Publication statistics

Pub. period:2003-2012
Pub. count:30
Number of co-authors:30



Co-authors

Number of publications with 3 favourite co-authors:

Saul Greenberg:11
Tejinder K. Judge:7
A. J. Bernheim Brush:4

 

 

Productive colleagues

Carman Neustaedter's 3 most productive colleagues in number of publications:

Saul Greenberg:140
Abigail Sellen:81
A. J. Bernheim Bru..:40
 
 
 
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Carman Neustaedter

Has also published under the name of:
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Publications by Carman Neustaedter (bibliography)

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2012
 
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Karimi, Azmina and Neustaedter, Carman (2012): From high connectivity to social isolation: communication practices of older adults in the digital age. In: Companion Proceedings of ACM CSCW12 Conference on Computer-Supported Cooperative Work 2012. pp. 127-130.

Few studies have shown how older adults cope with communication in an age of social media where many people are in constant contact with one another. To address this, we have studied the current living and communication practices of twelve older adults using in-depth interviews and home tours. Our findings illustrate a range of routines including a preference to stay away from new technologies; high degrees of connectivity and social media acceptance; withdrawal from heavy communication to explore newfound 'me' time; and, a lack of reciprocation in communication that caused a degree of isolation.

© All rights reserved Karimi and Neustaedter and/or ACM Press

 
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Neustaedter, Carman and Judge, Tejinder K. (2012): See it: a scalable location-based game for promoting physical activity. In: Companion Proceedings of ACM CSCW12 Conference on Computer-Supported Cooperative Work 2012. pp. 235-238.

See It is a location-based treasure hunt game designed to promote physical activity amongst players. In the game, players use ambiguous visual clues in the form of images and video clips to find locations containing a hidden container. Players can also create and hide game content in order to help promote long-term engagement and an increasing numbers of players.

© All rights reserved Neustaedter and Judge and/or ACM Press

 
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Neustaedter, Carman and Sengers, Phoebe (2012): Autobiographical design in HCI research: designing and learning through use-it-yourself. In: Proceedings of DIS12 Designing Interactive Systems 2012. pp. 514-523.

Designing a system with yourself as a target user and evaluating the design through your own self-usage is commonly considered a questionable approach in HCI research. Perhaps for this reason, HCI research including extensive self-usage of a design is underdocumented. Yet such self-usage does happen and many researchers have found great value in the lessons learned from it. Our goal in this paper is to bring these hidden practices to light and offer guidelines for how HCI researchers can usefully engage in what we term 'autobiographical design' -- design research drawing on extensive, genuine usage by those creating or building a system. Through interviews with HCI experts who have engaged in variations of autobiographical design, we draw out the possibilities and limitations of autobiographical design methods and lay out best practices for its use as an HCI research method.

© All rights reserved Neustaedter and Sengers and/or ACM Press

 
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Hillman, Serena, Neustaedter, Carman, Bowes, John and Antle, Alissa (2012): Soft trust and mCommerce shopping behaviours. In: Proceedings of the 14th Conference on Human-computer interaction with mobile devices and services 2012. pp. 113-122.

Recently, there has been widespread growth of shopping and buying on mobile devices, termed mCommerce. With this comes a need to understand how to best design experiences for mobile shopping. To help address this, we conducted a diary and interview study with mCommerce shoppers who have already adopted the technology and shop on their mobile devices regularly. Our study explores typical mCommerce routines and behaviours along with issues of soft trust, given its long-term concern for eCommerce. Our results describe spontaneous purchasing and routine shopping behaviours where people gravitate to their mobile device even if a computer is nearby. We found that participants faced few trust issues because they had limited access to unknown companies. In addition, app marketplaces and recommendations from friends offered a form of brand protection. These findings suggest that companies can decrease trust issues by tying mCommerce designs to friend networks and known marketplaces. The caveat for shoppers, however, is that they can be easily lured into a potentially false sense of trust.

© All rights reserved Hillman et al. and/or ACM Press

2011
 
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Judge, Tejinder K., Neustaedter, Carman, Harrison, Steve and Blose, Andrew (2011): Family portals: connecting families through a multifamily media space. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 1205-1214.

