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Although information visualization (infovis) technologies have proven indispensable tools for making sense of complex data, wide-spread deployment has yet to take hold, as successful infovis applications are often difficult to author and require domain-specific customization. To address these issues, we have created prefuse, a software framework for(More)
Recent advances in small inexpensive sensors, low-power processing, and activity modeling have enabled applications that use on-body sensing and machine learning to infer people's activities throughout everyday life. To address the growing rate of sedentary lifestyles, we have developed a system, UbiFit Garden, which uses these technologies and a personal,(More)
Privacy is the most often-cited criticism of ubiquitous computing, and may be the greatest barrier to its long-term success. However, developers currently have little support in designing software architectures and in creating interactions that are effective in helping end-users manage their privacy. To address this problem, we present Confab, a toolkit for(More)
Current interactive user interface construction tools are often more of a hindrance than a benefit during the early stages of user interface design. These tools take too much time to use and force designers to specify more of the design details than they wish to at this early stage. Most interface designers, especially those who have a background in graphic(More)
The greatest contributor of CO2 emissions in the average American household is personal transportation. Because transportation is inherently a mobile activity, mobile devices are well suited to sense and provide feedback about these activities. In this paper, we explore the use of personal ambient displays on mobile phones to give users feedback about(More)
In this paper, we propose a framework for supporting socially-compatible privacy objectives in ubiquitous computing settings. Drawing on social science research, we have developed a key objective called the Principle of Minimum Asymmetry, which seeks to minimize the imbalance between the people about whom data is being collected, and the systems and people(More)
In this paper, we propose design strategies for persuasive technologies that help people who want to change their everyday behaviors. Our strategies use theory and prior work to substantially extend a set of existing design goals. Our extensions specifically account for social characteristics and other tactics that should be supported by persuasive(More)