Game jams, which are game creation events in which developers design and build a game over a short period of time, have been shown to support participatory, active STEM learning. Game jams have expanded from their origins as physically co-located …
Eating disorders (EDs) are a worldwide public health concern that impact approximately 10% of the U.S. population. Our previous research characterized these behaviors across online spaces. These characterizations have used clinical terminology, and …
Online health communities (OHCs) allow people living with a shared diagnosis or medical condition to connect with peers for social support and advice. OHCs have been well studied in conditions like diabetes and cancer, but less is known about their …
Sleep is a critical component of overall wellness, and pervasive and ubiquitous computing technologies have shown promise for allowing individuals to track and manage their sleep quality. However, sleep quality is also affected by interpersonal …
The effects of brain injury, structural damage, or the physiological disruption of brain function last far beyond initial clinical treatment. Self-tracking and management technologies have the potential to help individuals experiencing brain injury …
Live streams are used by some people to broadcast themselves doing creative work such as programming. To understand why individuals choose to stream themselves writing code, we interviewed eight streamers with small audiences of ten or fewer viewers. …