Video conferencing allows distance-separated family members to interact somewhat akin to being together at the same place and time. Yet most video conferencing systems are designed for phone-like calls between only two locations. Using such systems for long interactions or social gatherings with multiple families is cumbersome, if not impossible. For this reason, we wanted to explore how families would make use of a video system that permitted sharing everyday life over extended periods of time between multiple locations. We designed a media space called Family Portals that provides shared video between three locations and deployed it within the homes of six families. Results show that the media space increased feelings of connectedness and the focus on a triad, in contrast to a dyad, caused new styles of interaction to emerge. Despite this, families experienced new privacy challenges and non-adoption by some family members, not previously seen in dyadic family media spaces.

© All rights reserved Judge et al. and/or their publisher

2010
 
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Neustaedter, Carman and Judge, Tejinder K. (2010): Peek-A-Boo: the design of a mobile family media space. In: Proceedings of the 2010 International Conference on Uniquitous Computing 2010. pp. 449-450.

Family members often want to share experiences and events in their lives even when they cannot be in the same location at the same time. In many cases, at least one family member is mobile. Video conferencing systems permit sharing experiences and everyday events; however, it is often not possible to use them while mobile. To explore this design space, we prototyped a mobile media space called Peek-A-Boo that provides two-way live video sharing between a mobile phone and a digital frame in the home. Family members can use the media space to gather availability awareness and also share episodes of everyday life by augmenting voice calls with shared video. These features can help family members feel more connected when separated by distance through sharing experiences in the moment.

© All rights reserved Neustaedter and Judge and/or their publisher

 
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Judge, Tejinder K. and Neustaedter, Carman (2010): Sharing conversation and sharing life: video conferencing in the home. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 655-658.

Video conferencing is a technology that families and friends use to connect with each other over distance. However, even with such technology readily available, we still do not have a good understanding of how video conferencing systems are used by people as a part of their domestic communication practices. For this reason, we have conducted interviews with 21 adults in the United States to understand video conferencing routines in the home and to inform the design of future domestic communication technologies. Our findings illustrate the importance of discerning availability and willingness to video conference prior to calling, the need to share everyday life activities in addition to conversation, and a need for new privacy protecting strategies that focus on autonomy and solitude as opposed to confidentiality.

© All rights reserved Judge and Neustaedter and/or their publisher

 
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Neustaedter, Carman and Tejinder, Judge K. (2010): The role of community and groupware in geocache creation and maintenance. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 1757-1766.

Applications that provide location-based experiences are an increasingly viable design space given the proliferation of GPS-enabled mobile devices. However, these applications are in their infancy, and we do not yet know what design factors will contribute to their success. For this reason, we have studied the well-established location-based experience of geocaching. We report on the results of a survey of geocachers along with observations from our own in-depth geocaching activities. Our findings illustrate that geocaching permits users to create a range of experiences for others within a permeable yet restricted culture of norms. Once created, geocaches are maintained by the community of geocachers through a well-designed groupware system. Here maintenance acts can be performed "in the small," given their lightweight and well-defined nature, and become less about maintenance and more about personal participation. These findings provide insight into how community and groupware can be leveraged to support applications for location-based experiences.

© All rights reserved Neustaedter and and/or their publisher

 
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Judge, Tejinder K., Neustaedter, Carman and Kurtz, Andrew F. (2010): The family window: the design and evaluation of a domestic media space. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 2361-2370.

Families have a strong need to connect with their loved ones over distance. However, most technologies do not provide the same feelings of connectedness that one feels from seeing remote family members. Hence our goal was to understand if a video connection, in the form of a media space, could help families feel more connected and what design factors would be critical for its success. To answer this, we designed a video media space called the Family Window and deployed it within the homes of two families for eight months and four families for five weeks. Our results show that always-on video can lead to an increase in feelings of connectedness by providing availability awareness and opportunities for sharing everyday life. However usage and value of such media spaces hinges on close-knit relationships and control over one's autonomy.

© All rights reserved Judge et al. and/or their publisher

 
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Judge, Tejinder K., Neustaedter, Carman and Harrison, Steve (2010): Bridging the gap: moving from contextual analysis to design. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 4497-4500.

