Daniel Gooch

ORCID: 0000-0003-1936-3103
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About
Contact & Profiles
Research Areas
  • Innovative Human-Technology Interaction
  • Team Dynamics and Performance
  • Usability and User Interface Design
  • Technology Use by Older Adults
  • Smart Cities and Technologies
  • Digital Mental Health Interventions
  • Innovative Approaches in Technology and Social Development
  • IoT and Edge/Fog Computing
  • Context-Aware Activity Recognition Systems
  • Educational Games and Gamification
  • Health disparities and outcomes
  • Impact of Technology on Adolescents
  • Child Development and Digital Technology
  • ICT in Developing Communities
  • Knowledge Management and Sharing
  • Online Learning and Analytics
  • Persona Design and Applications
  • Aging and Gerontology Research
  • Teaching and Learning Programming
  • Interactive and Immersive Displays
  • Homelessness and Social Issues
  • Artificial Intelligence in Healthcare and Education
  • Personal Information Management and User Behavior
  • Digital Marketing and Social Media
  • Total Knee Arthroplasty Outcomes

The Open University
2016-2025

Loughborough University
2021

University College London
2014-2016

University of Bath
2010-2014

Society is become increasingly reliant on data, making it necessary to ensure that all citizens are equipped with the skills needed be data literate. We argue foundations for a literate society begin by acquiring key literacy competences in school. However, as yet there no clear definition of what these should be. This paper explores different perspectives currently offered both and statistical then critically examines extent address needs today’s society. survey existing approaches teaching...

10.15353/joci.v12i3.3275 article EN cc-by-nc-sa The Journal of Community Informatics 2016-08-09

The neurodiversity movement seeks to positively reframe certain neurological conditions, such as autism spectrum disorders (ASD) and dyslexia, by concentrating on their strengths. In recent years, neurodiverse children have increasingly been involved in the technology design process, but approaches adopted focused mostly overcoming difficulties of working with these children, leaving strengths untapped. We present a new participatory (PD) framework, Diversity for Design (D4D), which provides...

10.1145/2556288.2557244 article EN 2014-04-26

Many Smart City projects are beginning to consider the role of citizens. However, current methods for engaging urban populations in participatory design (PD) activities somewhat limited. In this article, we describe an approach taken empower socially disadvantaged citizens, using a variety both social and technological tools, project. Through analysing nature citizens’ concerns proposed solutions, explore benefits our approach, arguing that citizens can uncover hyper-local provide foundation...

10.1145/3139398 article EN ACM Transactions on Computer-Human Interaction 2018-01-30

The concept of gamification is receiving increasing attention, particularly for its potential to motivate students. However, date the majority studies in context education have predominantly focused on University This paper explores how could potentially benefit a specific student population, children with dyslexia who are transitioning from primary secondary school. Two teachers specialist teaching centres used classDojo, platform, during their sessions one term. We detail appropriated...

10.1145/2858036.2858231 article EN 2016-05-05

Cheating has been a long-standing issue in university assessments. However, the release of ChatGPT and other free-to-use generative AI tools provided new distinct method for cheating. Students can run many assessment questions through tool generate superficially compelling answer, which may or not be accurate. We ran dual-anonymous “quality assurance” marking exercise across four end-of-module assessments distance computer science (CS) curriculum. Each marker received five ChatGPT-generated...

10.1145/3633287 article EN ACM Transactions on Computing Education 2023-11-21

The technological focus of many Smart City projects relies on top-down innovations, ignoring the role that citizens can play in improving their local communities. In this paper we outline our approach to supporting playing an active urban innovation, from crowdsourcing initial ideas through facilitating citizen involvement realization community projects. This extends previous work field by exploring how go beyond identifying issues and securing a commitment assisting project intended address...

10.1145/2800835.2801622 article EN 2015-01-01

The investment of effort into personal communication can be highly meaningful to people, and has particular significance for the mediation close relationships. This paper presents qualities that are seen valuable. Furthermore, we consider how these might sensitise designers technologies meaningfulness effort. We report a qualitative study focusing on individual descriptions invested everyday correspondence. encapsulate our findings in form five characterise valued effort: discretionary...

