- Innovative Human-Technology Interaction
- Technology Use by Older Adults
- Child Development and Digital Technology
- ICT in Developing Communities
- Innovative Approaches in Technology and Social Development
- Persona Design and Applications
- Impact of Technology on Adolescents
- Interactive and Immersive Displays
- Information Systems Theories and Implementation
- Data Visualization and Analytics
- Music Technology and Sound Studies
- Digital Games and Media
- Design Education and Practice
- Autism Spectrum Disorder Research
- Media Influence and Health
- Virtual Reality Applications and Impacts
- Participatory Visual Research Methods
- Human Mobility and Location-Based Analysis
- Augmented Reality Applications
- Tactile and Sensory Interactions
- Usability and User Interface Design
- Teleoperation and Haptic Systems
- Opinion Dynamics and Social Influence
- Educational Games and Gamification
- Mobile Crowdsensing and Crowdsourcing
RMIT University
2024
University of Technology Sydney
2014-2023
Information Technology University
2015
Newcastle University
2011-2013
Aarhus University
2009-2010
The University of Melbourne
2005-2008
Tallaght University Hospital
2005
The widespread use of participatory design (PD) has meant that different approaches and conceptualisations exist in this field today. In article, it is argued one fruitful approach to rekindle a concern for values design, focusing upon as the engine drives activities PD. Drawing from authors' own PD projects, article shows how can be accomplished: through designers enacting their appreciative judgement by engaging dynamic dialogical process cultivating emergence values, developing them...
Randomness is being harnessed in the design of some interactive systems. This observed random blogs, web searching, and particular Apple's iPod Shuffle. Yet role randomness systems not well understood. paper reports on an empirical study examining influence user experience music listening. 113 instances self-reporting were collected analysed according to four themes: listening mode, content organisation, activities during listening, affective outcomes. The analysis provides insights into how...
Drawing from our PD projects, this paper shows how designers enact their appreciative judgment of values by engaging in a dynamic and dialogical process cultivating the emergence values, developing them, supporting grounding. The widespread Participatory Design (PD), have meant that different approaches conceptualization exist field today. We argue one fruitful approach is to rekindle concern for PD. This requires focusing upon as engine drives activities
Compared to previous head-mounted displays, the compact and low-cost Oculus Rift has claimed offer improved virtual reality experiences. However, how what kinds of user experiences are encountered by people when using in actual gameplay not been examined. We present an exploration 10 participants' playing a first-person shooter game Rift. Despite cybersickness lack control, participants experienced heightened experiences, richer engagement with passive elements, higher degree flow deeper...
This paper offers an HCI perspective on the emergent agenda of Internet Things (IoT). The purpose is to provide insights and resources for how could engage productively with IoT while it still evolving being realised. We examined reviewed HCI-related literature commercial products IoT, categorising a final collection 89 research papers 93 into two tables. Through this, we are able snapshot types, extent foci both efforts. It has also revealed trends, opportunities, as well gaps proceed when...
This study explores the effects that weather has on people's everyday activity patterns. Temperature, rainfall, and wind speed were used as parameters. People's daily patterns inferred, such place visited, time this took place, duration of visit, based GPS location traces their mobile phones overlaid upon Yellow Pages information. Our analysis 31,855 phone users allowed us to infer people more likely stay longer at eateries or food outlets, (to a lesser degree) retail shopping areas when is...
This paper surveys recent Internet of Things (IoT) related HCI literature, and examines it in light a comprehensive framework by Atzori et al. (2010). Mapping literature to this helped us understand the extent focus IoT efforts, including lack engagement with deeper human-centred perspectives IoT. It also revealed considerations for which we added framework. extended tool an audience that can be used 'thinking through' design technologies. We close demonstrating how has been found useful...
This paper discusses Participatory Design workshops that sought to enable ageing people articulate their core values in relation experiences of ageing. Our motivations were better understand how decide whether or not adopt and use particular technologies, gain insights into the kinds technologies might support aspirations as they age. We contribute current understandings people's values, including a range most important our participants, these are expressed experienced everyday lives,...