A typical product development lifecycle for interactive systems starts with contextual analysis to guide system design. The challenge however is in transitioning from findings about users, their activities, and needs, into design requirements, constraints and implications that are directly applicable to design. In this workshop, we seek to bring together researchers, designers, and practitioners who regularly face the challenge of transitioning from contextual analysis to design implications and design practices. Our goal is to foster a community in this space, understand the techniques that are being employed to move from contextual analysis to design, the challenges that still exist, and solutions to overcome them.

© All rights reserved Judge et al. and/or their publisher

 
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Neustaedter, Carman, Judge, Tejinder K., Harrison, Steve, Sellen, Abigail, Cao, Xiang, Kirk, David and Kaye, Joseph Jofish (2010): Connecting families: new technologies, family communication, and the impact on domestic space. In: GROUP10 International Conference on Supporting Group Work 2010. pp. 363-366.

2009
 
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Neustaedter, Carman and Fedorovskaya, Elena (2009): Capturing and sharing memories in a virtual world. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1161-1170.

Virtual worlds (VWs) such as Second Life (SL) contain a rich social culture where people engage in a multitude of experiences much like real life. With this comes the need to capture and share memories with others. To understand what tools people use to accomplish this and what limitations they may face, we conducted interviews with participants in SL. Our results identify two clusters of users -- Casuals and Lifers -- who differed in the ways in which they captured and shared memories. Here we describe the use of photos, landmarks, friend lists, and conversation logs. We also show how a lack of real life physical and social constraints in the VW affects user routines, and, in some cases, how it does not. This suggests design directions for memory tools in the VW and also real life that break the bounds of current everyday practice.

© All rights reserved Neustaedter and Fedorovskaya and/or ACM Press

 
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Neustaedter, Carman, Yarosh, Svetlana and Brush, A. J. (2009): Designing for families. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2735-2738.

In this Special Interest Group (SIG) we plan to focus on discussions and activities surrounding the design of technologies to support families. Many researchers and designers study domestic routines to inform technology design, create novel interactive systems, and evaluate these systems through real world use. Bringing together researchers, designers and practitioners interested in technologies for families at a SIG provides a forum for discussing shared interests including methods for gaining an understanding of the user, metrics for evaluating interventions, and shared definitions of the concept of the family.

© All rights reserved Neustaedter et al. and/or ACM Press

 
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Neustaedter, Carman and Fedorovskaya, Elena (2009): Presenting identity in a virtual world through avatar appearances. In: Proceedings of the 2009 Conference on Graphics Interface 2009. pp. 183-190.

One of the first tasks that people must do when entering a virtual world (VW) is create a virtual representation for themselves. In many VWs, this means creating an avatar that represents some desired appearance, whether a reflection of one's real life self, or a different identity. We investigate the variety of ways in which people create and evolve avatar appearances in the VW of Second Life® (SL) through contextual interviews. Our findings reveal that users balance pressures from the societal norms of SL with the need to create an appearance that matches a desired virtual identity. These identity needs differ based on four types of users -- Realistics, Ideals, Fantasies, and Roleplayers -- where each presents unique challenges for avatar design. Current research tends to focus on the needs of only one of these user types.

© All rights reserved Neustaedter and Fedorovskaya and/or their publisher

 
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Neustaedter, Carman and Fedorovskaya, Elena (2009): Understanding and improving flow in digital photo ecosystems. In: Proceedings of the 2009 Conference on Graphics Interface 2009. pp. 191-198.

Families use a range of devices and locations to capture, manage, and share digital photos as part of their digital photo ecosystem. The act of moving media between devices and locations is not always simple though and can easily become time consuming. We conducted interviews and design sessions in order to better understand the movement of media in digital photo ecosystems and investigate ways to improve it. Our results show that users must manage multiple entry points into their ecosystem, avoid segmentation in their collections, and explicitly select and move photos between desired devices and locations. Through design sessions, we present and evaluate design ideas to overcome these challenges that utilize multipurpose devices, always-accessible photo collections, and sharing from any device. These show how automation can be combined with recommendation and user interaction to improve flow within digital photo ecosystems.

