Jason C Yip
Biographic Data
| ID | 143147 |
|---|---|
| NAME | Jason C Yip |
| GIVEN NAMES | Jason C |
| FAMILY NAME | Yip |
| SIGNATURE | YIP J C |
| AFFILIATIONS | University of Washington |
| ORCID | 0000-0001-9980-0670 |
| VERIFIED | Yes |
| TOTAL WORKS | 10 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 10 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2016 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
Aligning human values and educational technologies with value‐sensitive design
Contains fulltext : 319251.pdf (Publisher’s version ) (Open Access)
Child-Centered AI: Contextualizing Principles and Design in HCI
This forum features practitioner perspectives on designing technologies for and with communities. We highlight compelling projects and provocative points of view that speak to both community technology practice and the interaction design field as a whole. --- Sheena Erete, Editor
Conducting online participatory design from the United States with children in South Korea with a focus on cultural awareness
Participatory Design (PD) is a commonly used method in Western cultures with roots in Scandinavia. After the COVID-19 pandemic, many PD practitioners have transitioned to an online space, where researchers and participants from different geographical locations can co-design together. Yet, we do not fully understand how different cultures collide, mix and blend in the online co-design space. By understanding how one’s culture influences the partic…
Codesign and the Art of Creating a Global Research-Practice Network Built for Impact
The Interactions website (interactions.acm.org) hosts a stable of bloggers who share insights and observations on HCI, often challenging current practices. Each issue we'll publish selected posts from some of the leading and emerging voices in the field
Changing Lanes: Relational Dispositions That Fuel Community Science Learning
Supporting youths’ STEM dispositions takes an entire community of adults, yet we must understand the dispositions that adults bring to such community efforts, ways they influence youths’ learning and are shaped by the community. In this paper, we examine a sociotechnical system called Science Everywhere, which invited the broader community to interact with science learning experiences youths shared across home, school, and community settings. Int…
“I need to just have a couple of White claws and play animal crossing tonight”: Parents coping with video games during the Covid-19 pandemic
The COVID-19 pandemic was an incredibly stressful time for parents of school-age children. Supervising remote schooling while also balancing work and life demands, in addition to health concerns, demanded much from parents. This study considers how parents used the video game Animal Crossing: New Horizons to cope with pandemic-related stress. Using Reinecke and Rieger's (2021) recovery and resilience in entertaining media use model as a theoretic…
Intergenerational Online Health Information Searching and Brokering: Framing Health Literacy as a Family Asset
Latino populations are disproportionately impacted by health disparities and face both connectivity and health literacy challenges. As evidenced by the current global pandemic, access to reliable online health-related information and the ability to apply that information is critical to achieving health equity. Through a qualitative study on how Latino families collaborate to access online health resources, this work frames health literacy as a fa…
Families Playing Animal Crossing Together: Coping With Video Games During the Covid-19 Pandemic
The COVID-19 pandemic was stressful for everyone, particularly for families who had to supervise and support children, facilitate remote schooling, and manage work and home life. We consider how families coped with pandemic-related stress using the video game Animal Crossing: New Horizons. Combining a family coping framework with theorizing about media as a coping tool, this interview study of 27 families (33 parents and 37 children) found that p…
Virtual Reality and Youth Incarceration: Methodological Reflections from a Media Education and Research Program
Background: This research aimed to provide young people in a juvenile rehabilitation centre (JRC) with access and exposure to virtual reality (VR) as a growing media technology industry, to offer media education that was fun and engaging, and to introduce the digital arts to participants as a potential career path. The project evolved through a partnership with the Washington State Librarian who, as a part of her role overseeing public library ac…
How to survive creating an intergenerational co-design group
In this forum we celebrate research that helps to successfully bring the benefits of computing technologies to children, older adults, people with disabilities, and other populations that are often ignored in the design of mass-marketed products. --- Juan Pablo Hourcade, Editor
No prominent works on this page.
How to survive creating an intergenerational co-design group
In this forum we celebrate research that helps to successfully bring the benefits of computing technologies to children, older adults, people with disabilities, and other populations that are often ignored in the design of mass-marketed products. --- Juan Pablo Hourcade, Editor
“I need to just have a couple of White claws and play animal crossing tonight”: Parents coping with video games during the Covid-19 pandemic
The COVID-19 pandemic was an incredibly stressful time for parents of school-age children. Supervising remote schooling while also balancing work and life demands, in addition to health concerns, demanded much from parents. This study considers how parents used the video game Animal Crossing: New Horizons to cope with pandemic-related stress. Using Reinecke and Rieger's (2021) recovery and resilience in entertaining media use model as a theoretic…
Intergenerational Online Health Information Searching and Brokering: Framing Health Literacy as a Family Asset
Latino populations are disproportionately impacted by health disparities and face both connectivity and health literacy challenges. As evidenced by the current global pandemic, access to reliable online health-related information and the ability to apply that information is critical to achieving health equity. Through a qualitative study on how Latino families collaborate to access online health resources, this work frames health literacy as a fa…
Families Playing Animal Crossing Together: Coping With Video Games During the Covid-19 Pandemic
The COVID-19 pandemic was stressful for everyone, particularly for families who had to supervise and support children, facilitate remote schooling, and manage work and home life. We consider how families coped with pandemic-related stress using the video game Animal Crossing: New Horizons. Combining a family coping framework with theorizing about media as a coping tool, this interview study of 27 families (33 parents and 37 children) found that p…
Virtual Reality and Youth Incarceration: Methodological Reflections from a Media Education and Research Program
Background: This research aimed to provide young people in a juvenile rehabilitation centre (JRC) with access and exposure to virtual reality (VR) as a growing media technology industry, to offer media education that was fun and engaging, and to introduce the digital arts to participants as a potential career path. The project evolved through a partnership with the Washington State Librarian who, as a part of her role overseeing public library ac…
Codesign and the Art of Creating a Global Research-Practice Network Built for Impact
The Interactions website (interactions.acm.org) hosts a stable of bloggers who share insights and observations on HCI, often challenging current practices. Each issue we'll publish selected posts from some of the leading and emerging voices in the field
Changing Lanes: Relational Dispositions That Fuel Community Science Learning
Supporting youths’ STEM dispositions takes an entire community of adults, yet we must understand the dispositions that adults bring to such community efforts, ways they influence youths’ learning and are shaped by the community. In this paper, we examine a sociotechnical system called Science Everywhere, which invited the broader community to interact with science learning experiences youths shared across home, school, and community settings. Int…
Conducting online participatory design from the United States with children in South Korea with a focus on cultural awareness
Participatory Design (PD) is a commonly used method in Western cultures with roots in Scandinavia. After the COVID-19 pandemic, many PD practitioners have transitioned to an online space, where researchers and participants from different geographical locations can co-design together. Yet, we do not fully understand how different cultures collide, mix and blend in the online co-design space. By understanding how one’s culture influences the partic…
Aligning human values and educational technologies with value‐sensitive design
Contains fulltext : 319251.pdf (Publisher’s version ) (Open Access)
Child-Centered AI: Contextualizing Principles and Design in HCI
This forum features practitioner perspectives on designing technologies for and with communities. We highlight compelling projects and provocative points of view that speak to both community technology practice and the interaction design field as a whole. --- Sheena Erete, Editor
Computer Science (9 works) · Psychology (7 works) · Political science (5 works) · Sociology (5 works) · Public relations (4 works) · Child Development and Digital Technology (3 works) · Internet privacy (3 works) · Medicine (3 works) · World Wide Web (3 works) · 2019-20 coronavirus outbreak (2 works)