- Innovative Human-Technology Interaction
- Child Development and Digital Technology
- Digital Games and Media
- Interactive and Immersive Displays
- Impact of Technology on Adolescents
- Tactile and Sensory Interactions
- Museums and Cultural Heritage
- Participatory Visual Research Methods
- Virtual Reality Applications and Impacts
- ICT in Developing Communities
- Social Media and Politics
- Gender, Feminism, and Media
- Augmented Reality Applications
- Geographies of human-animal interactions
- Focus Groups and Qualitative Methods
- Creativity in Education and Neuroscience
- Cultural Heritage Management and Preservation
- Digital Storytelling and Education
- Innovative Approaches in Technology and Social Development
- Persona Design and Applications
- Green IT and Sustainability
- Hand Gesture Recognition Systems
- Child Therapy and Development
- Technology Use by Older Adults
- Evacuation and Crowd Dynamics
Northumbria University
2017-2023
University Ucinf
2019
Newcastle University
2010-2016
University of Newcastle Australia
2010
Women's understandings of their own intimate anatomy has been identified as critical to women's reproductive health and sexual wellbeing. However, talking about it, seeking medical help when necessary well examining oneself in order 'know' is complicated by social-cultural constructions the vagina, i.e. it something private, shameful not be talked about. In response this, we designed Labella, an augmented system that supports bodily knowledge pelvic fitness women. It combines a pair...
Design and digital technologies to support a sense of self human relationships for people living with dementia are both urgently needed. We present an enquiry into design facilitated by public art commission adult mental health unit in hospital the UK. The interactive piece was informed notion personhood that foregrounds person's social being interpersonal as sites where is maintained constructed. How clients, clients' family members staff used reported insights related notions home,...
This paper presents an ethnographic study exploring the role of props and music in dementia care order to engage participants inform design. Our findings extend current understandings participation reveal that a more nuanced view is required when designing context. work suggests sessions for people with about touch intimacy, connection via movement, shifting roles, materiality using disengage. We discuss these themes, their implications Experience-Centered Design offer set future directions...
Pornography is a substantial part of humans' everyday interaction with computers, yet to date the topic has been underconsidered by HCI. Here, we examine some common cultural ideals non-experts constructed "new" pornographic experience - Virtual Reality (VR) Porn through use "Story Completion Method". Forty five participants completed story stem about male character who was have his "very first virtual reality porn experience". Through our analysis, demonstrate narrative "perfect", idealised...
This paper describes three interactive artefacts created for a children's exhibition intended to encourage creativity and allow educational opportunities emerge naturally through playful exploration. We describe five sensibilities that were used inform our designs: considering as resources scaffolds imaginative engagement, rewarding extended investment, facilitating requisite unpredictability, encouraging an orientation participation, permitting multiple loci interaction. Based on...
Expressiveness, which we define as the extent to rich and complex intent can be conveyed through action, is a vital aspect of many human interactions. For instance, paint on canvas said an expressive medium, because it affords artist ability convey multifaceted emotional intricate manipulations brush. To date, touch devices have failed offer users level expressiveness in their interactions that rivals experienced by painter those completing other skilled physical tasks. We investigate how...
We consider the role of making in current HCI design practices and how it may affect wellbeing those who participate these processes. Through an exploration psychological concepts their connection to experiences, we suggest that can facilitate support both hedonic eudemonic facets wellbeing. illustrate this context three case studies engaged people creative activities as part user-centered Based on our argue researchers ought be mindful potential impact processes have participants provide...
We consider the role and design of digital technologies in play therapy settings with young children. Through an aggregation researcher practitioner literature, results discussions therapists counselors, we propose a set requirements for that support non-directive within context. explore how to these complex through development evaluation Magic Land, four applications interactive tabletop. Based on our experiences recommend designers create toys, which opportunities would not normally be...
In this paper, we describe a user-centred design process, where engaged with 58 adolescents over an 18-month period to and evaluate multiplayer mobile game which prompts peer-led interactions around sex sexuality. Engagement our response game, has been enthusiastic, highlighting the rich opportunities for HCI contribute constructively how may sexual health in adolescents. Based on experiences discuss three lessons learnt: lightweight digital approaches can be extremely successful at...
The emergence of fake news, as well filter bubbles and echo chambers, has precipitated renewed attention upon the ways in which news is consumed, shared reflected commented upon. While online comments sections offer space for pluralist critical discussion, studies suggest that this rarely occurs. Motivated by common practices annotating, defacing scribbling on physical newspapers, we built a mobile app -- Newsr supports co-annotation, form graffiti, articles, evaluated in-the-wild one month....