Iteration is a central feature of most HCI design methods, creating as it does opportunities for engagements with stakeholder groups. But what iteration demand those groups? Under conditions do iterative arise, and stakes? Building on experiences Aboriginal Australian communities, drawing feminist decolonial thinking, we examine the nature how frames encounters between use, focus affective dimension engagement in processes.
There is a growing interest in values-led inquiries within participatory design (PD). One approach argues that working with values recursive 3-phase process supports the emergence, development and grounding of values. This paper focuses solely upon this emergence phase, illustrating how we can support during initial phase inquiry. We do by drawing PD case where digital technology was designed to experiences young adults severe intellectual disabilities, an art museum. allows us describe...
Music shapes our social lives. While previous research has provided a foundational understanding of the affordances surrounding people's interactions with music, there is need to update this in light recent key developments digital technological landscape. This paper describes qualitative study activities and practices around music households. It extends by revealing impact technologies have on how, where, when, who occur. also reveals creative attempts design their musical experiences...
Mutual learning processes provide the context for this paper. We reflect on early research design process of an ongoing project that is investigating potential contributions Internet Things (IoT) to ageing well. While mutual assumed and embedded in Participatory Design tools methods, it was only when we explicitly used processes, as a resource project, could make clear accountable decisions about how proceed. The paper ends with reaffirmation importance Design, noting opportunities, even...
Due to the evolving nature of technology and its impact on individuals, communities society, practitioners designers in Human-Computer Interaction (HCI) are expected consider ethics their work. This role has inspired development a number resources for practice, such as tools, frameworks methods tackle ethical issues HCI. But these suffer from low adoption rate potentially because they not yet part standard body knowledge. To mitigate issue, we argue that there is an urgent need education...
Many people today have access to enormous libraries of digital content. Increasingly these contain personal content, consumed in support people's non-instrumental needs. If current trends persist, repositories will only increase. Having choose from so much could be unpleasant especially the absence strong preferences. This raises some concerns for user experience (UX) design. Approaches such interactions should not optimized UX but must also users' People face this predicament during music...
Participation is of high relevance to the CHI Design community. Participatory work has been performed with very different intentions: democratize design process; better inform new systems; engage public in construction their own futures; or simply appease funding commitments. Whilst this increased attention lead a large amount methodological innovation, little effort spent reflecting on why various participatory approaches should, should not be, used and how we can assess impacts process...
Community + Culture features practitioner perspectives on designing technologies for and with communities. We highlight compelling projects provocative points of view that speak to both community technology practice the interaction design field as a whole. --- Christopher A. Le Dantec, Editor
Designing new technologies to support the lived experience of dementia is increasing interest within HCI. While there guidance on qualitative research methods use in areas such as dementia, a need for more appropriate ways younger demographic. In Younger Onset Dementia (YOD), circumstances and experiences are markedly different from later stage life requiring approach. This paper presents insights into approaches used fieldwork with five people living YOD; where they engaged co-researchers...
The effect of weather on social interactions has been explored through the analysis a large mobile phone use dataset. Time spent calls, numbers connected ties, and tie strength were used as proxies for interactions; while conditions characterized in terms temperature, relative humidity, air pressure, wind speed. Our results are based full calendar year data 22,696 users (53.2 million call logs) Lisbon, Portugal. suggest that different parameters have correlations to level character...
Assistive tools are commonly used to aid children experiencing emotional developmental problems associated with psychological disorders, such as autism spectrum disorders (ASDs). In many cases early intervention is crucial ease the struggle identify key facial expressions and emotions they convey. Combining automatic expression recognition technology real-time feedback on player performance, CopyMe an iPad game that aims provide a means for learn demonstrate emotions. this paper, we discuss...
Think-aloud protocols are commonly used to evaluate player experiences of video games but suffer from a lack objectivity and timeliness. On the other hand, quantitative captures physiological data effective; providing detailed, unbiased continuous responses players, contexts for interpretation. This paper documents how both approaches could be together in practice by comparing video-cued retrospective think-aloud collected during gameplay experiment. We observed that many interesting did not...