- Browse by Author
Browsing by Author "Lyons, Leilah"
Now showing 1 - 2 of 2
Results Per Page
Sort Options
Item Data Literacy for Social Justice(2020-06) Matuk, Camillia; Matuk, Camillia; Susan Yoon; Polman, Joseph; Amato, Anna; Barton, Jacob; Bulalacao, Nicole Marie; Cafaro, Francesco; Haldar, Lina Chopra; Cottone, Amanda; Cortes, Krista; DesPortes, Kayla; Erickson, Tim; Finzer, William; Taylor, Katie Headrick; Herbel-Eisenmann, Beth; Graville, Cynthia; Gutiérrez, Kris; Higgins, Traci; Himes, Blanca; Lanouette, Kathryn; Lee, Hollylynne; Lim, Vivian; Lopez, M. Lisette; Lyons, Leilah; Milz, Dan; Olivares, Maria C.; Osche, Elizabeth; Parikh, Tapan S.; Philip, Thomas; Rubel, Laurie; Shelley, Joey; Rivero, Edward; Roberts, Jessica; Roberto, Collette; Petrosino, Tony; Rubin, Andee; Shim, Jooeun; Silander, Megan; Sommer, Stephen; Stokes, David; Tes, Marian; Trajkova, Milka; Urbanowicz, Ryan; Vacca, Ralph; Van Wart, Sarah; Vasudevan, Veena; Wilkerson, Michelle; Woods, Peter J.; Human-Centered Computing, School of Informatics and ComputingThe projects in this interactive poster symposium explore ways of engaging learners with social justice issues through the design and study of data literacy interventions. These interventions span classroom to museum contexts, and environmental to social sciences domains. Together, they illustrate research and practice approaches for engaging learners withdata to promote emancipatory activity.Item Framed Guessability: Improving the Discoverability of Gestures and Body Movements for Full-Body Interaction(ACM, 2018-04) Cafaro, Francesco; Lyons, Leilah; Antle, Alissa N.; Human-Centered Computing, School of Informatics and ComputingThe wide availability of body-sensing technologies (such as Nintendo Wii and Microsoft Kinect) has the potential to bring full-body interaction to the masses, but the design of hand gestures and body movements that can be easily discovered by the users of such systems is still a challenge. In this paper, we revise and evaluate Framed Guessability, a design methodology for crafting discoverable hand gestures and body movements that focuses participants' suggestions within a "frame," i.e. a scenario. We elicited gestures and body movements via the Guessability and the Framed Guessability methods, consulting 89 participants in-lab. We then conducted an in-situ quasi-experimental study with 138 museum visitors to compare the discoverability of gestures and body movements elicited with these two methods. We found that the Framed Guessability movements were more discoverable than those generated via traditional Guessability, even though in the museum there was no reference to the frame.