Research & Projects
Capturing Turn-by-turn Lexical Similarity in Text-based Communication
With Darren Gergle
We developed a computational method to track changes in lexical similarity --- the extent to which people use the same words --- over the course of a conversation. Lexical similarity is associated with many positive social outcomes, so an automated way of measuring it over time is of use to social scientists. [PDF]
It's (Not) Simply a Matter of Time: The Relationship Between CMC Cues and Interpersonal Affinity
With Darren Gergle
Best Paper Award, Honorable Mention
Using a custom-modified IM system, we tested the causal effect of CMC cues like emoticons on interpersonal affinity. We found a positive causal relationship of conversation duration and cue use on perceived affinity, and that the relationship depends on whether or not partners are able to see each other’s cues. We then demonstrate how one’s cue use is influenced by a partner’s cue use, and show that cues are often used in greeting and sign-off rituals. [PDF]
Inspired by Pandora’s Music Genome Project, we used machine learning techniques to design a book recommendation system based on attributes of the books temselves rather than by comparing similar users.
Untangld, a tool to help untangle webs of corruption
With Gino Vicci, Lee Fang, and Gillian White
Advised by Larry Birnbaum
In a collaboration with students in Northwestern’s Medill School of Journalism, we developed a workflow tool to help investigative journalists keep track of people, organizations, and the connections between them.
My team and I set out to determine whether there exists a new metaphor with which to represent audio on a surface, but, guided by our user research, we instead overhauled existing mixing board concepts using modern interaction techniques.
The theme for the 2009 CHI Student Design Competition was “local”. We designed a web and mobile system that would increase the consumption of used goods in a community rather than new goods, which tend to be imported from elsewhere.
Drawing on two major concepts from social influence theory, normative influence and social comparison, we designed a Facebook game that ties the availability of an in-game resource, energy “food” for an avatar Frankenstein, to the efficiency with which one uses their computer.
Sometimes I do things just to amuse myself. Usually these things have something to do with music or computers. Some of them are listed here.