Elizabeth Bonsignore
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Elizabeth Bonsignore has a total of 109 co-authors. Here are the top co-authors by number of shared publications:
- Jason Yip
The Information School, University of Washington, Seattle, Washington, USA
6 shared publications - Jerry Alan Fails
Computer Science, Boise State University, Boise, Idaho, USA
6 shared publications - Tamara Clegg
University of Maryland, College Park, MD, USA
6 shared publications - Elana B. Blinder
University of Maryland, College Park, MD, USA
5 shared publications - Juan Pablo Hourcade
The University of Iowa, Iowa City, Iowa, USA
5 shared publications - Greg Walsh
Digital Whimsy Lab, University of Baltimore, Baltimore, Maryland, USA
4 shared publications
Latest Publications
- Open Access
- 3 November 2026
- Published by Association for Computing Machinery (ACM) in Proceedings of the ACM on Human-Computer Interaction
- Vol. 10 (7) , 1-2
PACMHCI V10, N7, November 2026 Editorial
- 3 November 2026
- Published by Association for Computing Machinery (ACM) in Proceedings of the ACM on Human-Computer Interaction
- Vol. 10 (7) , 1-2
Open AccessPACMHCI V10, N7, November 2026 Editorial
- Open Access
- 21 June 2026
- Published by Association for Computing Machinery (ACM)
- p. 916-920
“You Need to Know What Not To Do”: Co-Designing VR to Support Empathy and Social Decision-Making in Children
- 21 June 2026
- Published by Association for Computing Machinery (ACM)
- p. 916-920
Open Access“You Need to Know What Not To Do”: Co-Designing VR to Support Empathy and Social Decision-Making in Children
- Open Access
- 23 June 2025
- Published by Association for Computing Machinery (ACM)
- p. 784-789
Co-Design of Play-Based Therapy Application: An Exploration of Children’s Awareness of Therapy and Mental Health Care
- 23 June 2025
- Published by Association for Computing Machinery (ACM)
- p. 784-789
Open AccessCo-Design of Play-Based Therapy Application: An Exploration of Children’s Awareness of Therapy and Mental Health Care
- Open Access
- 23 June 2025
- Published by Association for Computing Machinery (ACM)
- p. 1228-1230
Extended Reality and Children: Risks, Opportunities, and Ethics
- 23 June 2025
- Published by Association for Computing Machinery (ACM)
- p. 1228-1230
Open AccessExtended Reality and Children: Risks, Opportunities, and Ethics
- Open Access
- 23 June 2025
- Published by Association for Computing Machinery (ACM)
- p. 1231-1234
Pushing the Boundaries of Computational Empowerment of Children
- 23 June 2025
- Published by Association for Computing Machinery (ACM)
- p. 1231-1234
Open AccessPushing the Boundaries of Computational Empowerment of Children
- Open Access
Designing the Space Archivists: A Metadata-Driven VR Game Concept for Children to Engage with Cultural Heritage
Motivated to create a children’s VR game for the Netherlands Institute for Sound and Vision (NISV), this research asks how might we design an immersive game for children to meaningfully interact with media and metadata in cultural heritage contexts? First, during a ‘design salon,’ 13 data and heritage experts challenged children’s ability to interact with metadata. In response, we ran workshops with 19 children focused on understanding abstract media and data. We found that while (1) metadata has many challenges, (2) children understand abstract data when it is grounded in concrete experiences, are (3) motivated to interact with archival media through in immersive and collaborative contexts, and (4) are interested in exploring media diversity through categorisation games with high-level narrative goals. These findings inform our game concept and three core insights for designing immersive experiences for cultural heritage: Considering the Contextual Complexity of Data and Audience Needs, Connecting Data Abstractions to Embodied Narratives Through Categorisation Mechanics, and Supporting Abstract Meaning Making Using the Immersive Affordances of VR.
