- Innovative Human-Technology Interaction
- Persona Design and Applications
- Participatory Visual Research Methods
- Health Policy Implementation Science
- Innovative Approaches in Technology and Social Development
- Color perception and design
- Suicide and Self-Harm Studies
- Biomedical and Engineering Education
- Cardiac, Anesthesia and Surgical Outcomes
- Empathy and Medical Education
- Smoking Behavior and Cessation
- Surgical Simulation and Training
- Tracheal and airway disorders
- Clinical practice guidelines implementation
- Music Therapy and Health
- Design Education and Practice
- Water Governance and Infrastructure
- Posthumanist Ethics and Activism
- Mental Health Treatment and Access
- Problem and Project Based Learning
- Technology Use by Older Adults
- Digital Mental Health Interventions
- Primary Care and Health Outcomes
- Autism Spectrum Disorder Research
- Musculoskeletal pain and rehabilitation
Auckland University of Technology
2017-2025
University of Otago
2023
Auckland City Hospital
2017
University of Auckland
2005-2016
Digital technology has changed the way healthcare is delivered and accessed. However, focus mostly on clinical aspects. This review aimed to integrate critically analyse available knowledge regarding patients' perspectives digital health tools identify facilitators barriers their uptake.A narrative was conducted using Scopus Google Scholar databases. Information related uptake synthesised interpreted thematic content analyses, respectively.Seventy-one out of 1722 articles identified were...
This case study presents the first project undertaken in a recent in-hospital design collaboration – Design for Health and Wellbeing Lab (DHW Lab). Specifically, we explore some of challenges opportunities associated with designing journey map Adult Emergency Department, DHW Lab's opportunity to put co-design into practice. The intention outcome this was as much about prototype it building interdisciplinary relationships that would help enable future successful design-led collaborations. As...
Patient safety depends on effective teamwork. The similarity of team members' mental models - or their shared understanding-regarding clinical tasks is likely to influence the effectiveness Mental have not been measured in complex, high-acuity environment operating room (OR), where professionals different backgrounds must work together achieve best surgical outcome for each patient. Therefore, we aimed explore task sequence and responsibility within multidisciplinary OR teams.We developed a...
This paper describes the development and use of creative methods to engage young people experiencing psychosis in co-creation an online resource support their education wellbeing. Engaging a meaningful way, let alone those psychosis, can be challenging using traditional research methods. Throughout series discovery, prototyping evaluation workshops, we successfully engaged people, families/carers clinicians hospital community mental health settings enjoyable empowering co-design activities....
The school education system has long adopted emerging technologies to enhance student learning and engagement. This progression spans early e-learning platforms smart classrooms today’s immersive environments (del Campo et al., 2012). Virtual Reality (VR) Augmented (AR) are increasingly being introduced into offer rich, interactive, personalised experiences (Zizza 2018). These tools can accommodate students from diverse educational, cognitive, socio-cultural backgrounds through adaptable...
Participant empowerment is a core function of co-design. However, some participants might find co-design sessions disempowering if they cannot engage in activities or undertake tasks. Consequently, researchers and designers need to ensure that used way accessible all regardless impairment disability. In this case study, we report on the accessibility process through series workshops with university students who experienced disabilities. While explored topic an 'accessible university',...
To identify prioritized strategies to support improvements in early health service delivery around the diagnosis and management of cerebral palsy (CP) for both Māori non-Māori individuals.
Media reporting can impact negatively or positively on suicidal behaviour. Specific methods such as the use of sensationalism influence This paper presents findings from a study that aimed to provide an in-depth examination New Zealand mainstream news items in which websites played role suicide. We used framing analysis interpret online technology plays suicide event. The indicate were primarily framed way so was often overemphasised at expense events themselves. While characteristically...
Six web designs varying only in colour combinations were shown to the participants prior experiment order elicit individual perceptions of attractiveness. Participants then performed a visual search task on mock sites employing most and least attractive design as chosen by each participant. Three types performance recorded: accuracy, time-to-target, perseverance. Perceived attractiveness had statistically significant effect perseverance, but not accuracy time-to-target. The findings...
Rates of suicide in New Zealand are high compared with those other countries. International evidence suggests that the reporting may influence rates suicidal behavior. No research exists, however, on by media.This study provides first baseline picture media. The overall objective was to use findings inform future development media guidelines Ministry Health.Newspaper, Internet, television and radio news items were collected over 12 months. Descriptive statistical data nature extent generated...
We drew on the principles of co-autoethnography to explore experiences two multidisciplinary university-based teams engaged in design for health work: (1) a team embedded hospital consisting designers and social researchers; (2) person-centred rehabilitation research researchers professionals. explored 'how might our experience working inform how we work more effectively together?' Written reflections provided by contributors from each transcript group discussion were analysed drawing...
For the emerging field of Design for Health (D4H) to realize its potential, it is necessary identify and address existing challenges faced by community. The few papers that have identified opportunities in confirm healthcare a challenging environment designers work in. In part this because design often misunderstood health professionals. This paper describes study sought understand future D4H Global Network as workshop participants spanning different backgrounds, contexts, countries....
Waiting in healthcare environments is common, and the design of waiting areas can profoundly participate that experience. This paper describes a study drawing on Deleuze Guattari's notions 'affect' 'assemblage' to investigate hospital area: exploring how area currently participates generation affect it could better support human 'becomings'. Analysis generated observational data identified 'affective assemblages' produced recurring affects encountered area, here labelled crisis, workaday...
Although people with serious mental illness (SMI) have a high prevalence of physical illness, health-related quality life (HQoL) has not been sufficiently explored.To explore the self-reported HQoL health service users in New Zealand.Responses on Medical Outcomes Study 36 Item Short Form (SF-36) measure from 404 adult metropolitan district board area Zealand were analysed and compared to representative sample general population.Mental scored significantly lower all eight domains SF-36 than...
Aim Osteoarthritis (OA) affects the wellbeing of one in 10 people Aotearoa New Zealand, yet current healthcare delivery for these is fragmented, un-coordinated and inconsistent. How future needs should be addressed has not been systematically explored. This study aimed to describe views interested from health sector regarding OA service public system Zealand.
This paper describes the development of a creative toolkit - Things for thought – designed as research probe that engages participants through guided object-based exploration to help them better understand what belonging might mean them. The draws on Māori (indigenous people Aotearoa New Zealand) creation narrative and uses engagement (via haptic interaction with physical objects), connection (with others by working collaboratively subjectively identify similarities/differences), discussion...
A tracheostomy is a commonly performed surgical procedure to alleviate some form of inadequate breathing. Tracheostomies may be temporary in the case airway emergencies or for long-term access and breathing depending on patient's condition; latter, this have major impact life, one which they are frequently unprepared. There growing recognition that patients’ views their health care experience an important component quality care. Through deeper understanding challenges inherent being user, we...
The emerging Design for Health (D4H) field has considerable potential to identify and address existing challenges faced by healthcare systems. D4H is a challenging environment designers (and others who desire 'do things differently') work in. projects require transdisciplinary approaches, making it more difficult those come from different perspectives effectively together. This paper reflects on the opportunities of working in describes development practical toolkit support teams embarking projects.
Tracheostomy product designs have barely changed in 100 years. Furthermore, there is limited research into the experiences of people living with long-term tracheostomy. Existing tracheostomy focus on minimizing costs and maintaining clinical function, often at expense user experience. Because numbers are relatively small, their needs overlooked despite significant impact everyday lives. In response, this aimed to capture users’ stories, advocate for greater consideration challenge historic...