© All rights reserved Neustaedter and Fedorovskaya and/or their publisher

 
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Nunes, Michael, Greenberg, Saul and Neustaedter, Carman (2009): Using physical memorabilia as opportunities to move into collocated digital photo-sharing. In International Journal of Human-Computer Studies, 67 (12) pp. 1087-1111.

The uptake of digital photos vs. print photos has altered the practice of photo-sharing. Print photos are easy to share within the home, but much harder to share outside of it. The opposite is true of digital photos. People easily share digital photos outside the home, e.g., to family and friends by e-mail gift-giving, and to social networks and the broader public by web publishing. Yet within the home, collocated digital photo-sharing is harder, primarily because digital photos are typically stored on personal accounts in desktop computers located in home offices. This leads to several consequences. (1) The invisibility of digital photos implies few opportunities for serendipitous photo-sharing. (2) Access control and navigation issues inhibit family members from retrieving photo collections. (3) Photo viewing is compromised as digital photos are displayed on small screens in an uncomfortable viewing setting. To mitigate some of these difficulties, we explore how physical memorabilia collected by family members can create opportunities that encourage social and collocated digital photo-sharing. First, we studied (via contextual interviews with 20 households) how families currently practice photo-sharing and how they keep memorabilia. We identified classes of memorabilia that can serve as memory triggers to family events, trips, and times when people took photos. Second, we designed Souvenirs, a photo-viewing system that exploits memorabilia as a social instrument. Using Souvenirs, a family member can meaningfully associate physical memorabilia with particular photo-sets. Later, any family member can begin their story-telling with others through the physical memento, and then enrich the story by displaying its associated photos simply by moving the memento close to the home's large-format television screen. Third, we re-examined our design premises by evoking household reactions to an early version of Souvenirs. Based on these interviews, we redesigned Souvenirs to better reflect the preferences and real practices of photo and memorabilia use in the home.

© All rights reserved Nunes et al. and/or Academic Press

 
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Neustaedter, Carman, Brush, A. J. Bernheim and Greenberg, Saul (2009): The calendar is crucial: Coordination and awareness through the family calendar. In ACM Transactions on Computer-Human Interaction, 16 (1) p. 6.

Everyday family life involves a myriad of mundane activities that need to be planned and coordinated. We describe findings from studies of 44 different families' calendaring routines to understand how to best design technology to support them. We outline how a typology of calendars containing family activities is used by three different types of families -- monocentric, pericentric, and polycentric -- which vary in the level of family involvement in the calendaring process. We describe these family types, the content of family calendars, the ways in which they are extended through annotations and augmentations, and the implications from these findings for design.

© All rights reserved Neustaedter et al. and/or ACM Press

2008
 
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Nunes, Michael, Greenberg, Saul and Neustaedter, Carman (2008): Sharing digital photographs in the home through physical mementos, souvenirs, and keepsakes. In: Proceedings of DIS08 Designing Interactive Systems 2008. pp. 250-260.

People now easily share digital photos outside the home via web publishing and gift-giving. Yet within the home, digital photos are hard to access and lack the physical affordances that make sharing easy and opportunistic. To promote in-home photo sharing, we designed Souvenirs, a system that lets people link digital photo sets to physical memorabilia. These mementos trigger memories and serve as social instruments; a person can enrich their story-telling by moving the physical memento close to their large-format television screen, and the associated photos are immediately displayed. We implemented Souvenirs, and then re-examined our design premises through contextual interviews with 20 households. Families described their current practices of photo sharing and memento use, and also reacted to the Souvenirs design. Based on these interviews, we redesigned Souvenirs to better fit the real practices of photo and memento use in the home.

© All rights reserved Nunes et al. and/or ACM Press

 
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Gallagher, Andrew C., Neustaedter, Carman, Cao, Liangliang, Luo, Jiebo and Chen, Tsuhan (2008): Image annotation using personal calendars as context. In: El-Saddik, Abdulmotaleb, Vuong, Son, Griwodz, Carsten, Bimbo, Alberto Del, Candan, K. Selcuk and Jaimes, Alejandro (eds.) Proceedings of the 16th International Conference on Multimedia 2008 October 26-31, 2008, Vancouver, British Columbia, Canada. pp. 681-684.

