- Innovative Human-Technology Interaction
- Impact of Technology on Adolescents
- Digital Games and Media
- Media Influence and Health
- Museums and Cultural Heritage
- Animal and Plant Science Education
- Human-Animal Interaction Studies
- Usability and User Interface Design
- Persona Design and Applications
- Cultural Heritage Management and Preservation
- ICT in Developing Communities
- Innovative Teaching and Learning Methods
- Digital Mental Health Interventions
- Image Processing Techniques and Applications
- Gender, Feminism, and Media
- Personal Information Management and User Behavior
- Information and Cyber Security
- Library Collection Development and Digital Resources
- Animal Behavior and Welfare Studies
- Information Retrieval and Search Behavior
- Business Process Modeling and Analysis
- Mobile Learning in Education
- Geographies of human-animal interactions
- Artificial Intelligence in Games
- Paranormal Experiences and Beliefs
The University of Melbourne
2015-2024
Atrium Health Wake Forest Baptist
2021
Virginia Commonwealth University
2018
AID Atlanta
2016
Keele University
2010-2014
Ames Research Center
2003
Mexican Institute of Petroleum
2002
Edith Cowan University
1999-2000
Robert Gordon's College
1990
UNSW Sydney
1983
People routinely regulate their emotions in order to function more effectively at work, behave appropriately social situations, or simply feel better. Recently, researchers have begun examine how people shape affective states using digital technologies, such as smartphones. In this article, we discuss the emergence of emotion regulation, both a widespread behavioral phenomenon and new cross-disciplinary field research. This bridges two largely distinct areas enquiry: (a) psychological...
A persistent problem in the management of response to disasters is lack coordination between various agencies involved. This paper reports a case study inter-agency co-ordination during railway accident UK. The examined two potential sources difficulty for coordination: first, poorly shared mental models; and, second, possible conflict requirements distributed decision-making and nature individual decision-making. Interviews were conducted with six individuals from three agencies. Analysis...
This paper presents findings from a study of boardgamers which stress the importance materiality modern boardgames. It demonstrates that is one four significant factors in player experience tabletop gaming and describes domains boardgaming settings. Further, building on understanding non-use HCI, it boardgames as unique situation parallel use, users simultaneously engage with single game both digital material, non-digital environments.
Animal conservation organisations occasionally harness depictions of animals using digital technology to inspire interest in, and concern for animals. To better understand the forms empathy experienced by people observing animal-computer interaction, we designed studied an interactive installation orangutans at a zoo. Through collaborative design established understanding zoos' objectives strategies related in zoo context. We deployed prototype installation, observed interviewed visitors who...
Two decades of focus on User Experience has yielded an array digital technologies that help people experience, understand and share emotions. Although the effects specific upon emotion have been well studied, less is known about how actively appropriate combine full range devices, apps services at their disposal to deliberately manage emotions in everyday life. We conducted a one-week diary study which 23 adults recorded interactions between technology use. They reported using diverse...
Purpose Many methodologies exist to assess the security risks associated with unauthorized leakage, modification and interruption of information used by organisations. This paper argues that these have a traditional orientation towards identification assessment technical assets. obscures key cultivation deployment organisational knowledge. The purpose this is explore how risk methods can more effectively identify treat knowledge business processes. Design/methodology/approach argument was...
This paper examines the complex relationship between competition and cooperation in boardgame play. We understand boardgaming as distributed cognition, where people work together a shared activity to accomplish game. Although players typically compete against each other, this is only possible through ongoing negotiate, enact maintain rules of In paper, we report on study playing modern boardgames. analyse how knowledge game's state amongst game components, examine different forms...
Demonstrations are a universal form of technical exchange in the world information technology (IT), but they get almost no mention its practical guides and theoretical accounts. To understand their structure, role status better, an interview study was carried out with experienced practitioners focusing on commercial presentations software to large organizations. Drawing Goffman's frame analysis, present-day IT demonstration is seen relation other members broader class technoscientific...