We report on a design-led study in the UK that aimed to understand barriers children (aged 5 14 years) 'playing out' their neighbourhood and explore potential of Internet Things (IoT) for supporting children's free play extends outdoors. The forms design ethnography, combining observational fieldwork with prototyping co-creative activities across four linked workshops, where we used BBC micro:bit devices co-create new IoT designs participating children. Our collective account contributes...
Music listening practices are changing. Mobile, networked devices now offer rich opportunities not just for personal music consumption but also personally broadcasting and sharing digital meta-data concerning tastes, preferences general habits. However, experiences of on the move how this has been impacted by developments in mobile technology remain under-explored. In paper we present an empirical study sociality experiences, "in wild", using a new location-based music-sharing application...
In playground games, an important part of engagement occurs in the physical space where people focus on each other's movements. contrast, digital games often via a screen. By combining elements with ideas we identify new design opportunities players are given freedom to play face-to-face. During Game Jam workshop, explore this by looking at innovative ways that technology can respond movement. We find removing disparity between player movement and its representation, concentrate other enjoy...
Multi-player computer games are increasingly being designed to engage with interpersonal bodily interactions, however, their focus is often limited facilitating direct body contact. In contrast, we propose that designers foster varying levels of contact through the design shared controller interactions introduce new types gameplay affords players a more nuanced engagement concept socially and personally mediated body-space in games. We explore this our game intangle, where participants...
This paper explores the value of a participant-led walking method, during which matters place in urban or rural contexts are explored. While walking, diverse dataset is collected, including audio recordings, photographs, GPS tracks, as well three words that participants prompted for at each stop along walk via bespoke web application. We used this approach an community UK and Greece part ongoing place-based initiatives. Our findings show how connected personal emotional stories with...
We detail the design of Department Hidden Stories (DoHS), a mobile-based game to support playful digital storytelling among primary school children in public libraries. Through process iterative collaboration with library staff and children's writers we designed DoHS potential for through interactions books. A deployment two classes 8 10 years olds as part their regular visits revealed insights related how balance expectations child-at-play requirement further develop creative reading...
Volunteers are an underused but important resource in presenting plural heritages within large heritage organizations. We report on a qualitative study at site the UK which combined explorations of volunteers' practice and digital design. The comprised observational fieldwork with co-creative activities across eight linked workshops, where we explored volunteers, how might leverage existing working structures to make new design prototypes. Our collective account contributes insights...
Movement-based digital games typically make it clear whose movement representation belongs to which player. In contrast, we argue that selectively concealing controls can facilitate engaging play experiences. We call this "innominate representation" and explore opportunity through our game "i-dentity", where players have guess who makes everyone's controller light up based on his/her movements. Our work reveals five dimensions for the design of innominate representation: association between...
We report on the design of Talk About Sex, a multiplayer mobile phone game designed for young people to facilitate and enable discussions around subjects sex, intimacy relationships. discuss how we used 'sex as framing design', combining concepts consent, subtlety, trust develop sensitive yet dynamic design.
Co-design with communities interested in heritage has oriented itself towards designing for polyvocality to diversify the accepted knowledges, values and stories associated places. However, engagement theory only recently been addressed HCI design, resulting some previous work reinforcing same realities that designers set out challenge. There is need an approach supports settings working critically capture values, authorised narratives reflect on how these are negotiated presented designs...
Motivated by the effects of filter bubble and echo chamber phenomena on social media, we developed a smart home device, Spkr, that unpredictably "pushes" socio-political discussion topics into home. The device utilised trending Twitter discussions, categorised their alignment, to present people with purposefully assorted range viewpoints. We deployed Spkr in 10 homes for 28 days diverse participants interviewed them about experiences. Our results show presents novel means combating selective...
We describe a Research-through-Design (RtD) project that explores the Internet of Things (IoT) as resource for children's free play outdoors. Based on initial insights from design ethnography, we developed four RtD prototypes social in different scenarios use outdoors, including congregating street or park to physical games with IoT. observed these by children their two community settings, and report qualitative analysis our fieldwork. Our findings highlight designs' material qualities...
Student mental health and wellbeing have come under increased scrutiny in recent years. Postgraduate research (PGR) students are at risk of experiencing concerns this, with the often isolated competitive nature their work, can impact sense community social connectedness. In response to these concerns, we designed Pears, a system connect PGR for regular “pearings” (in-person meetings) provide activities promote reflection conversation. A four-week evaluation Pears 15 highlighted its potential...
The recent proliferation of a reality TV genre that focusses on welfare recipients has led to concerns prime-time media experiences are exacerbating misconceptions, and stifling critical debate, around major societal issues such as reform poverty. Motivated by arguments 'second screening' practices offer opportunities engage viewers with political concern, we describe the design evaluation two smartphone apps facilitate promote more live-viewing TV. Our apps, Spotting Guide Moral Compass,...