Saurabh Srivastava leads the User Experience Design & Human Computer Interaction research for IBM Research in India. His collaborations with research labs and various academic institutes across Latin America, Asia and Africa, invests in developing research technologies that can add value and help differentiate the IBM Human Computer Interaction portfolio.
In 2014, he has been focusing on Mobile Education, Mobile Healthcare, Data Visualization and the mobile sensing technologies. His personal interest is to build novel interaction systems, mostly focusing on the mobile platform and developing regions.
Prior to this, he was working on the design and the user experience of World Wide Telecom Web (Spoken Web), helping the designed telephony conversational solutions aimed to increase penetration of IT to the population at the bottom of the economic pyramid. His portfolio includes development for "Bottom of Pyramid communities", Web/Speech/ Gesture Interactions, glanceable visualizations, Intelligent User interfaces, Audio Integration methods and Usable Security.
Saurabh is an active ACM member and is active in several research communities, including Intelligent user interfaces (IUI), Human computer Interactions (CHI), Computer supported co-operative work (CSCW) information & Interactions (Interact, Mobile HCI) where he has co-organized/co-chaired conferences and workshops, and often serves on the reviewing committees for key conferences in these areas. He has also reviewed a book "IBM Worklight Development Essentials" book published by Packt Publication, London.
In particular, his past and present work/interests fall into these areas: -
1. Mobile Sensing and Novel Interactions
With the ubiquity and ever-increasing sensing capabilities of mobile devices they are becoming a powerful source to render basic needs and activities of Users. This project aims to investigate if mobile devices in current capabilities are able to trace a digital footprint of the user and provide a untethered information channel and if various sensors in mobile could be used to impart a seamless user experience for rendering the information.
2. Mobile Education:
With growing touchscreen devices in developing world, the project investigates a sensor driven approach to impart educational content, such as MOOCs, on personal mobile devices and to increase the user experience in learning. (e.g., self discovery/assessment, social engagements, product or career recommendations).
3. Mobile Health care :
Owing the shyness, cultural constraints and social stigmas on health related topics to developing regions, this project explores if novel techniques for information delivery and hyper-personalized experience can help an individual for better understanding of the topic, to make informed decisions personally as well as to motivate the society at-large. Collaborating with IIT Guwahati (Prof. Keyur Sorathia & Team), an Information system Chetna + has been designed which works largely on gestures and delivers information on Maternal healthcare to low literate users. Early research included, design on speech based information delivery system on resource-constrained mobile phone to help in educating low literate women for Cervical Cancer.
4. Gamification for Usable Security
While there has been significant research done to determine how human behavior affects authentication techniques in the developed world, much less attention has been paid to devising novel authentication techniques for users in developing regions. In this project, we consider authentication mechanisms that rely on shared information possessed by members of a social network. We investigate how ties within the close-knit social structures in developing regions, or concept of gamification can be leveraged to provide an authentication mechanism for mobile phones users.
Autistic children and challenged learners in developing countries are often marginalized. This project aims to explore embodied interaction and learning experiences within the classroom environment, using computer supported cooperative gameplay. The research goals are to investigate the general perception of embodied learning, and if these system actually affects Child’s learning, reactions and behavior. Collaborating with University of Tampere (Prof. Markku Turunen and Sumita Sharma), a set of gesture based games, have been designed & implemented to help these children in learning and collaboration. Preliminary Studies have indicated a strong preference for embodied interactions for learning. Further, they have also illustrated a potential of motivating social interaction by virtue of joint attention and collaborative learning in terms of their improved mathematical ability.
6. Mobile Interactions and Voice User interfaces in developing Regions. (Spoken web)
Voice-based services are critical in developing countries, particularly in regions with high illiteracy rates. Designing Voice User Interfaces for these populations adds complexities, however, due to variations in spoken language and the user’s lack of familiarity with navigation models. This project aims to compare different navigational methods for usability and determine the preferred design of the voice user interface for these communities.