- Innovative Human-Technology Interaction
- Technology Use by Older Adults
- Interactive and Immersive Displays
- Usability and User Interface Design
- Virtual Reality Applications and Impacts
- Innovative Approaches in Technology and Social Development
- Impact of Technology on Adolescents
- Digital Games and Media
- Child Development and Digital Technology
- Persona Design and Applications
- Tactile and Sensory Interactions
- Augmented Reality Applications
- Explainable Artificial Intelligence (XAI)
- Social Robot Interaction and HRI
- ICT in Developing Communities
- Speech and dialogue systems
- Gaze Tracking and Assistive Technology
- Aging and Gerontology Research
- Educational Games and Gamification
- Context-Aware Activity Recognition Systems
- Culinary Culture and Tourism
- Ethics and Social Impacts of AI
- Mobile Health and mHealth Applications
- Mobile Learning in Education
- Stroke Rehabilitation and Recovery
The University of Melbourne
2016-2025
Aalto University
2020
Institute of Informatics and Telematics
2020
Microsoft Research (India)
2015
The University of Queensland
2009
Swinburne University of Technology
1997
Intimacy is a crucial element of domestic life, and many interactive technologies designed for other purposes have been appropriated use within intimate relationships. However, there deficit in current understandings how are used relationships, to design support acts. In this paper we report on work that has addressed these deficits. We cultural probes contextual interviews ethnographically informed techniques investigate From empirical generated thematic understanding intimacy the...
Exertion games require investing physical effort. The fact that such can support health is tempered by our limited understanding of how to design for engaging exertion experiences. This paper introduces the Framework as a way think and talk about Games, both their formative summative analysis. Our based on ways in which we conceive body game-directed exertion, supported four perspectives (the Responding Body, Moving Sensing Body Relating Body) three gaming (rules, play context). illustrates...
Prominent theories in cognitive science propose that humans understand and represent the knowledge of world through causal relationships. In making sense world, we build models our mind to encode cause-effect relations events use these explain why new happen by referring counterfactuals — things did not happen. this paper, derive explanations behaviour model-free reinforcement learning agents. We present an approach learns a structural model during encodes relationships between variables...
Within HCI, aging is often viewed in terms of designing assistive technologies to improve the lives older people, such as those who are suffering from frailty or memory loss. Our research adopts a very different approach, reframing relationship wisdom, creativity and invention. We ran series workshops where groups retirees, aged between early 60s late 80s, used MaKey inventor's toolkit. asked them think about inventing future suggest ideas for new technologies. findings showed that they not...
What do young people want from information and communication technology? Why they adopt some technologies but reject others? roles mobile play in their lives as move childhood toward the adult world? Working a social constructionist perspective, on basis of an extensive empirical research process, we are gaining insight into variables heeded by during earliest stages technology use, call 'appropriation'. We propose model that discusses appropriation terms interplay between what desire,...
People in close relationships, who are separated by distance, often have difficulty expressing intimacy adequately. Based on the results of an ethnographic study with couples, a prototype was developed to test feasibility technology domain intimacy. Hug Over Distance is air-inflatable vest that can be remotely triggered create sensation resembling hug. Although couples did not consider useful their daily lives, served provoke and stimulate design ideas from during participative workshops. An...
A new set of computationally-augmented games have emerged recently that require the user to move their body. These exertion are believed contribute social, mental and in particular, physical benefits, marking a change how we perceive computer gaming. However, although these commercial success, research is lacking theoretical understanding analyse existing guide future designs. We present initial investigations towards taxonomy such with focus on social aspects, based work traditional play...
Older adults are normally characterized as consumers, rather than producers, of digital content. Current research concerning the design technologies for older typically focuses on providing access to resources. Access is important, but often insufficient, especially when establishing new social relationships. This paper investigates nature and role content that has been created by adults, purpose forging We present a unique field study in which seven (aged 71-92 years), who did not know each...
We present a review of literature from the fields gerontology, gerontechnology, HCI and government policy that deals with social technical solutions for ageing population. highlight common assumptions about people, which we argue are still embedded in much research related to domain ageing. This paper challenges six across four broad themes identified literature. It aims provide reminder resource designers eschew during designing technology 'older' users.