2007
 
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Elliot, Kathryn, Neustaedter, Carman and Greenberg, Saul (2007): StickySpots: using location to embed technology in the social practices of the home. In: Proceedings of the 1st International Conference on Tangible and Embedded Interaction 2007. pp. 79-86.

Ethnographic studies of domestic environments have shown the fundamental roles that locations and context play in helping people understand and manage information in their homes. Yet it is not clear how this knowledge can be applied to the design of home technologies. For this reason, we present a case study in home technology design that uses the understandings gained from previous ethnographic studies on domestic locations to motivate the design of a home messaging system. Our prototype, called StickySpots, uses locations to embed technology in the social practices of the home. We then use this case study to reflect more generally on location-based design in the home.

© All rights reserved Elliot et al. and/or ACM Press

 
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Elliot, Kathryn, Watson, Mark, Neustaedter, Carman and Greenberg, Saul (2007): Location-dependent information appliances for the home. In: Proceedings of the 2007 Conference on Graphics Interface 2007. pp. 151-158.

Ethnographic studies of the home revealed the fundamental roles that physical locations and context play in how household members understand and manage conventional information. Yet we also know that digital information is becoming increasingly important to households. The problem is that this digital information is almost always tied to traditional computer displays, which inhibits its incorporation into household routines. Our solution, location-dependent information appliances, exploit both home location and context (as articulated in ethnographic studies) to enhance the role of ambient displays in the home setting; these displays provide home occupants with both background awareness of an information source and foreground methods to gain further details if desired. The novel aspect is that home occupants assign particular information to locations within a home in a way that makes sense to them. As a device is moved to a particular home location, information is automatically mapped to that device along with hints on how it should be displayed.

© All rights reserved Elliot et al. and/or Canadian Information Processing Society

 
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Neustaedter, Carman, Brush, A. J. Bernheim and Greenberg, Saul (2007): A digital family calendar in the home: lessons from field trials of LINC. In: Proceedings of the 2007 Conference on Graphics Interface 2007. pp. 199-206.

Digital family calendars have the potential to help families coordinate, yet they must be designed to easily fit within existing routines or they will simply not be used. To understand the critical factors affecting digital family calendar design, we extended LINC, an inkable family calendar to include ubiquitous access, and then conducted a month-long field study with four families. Adoption and use of LINC during the study demonstrated that LINC successfully supported the families' existing calendaring routines without disrupting existing successful social practices. Families also valued the additional features enabled by LINC. For example, several primary schedulers felt that ubiquitous access positively increased involvement by additional family members in the calendaring routine. The field trials also revealed some unexpected findings, including the importance of mobility -- both within and outside the home -- for the Tablet PC running LINC.

© All rights reserved Neustaedter et al. and/or Canadian Information Processing Society

2006
 
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Neustaedter, Carman and Brush, A. J. Bernheim (2006): "LINC-ing" the family: the participatory design of an inkable family calendar. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 141-150.

Families must continually organize, plan, and stay aware of the activities of their households in order to coordinate everyday life. Despite having organization schemes, many people still feel overwhelmed when it comes to family coordination. To help overcome this, we present our research efforts on LINC: an inkable family calendar designed for the kitchen. LINC was developed using a participatory design process involving interviews, paper prototyping, and a formative evaluation. Our work outlines key implications for digital family calendars and family coordination systems in general. We found that coordination is not typically done through the family calendar; rather, the family calendar is a tool that provides family members with an awareness of activities and changes that in turn enables coordination. Thus, digital family calendars should provide tools that enable families to use their own coordination routines which leverage the social affordances prominent in existing paper calendars.

© All rights reserved Neustaedter and Brush and/or ACM Press

 
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Neustaedter, Carman, Greenberg, Saul and Boyle, Michael (2006): Blur filtration fails to preserve privacy for home-based video conferencing. In ACM Transactions on Computer-Human Interaction, 13 (1) pp. 1-36.

