Creativity, design, (computational) analogy, sensemaking, collective intelligence, social computing, policy, cognitive science
privacy, data ethics, surveillance, security, digital literacy, design for children and families
immersive media, narrative applications of data and technology, info and data visualizations, experimentation and collaboration, creative coding, prototyping, design systems and modularity
Technology for Children, Design
information quality, crisis informatics, online political discourse, unrest, social media
Design and evaluation of personal health and wellness technologies, ubiquitous computing, personal informatics
Cognitive science, meaning representation and cognitive processes in language, vision, and human computer interaction
Developing technology to support STEM learning and disposition for resource-constrained and minorities learners, participatory design with youth, young adults and communities.
natural language processing, fairness and bias in machine learning, human-centered AI
community based research, equity, equitable AI methods, HCI, equitable learning ecosystems, design
Mobile technologies, locative media, digital storytelling, cultural geography, gaming, and the history of technology.
Educational Technology, Data Science Education, Data Visualization, Learning Analytics, Creativity, Computational Thinking
Computer-supported cooperative work (CSCW), Computer-mediated communication (CMC), Human-centered computing (HCC), Multilingual and intercultural communication
Social Networks, trust, intelligent interfaces, emergency andrndisaster response systems
Educational technology, tablet-enhanced applications, ubiquitous computing, and creativity support tools.
Interplay between accessibility and artificial intelligence
Digital humanities, virtual worlds, intellectual property, image search and retrieval, new models of scholarly communication.
Director of the Masters of Human-Computer Interaction program
Studying and designing health technologies for disability and aging; understanding how technologies positions and support people with stigmatized conditions
Human-Computer Interaction, Digital Accessibility for People with Disabilities, Research Methods, User-centered design methods, Web Usability, Public Policy and Law related to HCI To enable screen reader support, press ⌘+Option+Z To learn about keyboard
Affective Computing, Biosensing Technology, Educational Technology
Developing, applying, and evaluating AI tools to support teachers and students in K-12 education
Information visualization, visual analytics, scalable visualization systems for interactive analysis, visualization authoring and design tools
CSCW, Social Computing, Sociotechnical Systems, Virtual Organizations, eScience and usable privacy & security
Human-centered security and privacy, secure software development, empirical methods
Susannah B. F. Paletz
teamwork, creativity, culture, diverse teams, AI in teams, applied social psychology (e.g., social media)
behavior change, affective computing, stress, productivity, design, human-centered AI
Technical HCI including interaction techniques, fabrication, wearables, human-robot interaction, design tools, AR/VR
Educational technology, computer science education, computational thinking
game design for learning, online interactive lesson design, visualization
The social and organizational challenges of data reuse and large-scale collaboration among scientists acting within highly institutionalized socio-technical systems
Friends of the HCIL
Educational technologies, learning analytics, information visualization, and interaction strategies
Computer-assisted reporting, investigative journalism, overcoming barriers for access to public records, archives as resources for journalists, history of journalism and emerging media, history of information.
Design and analysis of systems at the intersection of economics, AI, and computer science
Information visualization, visual analytics, big data, novel interfaces, mobile devices, large displays, ubiquitous computing
Engineering design, online communities and crowdsourcing, design creativity, machine learning, computer-aided design and making
Technology and design methods for children, development of young children, lab schools, special education, early childhood education
Contextual Design and other user-centered design techniques, retaining women in high-tech companies, and games with a purpose
Information Law and Policy; E-government; Accessibility for Persons with Disabilities; Evaluation of Networked Information Systems; Social Theory and Information; Diversity and LIS Education
Digital humanities and new media, especially text visualization, text mining and text analysis, electronic literature and art, history of writing technologies, games.
Media studies, comics and the graphic novel, information design and graphic design, experimental literature, science fiction across media.
Technology design and evaluation supporting affect regulation
Design Theory & Methodology, Collaborative Design, Human-Computer Interaction, Information Visualization
Interactive information retrieval, esp. for spoken word materials, conversational text, and multilingual applications. User modeling, implicit feedback. Archival access to electronic records.
Intelligent transportation systems, operations research, open data, serious games, incident and emergency management, information visualization, user interface design, traveler information, and big data
(Emerita) User interface design and evaluation, information visualization, evaluation methods, and public access
Citizen Science, informal science education, computer-mediated communication, human-computer interaction, online communities, motivation for participation in social media
Information visualization and digital libraries with an emphasis on service oriented projects.
Information visualization, user interface design, human-computer interaction theories, empirical methods, universal usability.
Professor of English and Founding Director, Maryland Institute for Technology in the Humanities (MITH), Executive Editor, Dickinson Electronic Archives
projects; electronic and social editing; gender and ethnometh
Design and human disability and aging, usability, accessibility, inclusive design, Global Public Inclusive Infrastructure (GPII)
The teaching and learning of algebra in formal and informal environments, natural algebraic resources, proto-algebraic reasoning, early informal algebra
Information Ecology, Digital Innovation, Platform, Ecosystem, Information Technology Innovations, Science of Ideas, e-Social Sciences, Technology Entrepreneurship, Organizational and Technological Change, Science of Science Policy