- Innovative Human-Technology Interaction
- Innovative Approaches in Technology and Social Development
- Technology Use by Older Adults
- Usability and User Interface Design
- Persona Design and Applications
- ICT in Developing Communities
- Assistive Technology in Communication and Mobility
- Child Development and Digital Technology
- Design Education and Practice
- Interactive and Immersive Displays
- Digital Accessibility for Disabilities
- Animal Vocal Communication and Behavior
- Autism Spectrum Disorder Research
- Context-Aware Activity Recognition Systems
- Animal and Plant Science Education
- Species Distribution and Climate Change
- Data Visualization and Analytics
- Information Systems Theories and Implementation
- Sharing Economy and Platforms
- Transportation and Mobility Innovations
- Crafts, Textile, and Design
- Environmental Education and Sustainability
- Educational Games and Gamification
- Impact of Technology on Adolescents
- Music and Audio Processing
Queensland University of Technology
2016-2025
Australian Research Council
2025
The University of Queensland
2000-2024
Interaction Design (United Kingdom)
2008
Stanford University
1990-2002
Within HCI, aging is often viewed in terms of designing assistive technologies to improve the lives older people, such as those who are suffering from frailty or memory loss. Our research adopts a very different approach, reframing relationship wisdom, creativity and invention. We ran series workshops where groups retirees, aged between early 60s late 80s, used MaKey inventor's toolkit. asked them think about inventing future suggest ideas for new technologies. findings showed that they not...
The application of Artificial Intelligence (AI) across a wide range domains comes with both high expectations its benefits and dire predictions misuse. While AI systems have largely been driven by technology-centered design approach, the potential societal consequences mobilized HCI researchers towards researching human-centered artificial intelligence (HCAI). However, there remains considerable ambiguity about what it means to frame, evaluate HCAI. This paper presents critical review large...
We present a review of literature from the fields gerontology, gerontechnology, HCI and government policy that deals with social technical solutions for ageing population. highlight common assumptions about people, which we argue are still embedded in much research related to domain ageing. This paper challenges six across four broad themes identified literature. It aims provide reminder resource designers eschew during designing technology 'older' users.
A prototype "messaging kettle" is described. The connected kettle aims to foster communication and engagement with an older friend or relative who lives remotely, during the routine of boiling kettle. We describe preliminary encounters findings from demonstrating a working in morning tea gatherings people their 50s-late 70s introducing it into homes two 80s live on another continent. Key are that: concept keeping touch around "habituated object" such as was well received; Simple varied...
Active language use refers to people's of a in their everyday lives and activities. Tangible User Interfaces (TUIs) can facilitate children's participation activities such as learning, communication, storytelling, social play. However, few TUI projects take the lens active use, exploit benefits tangibles for maintaining revitalising endangered languages. We present Crocodile Language Friend, co-designed with Wujal community, foster Kuku Yalanji Aboriginal language. contribute discussion ways...
AbstractA carer or teacher often plays the role of proxy spokesperson for a person living with an intellectual disability form cognitive sensory impairment. Our research undertook co-design people and impairments their proxies in order to explore new ways facilitating communication. We developed simple functioning interactive prototypes support diverse range competencies communicate use. Deployment enabled use, appropriation design after by our two participant groups; adults children...
This paper explores an emerging paradigm for HCI design research based primarily upon engagement, reciprocity and doing. Much begins with investigatory analytic ethnographic approach before translating to design. Design may come much later in the process never benefit community that is researched. However many settings it difficult researchers access privileged ethnographer position of observer investigator. Moreover rapid often does not seem best or most appropriate course action. We draw a...
Existing co-design methods support verbal children on the autism spectrum in design process, while their minimally-verbal peers are overlooked. We describe Co-Design Beyond Words (CDBW), an approach which merges existing with practice-based from Speech and Language Therapy child-led interests-based. These emphasise rich detail that can be conveyed moment, through recognising occurrences of, for example, Joint Attention, Turn Taking Imitation. worked autism-specific primary school over 20...
Ability-based design is a useful framework that centralizes the abilities (all users can do) of people with disabilities in approaching assistive technologies. However, although this aspires to support designing all kinds disabilities, it mainly effective supporting those whose be clearly defined and measured, particular, physical sensory attributes ability. As result, ability-based only provides limited guidance intellectual disability, cognitive, physical, sensory, practical vary along...
We propose a new research framework by which the nascent discipline of human-AI teaming can be explored within experimental environments in preparation for transferal to real-world contexts. examine existing literature and unanswered questions through lens an Agile approach construct our proposed framework. Our aims provide structure understanding macro features this landscape, supporting holistic into acceptability human team members affordances AI members. The has potential enhance...
There has been an increasing interest in objects within the HCI field particularly with a view to designing tangible interfaces. However, little is known about how people make sense of and support thinking. This paper presents study groups engineers using physical prototype designs, articulates roles that play supporting their design thinking communications. The finds heavily dependent upon objects, designers are active opportunistic seeking out props interpretation use object depends on...