Always-on video provides rich awareness for distance-separated coworkers. Yet video can threaten privacy, especially when it captures telecommuters working at home. We evaluated video blurring, an image masking method long touted to balance privacy and awareness. Results show that video blurring is unable to balance privacy with awareness for risky situations. Reactions by participants suggest that other popular image masking techniques will be problematic as well. The design implication is that image masking techniques will not suffice for privacy protection in video-based telecommuting situations. Other context-aware privacy-protecting strategies are required, as illustrated in our prototype context-aware home media space.

© All rights reserved Neustaedter et al. and/or ACM Press

 
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Neustaedter, Carman, Elliot, Kathryn and Greenberg, Saul (2006): Interpersonal awareness in the domestic realm. In: Kjeldskov, Jesper and Paay, Jane (eds.) Proceedings of OZCHI06, the CHISIG Annual Conference on Human-Computer Interaction 2006. pp. 15-22.

Family and friends naturally maintain an awareness of each other on an ongoing basis (e.g., knowing one's schedule, health issues) and many technologies are now being contemplated to help fulfill these needs. We use findings from a contextual study along with related work to present interpersonal awareness -- a spectrum that differentiates how people desire and gather awareness for individuals across three different social groupings: home inhabitants, intimate socials, and extended socials. We compare this spectrum to workplace awareness and discuss how our study findings can be used to analyze and design domestic awareness technologies.

© All rights reserved Neustaedter et al. and/or their publisher

 
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Tang, Anthony, Neustaedter, Carman and Greenberg, Saul (2006): VideoArms: Embodiments for Mixed Presence Groupware. In: Proceedings of the HCI06 Conference on People and Computers XX 2006. pp. 85-102.

2005
 
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Neustaedter, Carman, Brush, A. J. Bernheim and Smith, Marc A. (2005): Beyond "from" and "received": exploring the dynamics of email triage. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 1977-1980.

Email triage is the process of going through unhandled email and deciding what to do with it. Email triage can quickly become a serious problem for users as the amount of unhandled email grows. We investigate the problem of email triage by presenting interview and survey results that articulate user needs. The results suggest the need for email user interfaces to provide additional socially salient information in order to bring important emails to the forefront.

© All rights reserved Neustaedter et al. and/or ACM Press

 
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Elliot, Kathryn, Neustaedter, Carman and Greenberg, Saul (2005): Time, Ownership and Awareness: The Value of Contextual Locations in the Home. In: Beigl, Michael, Intille, Stephen S., Rekimoto, Jun and Tokuda, Hideyuki (eds.) UbiComp 2005 Ubiquitous Computing - 7th International Conference September 11-14, 2005, Tokyo, Japan. pp. 251-268.

2003
 
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Venolia, Gina Danielle and Neustaedter, Carman (2003): Understanding sequence and reply relationships within email conversations: a mixed-model visualization. In: Cockton, Gilbert and Korhonen, Panu (eds.) Proceedings of the ACM CHI 2003 Human Factors in Computing Systems Conference April 5-10, 2003, Ft. Lauderdale, Florida, USA. pp. 361-368.

 
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Neustaedter, Carman and Greenberg, Saul (2003): The Design of a Context-Aware Home Media Space for Balancing Privacy and Awareness. In: Dey, Anind K., Schmidt, Albrecht and McCarthy, Joseph F. (eds.) UbiComp 2003 Ubiquitous Computing - 5th International Conference October 12-15, 2003, Seattle, WA, USA. pp. 297-314.

 
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Page maintainer: The Editorial Team
URL: http://www.interaction-design.org/references/authors/carman_neustaedter.html

Publication statistics

Pub. period:2003-2012
Pub. count:30
Number of co-authors:30



Co-authors

Number of publications with 3 favourite co-authors:

Saul Greenberg:11
Tejinder K. Judge:7
A. J. Bernheim Brush:4

 

 

Productive colleagues

Carman Neustaedter's 3 most productive colleagues in number of publications:

Saul Greenberg:140
Abigail Sellen:81
A. J. Bernheim Bru..:40
 
 
 
May 26

The theory gives the answers, not the theorist.

-- Allen Newell

 
 

Featured chapter

Read the fascinating history of Wearable Computing, told by its father, Steve Mann

Read Steve's chapter !

 
 

Help us help you!