterosexuality and rejecting femininity, and establishing dominance through aggression" ... "appreciating and practicising sports" [168,211], with references to Mahalik et al. [127] and Pascoe and Bridges [152]. ...
... On the same line, Ramey (2017), Blackley et al. (2016), Lyublinskaya and Sheehan (2019), and Blackley et al. (2018) as well, proved that makerspaces can increase students' interest in STEAM subjects. Likewise, Powell, Okerlund, Chi & Wilson (2018) through an experimental research, they proved that an activity of constructing a prosthetic hand had a positive influence on students' perceptions regarding the courses of science, technology, engineering and mathematics. ...
... This new paradigm is characterized by the mixing of computer and human initiative (Yannakakis et al., 2014) in the middle of a continuum between human creativity and autonomous computational creativity (Deterding et al., 2017). Improving the interaction design with more human-like abilities for conversing and embodied interaction leads to more engaging AI collaboration (Abdellahi et al., 2020;Lee et al., 2020). Despite powerful generative AI methods becoming more and more accessible for designers of creative systems, we still know relatively little about designing interactive generative AI, how to design creative user experiences around them, and the ethical challenges defined by the open-endedness and reuse of creative work. ...
... Brulé & Bailly, 2021;Buehler et al., 2016;Díaz-Navarro & Sánchez de La Parra-Pérez, 2021;Ford & Minshall, 2019;Giraud et al., 2017;Götzelmann, 2018;Gual-Ortí et al., 2015;Hernández Sánchez et al., 2020;Hurst & Tobias, 2011;Jain et al., 2018;Molins-Ruano et al., 2018;Okerlund & Wilson, 2019;Parry- Hill et al., 2017;Smith et al., 2020;Wedler et al., 2012;Wu et al., 2020). ...
... Earlier in the developer pipeline, research has considered how gendered presentation of computer science programs can shape a sense of belonging and interest bias, perhaps discouraging female students (Metaxa-Kakavouli et al., 2018). Further, more inclusive outreach activities such as gender-aware makerspace foci can improve gender balance in such community involvement (Okerlund et al., 2018). This work highlights the potential concerns stemming from a male-dominated robotics community and motivates the need to better understand how gender can be integrated into the robotic development process. ...
... Link prediction algorithms may induce relevant and novel connections between diverse stakeholders, goals, or obstacles. Community detection algorithms can identify under-explored and over-explored parts of the design space [6,13]. Pathfinding and traversal algorithms can answer questions like "What are the common obstacles of these two stakeholders?" to generate creative connections. ...
... Biodesign is an emerging research area that explores how integrating biological processes and computing technology leads to new interactive experiences [16]. Examples of biodesign in HCI include interactive museum installations that enable participants to playfully use tangible tokens to engineer synthetic bacteria [25,27] and the MicroAquarium, a digital-biological installation that enables human interaction with photo-tactic organisms by taking advantage of how these organisms respond to light [22]. FloraWear entails an alternative form of biodesign, supporting direct interactions with biological matter and processes rather than mediation through computing technology, such as simulations or virtual constructs. ...
Reference: FloraWear: Wearable Living Interface
... Another group of researchers brought interactivity into the informed consent process to create an engaging and personalized experience that facilitates consent form reading [2,4,7]. In an inperson setting, letting the researcher go through the consent form and answer the participant's questions is deemed the most effective and desirable [2]. ...
... However, many medical AI projects rely on identifiable or pseudonymised training data. In addition, there is the risk of re-identification of anonymised or pseudonymised health data, which increases as AI technology grows more sophisticated [14][15][16]. One example of such a re-identification process is the deep learning algorithm developed by Packhäuser and colleagues, which can link anonymised images from the already mentioned ChestX-Ray 14 database to non-anonymised chest X-rays in other data collections [17]. ...
... Russell (2003) states that people face complex information and try to make sense of it by creating representations of these complexities in this process. Similarly, sensemaking in self-tracking is cognitively demanding (Katz et al., 2018b;Prioleau et al., 2020;Rapp & Tirabeni, 2018) and resolves the uncertainty (e.g., being able to understand unfamiliar and complex data types such as genomics (Shaer et al., 2016)), while it potentially requires intense knowledge to resolve these uncertainties (Figueiredo et al., 2017;Jenkins et al., 2020;Lomborg et al., 2020;Oyg€ ur et al., 2020;Pingo & Narayan, 2019;Rapp, 2018;Rapp & Tirabeni, 2018;Shaer et al., 2016;Young & Miller, 2019). Klein et al. (2007) define sensemaking as the "deliberate effort to understand events" triggered by surprises or unexpected changes and therefore helps people see problems. ...