10.1145/2998181.2998184 article EN 2017-02-14

There is a growing body of work in HCI on the design communication technologies to help support lovers long distance relationships. We build upon this by presenting an exploratory study hand-holding prototypes. Our distinguishes itself basing metaphors elements familiar, simple co-located behaviours. argue that combined evocative power unique co-created physical representations absent other can be used separated generate powerful and positive experiences, turn sustaining romantic connections...

10.1145/2380116.2380138 article EN 2012-10-05

Choosing the right technologies to build an urban-scale IoT system can be challenging. There is often a focus on low-level architectural details such as scalability of message handling. In our experience building information requires high-level holistic approach that mixes traditional data collection from vendor-specific cloud backends, together with collected directly embedded hardware and mobile devices. Supporting this heterogeneous environment prove challenging lead complex systems are...

10.1145/2962735.2962747 article EN 2016-05-24

Activity recognition using wearable sensors has become essential for a variety of applications. Tri-axial accelerometers are the most widely used sensor activity recognition. Although various features have been to capture patterns and classify accelerometer signals recognise activities, there is no consensus on best choose. Reducing number can reduce computational cost complexity enhance performance classifiers. This paper identifies signal that significant discriminative power between...

10.3390/s22197482 article EN cc-by Sensors 2022-10-02

Any interactive communication system can support personal relationships by facilitating a welcome and timely presence of an absent person in the mind other. This paper presents consideration how short-term feelings, as experienced during acts communication, relate to relationship's longer term feelings towards one another. Through 21-day study with 63 participants, we report ratings Closeness Social Presence (SP) evidence that links two concepts temporally distinct aspects emotional...

10.1093/iwc/iwu020 article EN Interacting with Computers 2014-06-04

Impact is embedded in today's research culture, with increasing importance being placed on the value of to society. In interdisciplinary and cross‐sector projects, team members may hold distinct views types impact they want create. Set context an interdisciplinary, project comprised partners from academia, industry, nonprofit sector, our paper unpacks how these diverse understand impact. Our analysis shows that projects offer a unique opportunity create number different levels. Moreover, it...

10.1002/asi.23658 article EN Journal of the Association for Information Science and Technology 2016-04-04

The emergence of ubiquitous computing (UbiComp) environments has increased the risk undesired access to individuals’ physical space or their information, anytime and anywhere, raising potentially serious privacy concerns. Individuals lack awareness control vulnerabilities in everyday contexts need support care regulating disclosures digital selves. Existing GUI-based solutions, however, often feel physically interruptive, socially disruptive, time-consuming cumbersome. To address such...

10.1145/3430506 article EN ACM Transactions on Internet Technology 2021-02-02

The concept of gamification is receiving increasing amounts attention. However, to date there has been little reported work that moved beyond anecdotal accounts its use within educational situations and studies have undertaken in this area predominantly focused on University students. This paper explores how could potentially benefit a specific student population, children with dyslexia who are transitioning from primary secondary school. Two teachers specialist teaching centres used...

10.1109/iisa.2015.7388001 article EN 2015-07-01

Substantial numbers of people carry out intimate relationships at a distance. These have to utilise variety communication technologies in order maintain their relationship. Although number been developed help an emotional connection between remote couples, there has no comprehensive consideration the design space that these are within. We present here proposed framework for devices. The intention is highlight decisions designers make when coming up with new systems and provide more...

10.14236/ewic/hci2011.52 article EN cc-by Electronic workshops in computing 2011-01-01

Children typically have extensive expertise and experiences of computer games, which can enable them to make valuable contributions when involved in the design games. Within this paper we discuss our approach involvement children game process, specifically inform a narrative. We describe two workshops with children, focused on narrative within literacy based Day Dead festival. how knowledge that resulted from these furthered understanding children's storytelling schema preferences for games...

10.1145/2593968.2610477 article EN 2014-06-17

The global population is ageing, leading to shifts in healthcare needs. Home monitoring systems currently focus on physical health, but there an increasing recognition that psychological wellbeing also needs support. This raises the question of how design devices older adults can interact with log their feelings. We designed three tangible prototypes, based existing paper-based scales affect. report findings from a lab study which participants used prototypes emotion standardised emotional...

10.1145/3374920.3374922 article EN 2020-02-05
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