This paper explores the use of probes in a very remote Australian Aboriginal community where rich traditional and post-colonial culture is worlds away from urban home research team. Cultural technology have seen an enormous uptake HCI as methods to develop inspiration insights into culture. Typically they are left behind, unmanned probes, collect send data (or inspiring contributions) back design We investigate how align with indigenous ways knowing, particular preference for situated...
People with intellectual disability are keen users of information technology, but the need for spelling and typing skills often presents a barrier to media search access. The paper study understand how people disabilities can use Voice Activated Interfaces (VAIs) access assist in daily activities. involves observations video analysis 18 adults using VAIs performing 4 tasks: calibrating VAIs, voice assistant (Siri or Google) images, query Youtube, perform task (managing calendar, finding...
This paper presents co-design fiction as an approach to engaging users in imagining, envisioning and speculating not just on future technology but life through co-created fictional works. Design research is often created or written by researchers. There relatively little critical discussion of how co-create design fictions with end-users, the concomitant opportunities challenges this poses. To fill gap knowledge, we conducted workshops nine older creative writers, utilising prompts inspire...
We introduce the IoT Un-Kit Experience, a co-design approach that engages people in exploring, designing and generating personally meaningful applications also serves as means to explore kit design through in-home workshops. represents seemingly uncompleted set of sensors, actuators media elements have decontextualized appearance - unfinished state, undefined purpose unboxed form. The emphasises users contemplating experiencing their familiar space detailed layered conversation with...
ABSTRACT Intense public scrutiny of mothering practices continues to perpetuate unhelpful narratives maternal smartphone use as ‘risky’ and ‘harmful’, positioning mothers experience guilt judgement around their use. Yet despite this, the ubiquity digital device ownership means are increasingly using smartphones infants (birth–12 months). This article presents a single case analysis video‐recorded interactional episode between mother at home with her 3‐month old infant smartphone....
X-ray images are vital in medical diagnostics, but their effectiveness is limited without clinical context. Radiologists often find chest X-rays insufficient for diagnosing underlying diseases, necessitating the integration of structured features with radiology reports. To address this, we introduce DALL-M, a novel framework that enhances datasets by generating contextual synthetic data. DALL-M augments patient data, including signs (e.g., heart rate, oxygen saturation), findings lesion...
Designers and artists have integrated recent advances in interactive, tangible ubiquitous computing technologies to create new forms of interactive environments the domains work, recreation, culture leisure. Many designs technology systems begin with workplace mind, function, ease use, efficiency high on list priorities. [1] These priorities do not fit well works designed for an art environment, where aims are many, focus utility functionality is support a playful, ambiguous or even...
Since the advent of participatory design in work democracy projects 1970s and 1980s Scandinavia, computing technology people's engagement with it have undergone fundamental changes. Although continues to be a precondition for designing that aligns human practices, motivations engage changed, new era requires formats are different from original ones. Through analysis three case studies, this paper seeks explain why must brought bear on field ubiquitous computing, how challenges thinking. In...
The Internet of Things is a vision for world interconnected smart devices. We present an alternative based on review literature that emphasizes the importance and role objects in social relations. situate this work relation to conceptual understanding sociality, note some methodological implications more object-centred sociality may suggest design opportunities alongside emerging Things.
This paper presents the concept of technology individuation and explores its role in design. Individuation expresses how, over time, a becomes personal intimate, unique purpose, orchestrated place, how people eventually come to rely on it sustain connection with others. We articulate this as critical vantage point for designing augmented everyday objects Internet Things. foregrounds aspects habituation, routines arrangements that through practices reveal meaning, reflect self-identity support agency.
We introduce the Ambient Birdhouse, a novel IoT design for home that seeks to encourage awareness and discovery of birds outside. People increasingly have routines technologies disconnect them from nature. Moreover are hard come know, seen but not heard, heard seen, or simply around when we not. The Birdhouse aims reconcile these positions, by using local bird media leverage people's playfulness curiosity, calmly sustain interest over time ultimately garner engagement in nature conservation...
We propose the concept of "Situational When", an approach to understanding time in interface design not as a point on calendar or clock, but set converging circumstances that constitute "the time" for happenings take place. Time is encoded both explicitly and implicitly designed products. However, many technologies propagate business-centric, modernist values such scheduling efficiency, marginalize broader socio-cultural aspects which activities are nonetheless contingent, e.g. right people,...
Simple smart home sensors, e.g. for temperature or light, increasingly collect seemingly inconspicuous data. Prior work has shown that human sensemaking of such sensor data can reveal domestic activities. Such presents an opportunity to empower people understand the implications simple sensors. To investigate, we developed and field-tested Guess Data method, which enabled use make sense live from their homes collectively interpret reflect on anonymized in our study. Our findings show how...