Open AccessDesigning the Space Archivists: A Metadata-Driven VR Game Concept for Children to Engage with Cultural Heritage
Motivated to create a children’s VR game for the Netherlands Institute for Sound and Vision (NISV), this research asks how might we design an immersive game for children to meaningfully interact with media and metadata in cultural heritage contexts? First, during a ‘design salon,’ 13 data and heritage experts challenged children’s ability to interact with metadata. In response, we ran workshops with 19 children focused on understanding abstract media and data. We found that while (1) metadata has many challenges, (2) children understand abstract data when it is grounded in concrete experiences, are (3) motivated to interact with archival media through in immersive and collaborative contexts, and (4) are interested in exploring media diversity through categorisation games with high-level narrative goals. These findings inform our game concept and three core insights for designing immersive experiences for cultural heritage: Considering the Contextual Complexity of Data and Audience Needs, Connecting Data Abstractions to Embodied Narratives Through Categorisation Mechanics, and Supporting Abstract Meaning Making Using the Immersive Affordances of VR.
- Open Access
- 25 April 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-3
Conducting Ethical Research on Emerging Technologies for Children
- 25 April 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-3
Open AccessConducting Ethical Research on Emerging Technologies for Children
- Open Access
- 11 May 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-5
Transformative Technologies for Children: Going beyond ‘Good’
Against the backdrop of growing screen time, rising mental health issues, increasing loneliness, and general ill effects from technology use, it is time for the CHI community to consider how technology for children can be better than ‘good’. There are many examples of good technologies across research and commercial products, for technology to be more than ‘good’ it needs to have a transformative effect on children’s lives that lasts beyond a monetary positive experience. Such technology could, for example, build resilience, encourage compassion, promote inclusive behaviors, and improve overall happiness. This workshop will explore what better than ‘good’ technology may look like and create a manifesto for the CHI community to support Transformative Technologies for children in our work.
- 11 May 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-5
Open AccessTransformative Technologies for Children: Going beyond ‘Good’
Against the backdrop of growing screen time, rising mental health issues, increasing loneliness, and general ill effects from technology use, it is time for the CHI community to consider how technology for children can be better than ‘good’. There are many examples of good technologies across research and commercial products, for technology to be more than ‘good’ it needs to have a transformative effect on children’s lives that lasts beyond a monetary positive experience. Such technology could, for example, build resilience, encourage compassion, promote inclusive behaviors, and improve overall happiness. This workshop will explore what better than ‘good’ technology may look like and create a manifesto for the CHI community to support Transformative Technologies for children in our work.
- Open Access
- 11 May 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-18
Exploring AI Problem Formulation with Children via Teachable Machines
Emphasizing problem formulation in AI literacy activities with children is vital, yet we lack empirical studies on their structure and affordances. We propose that participatory design involving teachable machines facilitates problem formulation activities. To test this, we integrated problem reduction heuristics into storyboarding and invited a university-based intergenerational design team of 10 children (ages 8-13) and 9 adults to co-design a teachable machine. We find that children draw from personal experiences when formulating AI problems; they assume voice and video capabilities, explore diverse machine learning approaches, and plan for error handling. Their ideas promote human involvement in AI, though some are drawn to more autonomous systems. Their designs prioritize values like capability, logic, helpfulness, responsibility, and obedience, and a preference for a comfortable life, family security, inner harmony, and excitement as end-states. We conclude by discussing how these results can inform the design of future participatory AI activities.
- 11 May 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-18
Open AccessExploring AI Problem Formulation with Children via Teachable Machines
Emphasizing problem formulation in AI literacy activities with children is vital, yet we lack empirical studies on their structure and affordances. We propose that participatory design involving teachable machines facilitates problem formulation activities. To test this, we integrated problem reduction heuristics into storyboarding and invited a university-based intergenerational design team of 10 children (ages 8-13) and 9 adults to co-design a teachable machine. We find that children draw from personal experiences when formulating AI problems; they assume voice and video capabilities, explore diverse machine learning approaches, and plan for error handling. Their ideas promote human involvement in AI, though some are drawn to more autonomous systems. Their designs prioritize values like capability, logic, helpfulness, responsibility, and obedience, and a preference for a comfortable life, family security, inner harmony, and excitement as end-states. We conclude by discussing how these results can inform the design of future participatory AI activities.