- How do practitioners of a particular hobby exhibit sociality and what kinds of social interactions facilitate skill sharing? What are some key opportunities for computer supported collaborative work in this space?
- What are practitioners’ perceptions of using XR for skill-sharing? What are important dimensions of the design space and design scenarios for social XR systems?
- How do practitioners use different components of the activity space (e.g. tools, sensory stimuli) and their affordances to facilitate social connection? What is the important context to capture when reconstructing these objects virtually for remote interaction in XR? (e.g. interactivity, realism)
- What are some design considerations for XR to support accessible interactions that reflect the values and goals of an intergenerational group?
Teja Maddali is a Ph.D candidate at the University of Maryland (UMD) in the Department of Computer Science. He is being advised by Dr. Amanda Lazar of The Health, Aging, and Technology (THAT) Lab at UMD. His research work lies at the intersection of Human-Computer Interaction, Computer-Supported Cooperative Work, and Extended Reality (XR) and has won best-paper awards at ACM SIGCHI. He is also a research engineer at Headwall VR with whom he won the National Institute of Standards and Technology's (NIST) 2022 CommanDING Tech UI/UX Challenge to design next-generation incident command dashboards for first-responders. Prior to UMD, Teja obtained his Masters in Electrical and Computer Engineering from Georgia Tech (Atlanta, USA) and Bachelors in Electronics and Communication from BNM Institute of Technology (Bangalore, India).