- Innovative Human-Technology Interaction
- Virtual Reality Applications and Impacts
- Pediatric Pain Management Techniques
- Technology Use by Older Adults
- Color perception and design
- Simulation-Based Education in Healthcare
- Impact of Technology on Adolescents
- Design Education and Practice
- Persona Design and Applications
- Ergonomics and Musculoskeletal Disorders
- Flow Experience in Various Fields
- Music Therapy and Health
- Stroke Rehabilitation and Recovery
- Digital Mental Health Interventions
- Cardiac Arrest and Resuscitation
- Autism Spectrum Disorder Research
- Empathy and Medical Education
- Pain Management and Placebo Effect
- Nonprofit Sector and Volunteering
- Effects of Vibration on Health
- Child Development and Digital Technology
- Cerebral Palsy and Movement Disorders
- Educational Games and Gamification
- Cancer survivorship and care
- Family and Patient Care in Intensive Care Units
The University of Sydney
2017-2025
Faculty of Design
2019
Swinburne University of Technology
2015-2016
Polytechnique Montréal
2014-2015
AbstractThis paper describes passenger comfort as an experience generated by the cabin interior features. The findings of previous studies are affirmed regarding a set 22 context Passengers certain level when these features impact their body and elicit subjective perceptions. New characterise perceptions in form eight themes outline particular eliciting Comfort is depicted complex construct derived passengers' beyond psychological (i.e. peace mind) physical well-being) aspects, includes...
Recent research suggests that virtual reality (VR) games can engage players in physical activity with high levels of enjoyment. Understanding users' motivation to and enjoy immersive VR exercise platforms is thus important designers. We designed a platform conducted an experiment two conditions, one static user interface (UI) the other open world environment. Across participants there was significantly (p = 0.03*) greater enjoyment reported compared UI. Enjoyment both UI conditions...
Virtual reality (VR) technology has been explored in the health sector as a novel tool for supporting treatment side effects, including managing pain and anxiety. VR recently become more available with launch of low-cost devices apps.This study aimed to provide an updated review research into use anxiety pediatric patients undergoing medical procedures. Specifically, we wanted gain understanding techniques goals used selecting or designing apps this context.We performed scoping review. To...
Walking meditation is a form of mindfulness training, where the act walking provides rhythmic meter for attentional focus. Whilst digital technologies to support sitting and practices exist, less explored first person in-the-moment experience technology-mediated meditation. We present study group meditation, with without an interactive soundscape modulated by one practitioner's brainwave data. Six workshops were conducted novice advanced practitioners, involving guided body scan, writing...
Body maps are visual documents, where somatic experiences can be drawn onto a graphical representation of an outline the human body. They hold ability to capture complex and non-explicit emotions felt sensations, elaborating narratives that cannot simply spoken. We present illustrative example "how-to" complete body map, together with four case studies provide examples using in design research. identify five uses as generative tools for soma-based design, ranging from sampling bodily...
Traditional methods for assessing memory are expensive and have high administrative costs. Memory assessment is important establishing cognitive impairment in cases such as detecting dementia older adults. Virtual reality (VR) technology can assist better quality outcome crucial screening by supporting the well-being of individuals offering them an engaging, cognitively challenging task that not stressful. However, unmet user needs compromise validity outcome. Therefore, adults must address...
While research on wellbeing within Human-Computer Interaction (HCI) is an active space, a gap between and practice persists. To tackle this, we sought to identify the practical needs of designers in taking into practice. We report 15 semi-structured interviews with from four continents, yielding insights design tool use generally requirements for tools specifically. then present five resulting concepts, two which were further developed prototypes tested workshop 34 interaction HCI...
Traditional methods of delivering Advanced Life Support (ALS) training and reaccreditation are resource-intensive costly. Interactive simulations gameplay using virtual reality (VR) technology can complement traditional processes as a cost-effective, engaging, flexible tool.
Violence and aggression are significant workplace challenges faced by clinicians worldwide. Traditional methods of training consist "on-the-job learning" role-play simulations. Although both approaches can result in improved skill levels, they not without limitation. Interactive simulations using virtual reality (VR) complement traditional processes as a cost-effective, engaging, easily accessible, flexible tool.In this exploratory study, we aimed to determine the feasibility barriers verbal...
Trauma-informed design is an important yet challenging area due to required expertise for careful engagement with the vulnerable and traumatized person, particularly children. While technologies have potential generate value person experience of trauma, risk exposing them additional trauma research has ethical implications. We explore this space by engaging therapists social workers as dyads proxies parents children a history trauma. conducted study participatory workshop understand how...
Designing technologies in the palliative care environment is difficult due to sensitivity of context and vulnerability patients their families a critical stage life. We conducted two focus groups with 9 healthcare workers capture sociotechnical imaginaries support physical, psychological, social spiritual aspects patient environment. The findings reveal recurring themes care: expressing respect safe spaces, transitioning into unknown experiencing home again, taking opportunities for...
In this article, we present our research using design fiction to explore future wellbeing technologies for older adults. "For Good Times and Bad Times" is a representing range of emotional, qualitative, functional goals associated with health technology. We invited small cohort experts participate in wearable monitoring device co-creation session, then older-aged participants review reflect on crafted from the experts' findings set psychological needs values that have been devices. The...
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...
Aircraft passenger comfort experience was previously defined based on its underlying thematic components representing passengers' perception of the environmental elements and their link to concerns.This paper aims 1) identify aircraft attitudes towards personal shared space in cabin environment during flight which are linked 2) highlight concerns associated with those attitudes.A sample involving 16 participants conducted, collecting full accounts real-time experiences onboard commercial...
Volunteering benefits those who receive and provide help. Yet barriers can inhibit engagement with motivation for volunteering activities. Online environments on one hand help to lower some of these barriers, but the other they introduce new obstacles specially when medium transforms social interactions important volunteers. We study motivational drivers online volunteering, how are affected by design. Specifically, we focus relatedness as a source motivation. describe two studies volunteers...
Current research into virtual reality (VR) use during chemotherapy shows that it can be an effective distraction intervention. However, there is limited in adult patients and to investigate how VR sustainably implemented health care organizations.The aim of this study was explore the feasibility acceptability using for undergoing chemotherapy, identify factors would enable sustained organizations.Patients were recruited participate a intervention infusion. Participants observed session...