Current digital systems are largely blind to users’ cognitive states. Systems that adapt states show great potential for augmenting cognition and creating novel user experiences. However, most approaches sensing states, load specifically, involve obtrusive technologies, such as physiological sensors attached bodies. This paper present an unobtrusive indicator of the based on thermal imaging is applicable in real-world. We use a commercial camera monitor person’s forehead nose temperature...
This paper considers what we can learn from the experiences of people who choose not to participate in technology-based social interventions. We conducted ethnographically-informed field studies with socially isolated older adults, used and evaluated a new iPad application designed help build connections. In this reflect on how values assumptions guiding technological intervention were always shared by those participating evaluation. Drawing our notes interviews adults chose discontinue...
In HCI, the honeypot effect describes how people interacting with a system passively stimulate passers-by to observe, approach and engage in an interaction. Previous research has revealed successive engagement phases zones of effect. However, there is little insight into: 1) are stimulated transition between phases; 2) what aspects drive apart from watching others; 3) constraints affect its self-reinforcing performance. this paper, we discuss as spatiotemporal model trajectories influences....
A growing body of research is examining the way that virtual reality (VR) technology might enrich lives older adults. However, no studies have yet examined how this technology---combining head mounted displays, motion tracking, avatars, and environments---might contribute to adult wellbeing by facilitating greater social participation (social VR). To address gap, we conducted three workshops in which 25 adults aged 70 81 explored utility VR as a medium for communicating with other...
While HCI researchers have begun designing personalised VR experiences for older adults, there has been limited research examining the use of social - where users interact via avatars in a virtual environment. Avatar-mediated communication (AMC) is crucial component experience, but users' experience with AMC poorly understood. We conducted five-month study 16 adults evaluating co-designed prototype. Results show that was seen as medium supported introverted to express themselves and viewed...
When designing a usability evaluation, choices must be made regarding methods and techniques for data collection analysis. Mobile guides raise new concerns challenges to established evaluation approaches. Not only are they typically closely related objects activities in the user's immediate surroundings, often used while user is ambulating. This paper presents results from an extensive, multi-method of mobile guide designed support use public transport Melbourne, Australia. In evaluating...
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...
Exertion activities, such as jogging, require users to invest intense physical effort and are associated with social health benefits. Despite the benefits, our understanding of exertion activities is limited, especially when it comes experiences. In order begin how design for technologically augmented experiences, we present "Jogging over a Distance", system in which spatialized audio based on heart rate allowed runners far apart Europe Australia run together. Our analysis revealed certain...
'Cultural probes', since first being proposed and described by Bill Gaver his colleagues, have been adapted appropriated for a range of purposes within variety technology projects. In this paper we critically review different uses Probes discuss common aspects Probe variants. We also present critique some the debate around through describing detail their use in two studies: The Digital Care Project (Lancaster University) Mediating Intimacy (University Melbourne). then reorient discussion...
Exercising with others, such as jogging in pairs, can be socially engaging. However, if exercise partners have different fitness levels then the activity too strenuous for one and not challenging enough other, compromising engagement health benefits. Our system, Jogging over a Distance, uses heart rate data spatialized sound to create an equitable, balanced experience between joggers of who are geographically distributed. We extend this prior work by analyzing 32 detail how specific design...
Advances in sensing technologies have led to research into exertion games that support physically effortful experiences. Despite the existence of theoretical frameworks can be used analyze such experiences, there are few tools hands-on practice game design. To address this, we present a set design cards based on "Exertion Framework", grounded our experience creating for over decade. We results demonstrating value and utility these Exertion Cards studies their use three workshops held seven...
While exertion games facilitate, and benefit from, social play, most merely support players acting independently. To help designers explore the richness of play in games, we present design dimension “bodily interplay” that gives critical focus to how players’ bodies interact with one another. We offer two broad categories bodily interplay— parallel interdependent —to explain can facilitate independent offensive/defensive-type experiences. These be applied both physical virtual space, by...
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...