Our paper investigates how current digital technologies are sufficient, or insufficient, in supporting Kenyan transnationals practising indigenous knowledge. We first outline a view of knowledge, and then apply it to study diaspora Kenyans living Australia. The findings framed as nine techniques for sustaining displaced These appropriations suggest directions technology innovation, providing design considerations that translate, formulate support knowledge transnational contexts.
Despite considerable effort, most smokers relapse within a few months after quitting due to cigarette craving. The widespread adoption of mobile phones presents new opportunities provide support during attempts quit.To design and pilot app "DistractMe" enable quitters access share distractions tips cope with cravings.A qualitative study 14 who used DistractMe on their mobiles the first weeks quit attempt. Based interviews, diaries, log data, we examined how supported strategies.Three...
In creating digital technologies for animals, designers often seek to deploy and adapt human-centred techniques of interaction design. A significant challenge lies in enabling animals play an active generative role the design process. This is particular concern when primary objective address behavioural psychological needs animal users. collaboration with orangutans human stakeholders at a zoo, we conducted co-design create interactive installation enhance orangutans' wellbeing. paper...
Information security risk assessments (ISRAs) are of great importance for organisations. Current ISRA methods identify an organisation's risks and provide a measured, analysed profile critical information assets in order to build plans treat risk. However, despite prevalent use organisations today, current adopt limited view during identification. In the context day-to-day activities, people copy, print discuss information, leading 'leakage' assets. Employees will create unofficial as part...
Strong user engagement with digital technologies for behaviour change is often taken as a precursor to their longer-term efficacy. We critically examine this assumption through qualitative study of smoking cessation app, called NewLeaf, which allows quitters swap personal stories. The examined what influenced people engage or disengage and how the app was deployed in quit attempts during four week trial. Several properties swapped stories were reported promote engagement, including:...
Libraries increasingly offer much of their collection online, rendering it invisible or unavailable to readers who, for reasons information experience, prefer browse the shelves. Although evidence that shelf browsing is an important part behavior increasing, as a somewhat black box (in contrast web browsing, which relatively well understood). It seems likely from early work not, in fact, monolithic behavior, but rather set behaviors and goals. The typologies presented these works, however,...
The craft of stage magic is presented in this article as a site to study the interplay people and technology. focus on conjuring 19th early 20th centuries, time when magicians eagerly appropriated new optical, mechanical electrical technologies into their acts. Also at time, modern style emerged, characterized by minimal apparatus natural manner performance. Applying Lucy Suchman’s perspective human-machine reconfigurations, interpreted an form simulation, coupled with techniques...
We report a study to design and evaluate an app support pregnancy information provided women through Australian health service. As part of larger project provide prenatal resources for culturally linguistically diverse groups, this focused on the reception with local Vietnamese community professionals particular hospital. Our had three stages: initial workshop hospital; prototype development; prototype-based interviews focus groups women. explore how sort must be designed range different use...
Voice interaction is increasingly common in digital games, but it remains a notoriously difficult modality to design satisfying experience for. This partly due limitations of speech recognition technology, and the inherent awkwardness we feel when performing some voice actions. We present pattern language for elements help game makers explore describe approaches this challenge. define 25 patterns, based on survey 449 videogames 22 audiogames that use player's as an input affect state. The...
Organizations apply information security risk assessment (ISRA) methodologies to systematically and comprehensively identify assets related risks. We review the ISRA literature three key deficiencies in current that stem from their traditional accountancy-based perspective a limited view of organizational “assets”. In response, we propose novel rich description method (RDM) adopts less formal more holistic knowledge exist modern work environments. report on an in-depth case study explore...
Social support offers various benefits for health and behaviour change. However, previous work has shown that individuals are typically reluctant to ask on social network sites, unless they can present a changed, healthier identity. To examine the relationship between stage of change we conducted thematic analysis messages posted in public Facebook group people trying quit smoking. Our findings show kind exchanged online is related participants' Contrary our expectations, supportive...
Videogames are often played socially with both co-players and audiences. Audience members' experiences not well understood, nor the factors of videogaming sessions that influence their experience. We conducted a study to examine effects game physicality turn anticipation on audience in social sessions. Pairs participants games under three conditions (controller-based, Wii, Kinect) expectation turn-taking was manipulated. Their enjoyment, engagement, engagement sense participation were...