Number of co-authors:22
Number of publications with 3 favourite co-authors:Allison Druin:5Evan Golub:4Leshell Hatley:3
Greg Walsh's 3 most productive colleagues in number of publications:Allison Druin:81Benjamin B. Beders..:70Mona Leigh Guha:16
Simplicity is not the goal. It is the by-product of a good idea and modest expectations.
-- Paul Rand, 1997
Read the fascinating history of Wearable Computing, told by its father, Steve Mann
Read Steve's chapter !
Our Latest Books
Kumar and Herger 2013: Gamification at Work: Designing Engaging Business Software...
by Janaki Mythily Kumar and Mario Herger
Whitworth and Ahmad 2013: The Social Design of Technical Systems: Building technologies for communities...
by Brian Whitworth and Adnan Ahmad
Soegaard and Dam 2013: The Encyclopedia of Human-Computer Interaction, 2nd Ed....
by Mads Soegaard and Rikke Friis Dam
Publications by Greg Walsh (bibliography)
Walsh, Greg (2013). Page title suppressed - page not yet published. Retrieved 7 December 2013 from [URL to be defined - in press]
Xie, Bo, Yeh, Tom, Walsh, Greg, Watkins, Ivan and Huang, Man (2012): Co-designing an e-health tutorial for older adults. In: Proceedings of the 2012 iConference 2012. pp. 240-247.
Older adults' ability to access and use electronic health information is generally low, requiring innovative approaches for improvement. An integrated e-tutorial overlays instructions onto Websites. The literature suggests integrated e-tutorials are more effective than paper or video-based tutorials for younger people, but little is known about their effectiveness for older adults. This study explores the applicability of an integrated e-health tutorial for older adults. An integrated e-tutorial, the Online Tutorial Overlay Presenter (OnTOP), added an instructional overlay to the NIHSeniorHealth.gov Website. Overlay features were examined in seven participatory design sessions with seven older adults. Participatory design techniques were used to elicit participants' preferences for tutorial features. Three themes emerged: 1) using contextual cues; 2) tailoring to the learner's literacy level; and 3) enhancing interfaces with multimedia cues. These findings improved the design features of OnTOP. They also generated empirical evidence about the effects of multimedia learning among older adults.
© All rights reserved Xie et al. and/or their publisher
Walsh, Greg, Druin, Allison, Guha, Mona Leigh, Foss, Elizabeth, Golub, Evan, Hatley, Leshell, Bonsignore, Elizabeth and Franckel, Sonia (2011): Layered elaboration. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. p. 489.
Walsh, Greg, Druin, Allison, Foss, Elizabeth, Golub, Evan, Guha, Mona Leigh, Hatley, Leshell and Bonsignore, Elizabeth (2011): Energy house. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. p. 513.
Walsh, Greg (2011): Distributed participatory design. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 1061-1064.
Children who are not co-located with system developers because of geographic location or time zone difference have ideas that are just as important and valid as children who are easily "available". This problem is the motivation for my thesis work. I propose to design, develop, and research a computer-mediated, geographically distributed, asynchronous tool to facilitate intergenerational participatory design.
© All rights reserved Walsh and/or his/her publisher
Joshi, Asmi and Walsh, Greg (2011): Twooter: designing a musical expression tool for use in social networks. In: Proceedings of ACM IDC11 Interaction Design and Children 2011. pp. 169-172.
This paper reports on the design of Twooter, a tool for non-verbal, music-based expression in an online social network. Borrowing ideas from popular social networks and influenced through recent educational endeavors by a large cultural institution, Twooter is being designed with the hope of bridging the gap between the ease of updating one's status in a profile and the difficulty in content creation. Twooter is being designed through the Cooperative Inquiry method. Adults and children are working together to design this technology for use in an online, educational environment. Several design sessions have informed researchers on the features and interactions required to accomplish this goal.
© All rights reserved Joshi and Walsh and/or ACM Press
Walsh, Greg, Brown, Quincy and Druin, Allison (2011): Social networking as a vehicle to foster cross-cultural awareness. In: Proceedings of ACM IDC11 Interaction Design and Children 2011. pp. 209-212.
The growth of online social networks such as Facebook, MySpace, and Linked-In has transformed the way in which individuals establish and maintain relationships for both business and entertainment. In this paper we present the analysis of a similar online social network that was used to foster cross-cultural awareness among users ages 14-17. The social network provided students across the globe with an environment to establish online identities, explore their own culture and the culture of peers who were located in three different countries. We make recommendations to network designers to reconsider friendship metaphors, work within existing network tools, and replace text as the default medium in communication.
© All rights reserved Walsh et al. and/or ACM Press
Yeh, Tom, Chang, Tsung-Hsiang, Xie, Bo, Walsh, Greg, Watkins, Ivan, Wongsuphasawat, Krist, Huang, Man, Davis, Larry S. and Bederson, Benjamin B. (2011): Creating contextual help for GUIs using screenshots. In: Proceedings of the 2011 ACM Symposium on User Interface Software and Technology 2011. pp. 145-154.
Contextual help is effective for learning how to use GUIs by showing instructions and highlights on the actual interface rather than in a separate viewer. However, end-users and third-party tech support typically cannot create contextual help to assist other users because it requires programming skill and source code access. We present a creation tool for contextual help that allows users to apply common computer skills-taking screenshots and writing simple scripts. We perform pixel analysis on screenshots to make this tool applicable to a wide range of applications and platforms without source code access. We evaluated the tool's usability with three groups of participants: developers, instructors, and tech support. We further validated the applicability of our tool with 60 real tasks supported by the tech support of a university campus.
© All rights reserved Yeh et al. and/or ACM Press
Walsh, Greg, Druin, Allison, Guha, Mona Leigh, Foss, Elizabeth, Golub, Evan, Hatley, Leshell, Bonsignore, Elizabeth and Franckel, Sonia (2010): Layered elaboration: a new technique for co-design with children. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 1237-1240.
As technology for children becomes more mobile, social, and distributed, our design methods and techniques must evolve to better explore these new directions. This paper reports on "Layered Elaboration," a co-design technique created to support these evolving needs. Layered Elaboration allows design teams to generate ideas through an iterative process in which each version leaves prior ideas intact while extending concepts. Layered Elaboration is a useful technique as it enables co-design to take place asynchronously and does not require much space or many resources. Our intergenerational team, including adults and children ages 7-11 years old, used the technique to design both a game about history and a prototype of an instructional game about energy conservation.
© All rights reserved Walsh et al. and/or their publisher
Walsh, Greg and Golbeck, Jennifer (2010): Curator: a game with a purpose for collection recommendation. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 2079-2082.
Collection recommender systems suggest groups of items that work well as a whole. The interaction effects between items is an important consideration, but the vast space of possible collections makes it difficult to analyze. In this paper, we present a class of games with a purpose for building collections where users create collections and, using an output agreement model, they are awarded points based on the collections that match. The data from these games will help researchers develop guidelines for collection recommender systems among other applications. We conducted a pilot study of the game prototype which indicated that it was fun and challenging for users, and that the data obtained had the characteristics necessary to gain insights into the interaction effects among items. We present the game and these results followed by a discussion of the next steps necessary to bring games to bear on the problem of creating harmonious groups.
© All rights reserved Walsh and Golbeck and/or their publisher
Tarkan, Sureyya, Sazawal, Vibha, Druin, Allison, Golub, Evan, Bonsignore, Elizabeth M., Walsh, Greg and Atrash, Zeina (2010): Toque: designing a cooking-based programming language for and with children. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 2417-2426.
An intergenerational design team of children (ages 7-11 years old) along with graduate students and faculty in computer science and information studies developed a programming language for children, Toque. Concrete real-world cooking scenarios were used as programming metaphors to support an accessible programming learning experience. The Wiimote and Nunchuk were used as physical programming input devices. The programs that were created were pictorial recipes which dynamically controlled animations of an on-screen chef preparing virtual dishes in a graphical kitchen environment. Through multiple design sessions, programming strategies were explored, cooking metaphors were developed and, prototypes of the Toque environment were iterated. Results of these design experiences have shown us the importance of pair-programming, programming by storytelling, parallel programming, function-argument relationships, and the role of tangibility in overcoming challenges with constraints imposed by the system design.
© All rights reserved Tarkan et al. and/or their publisher
Walsh, Greg (2009): Wii can do it: using co-design for creating an instructional game. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4693-4698.
There are many children for whom learning is difficult if they need to remain still. The Nintendo Wii, with its motion-controlled sensors, can support learning experiences that enable children to be physically active learners. This paper presents the methodologies and results from a multi-day, co-design session at the University of Maryland's Human-Computer Interaction Lab. The goal of the sessions was to design an instructional game that leveraged the Nintendo Wii's motion controls to teach about U.S. National Parks.
© All rights reserved Walsh and/or ACM Press
Show list on your website
Join the design elite and advance:
Changes to this page (author)13 Jun 2013: Added23 Nov 2012: Modified
05 Apr 2012: Modified
04 Apr 2012: Modified
04 Apr 2012: Modified
05 Jul 2011: Modified
05 Jul 2011: Modified
05 Jul 2011: Modified
02 Nov 2010: Modified
02 Nov 2010: Modified
02 Nov 2010: Modified
09 May 2009: Added
Page maintainer: The Editorial Team