Now showing 1 - 10 of 26
  • Publication
    Pesky gNATs: Using Games to Support Mental Health Interventions for Adolescents
    This position paper gives a brief overview of a long- term and ongoing series of projects focused on the design and evaluation of computer games that can support mental health interventions with young adolescents. The work has its origins in a HCI project, but has evolved into a long-term interdisciplinary collaboration involving game designers, computer scientists and clinical psychologists, amongst others. It has resulted in a series of computer games and mobile apps that support a range of interventions including Cognitive Behavioural Therapy (CBT) for depression and anxiety, mindfulness-based CBT, an extended intervention CBT for adolescents experiencing trauma, and a CBT intervention for adults with intellectual disabilities. The games and mobile apps have been widely distributed and have been evaluated through randomised controlled trials in clinical settings. Here we briefly describe each game; the overall design process, motivation, and theoretical background; the results of key evaluations; some of our core lessons.
      609
  • Publication
    Using Emotional Attachment as a Lens to Improve Users E-reading Experience
    (International Journal of Interaction Design and Architecture, 2017) ; ; ;
    This paper explores ways to improve e-reading by examining theexperience of people who have developed a sense of attachment to their ereaders.Nine participants who reported experiencing emotional attachmentcompleted a semi-structured interview asking them about their experiences withe-readers and e-reading. Thematic analysis led to three main themes beingidentified as important to their experiences: projection of identity, control overthe device, and environmental factors. We examine how these themes suggestthat peoples experiences of reading in traditional and electronic formats areheavily interlinked. We also discuss how these themes resonate with the widerattachment literature. Based on our findings we suggest the need to support theexpression of identity through configuration and display in the e-readerexperience, as well as exploring ways devices can be used to control andpersonalize the reading environment.
      326
  • Publication
    Liveness Through the Lens of Agency and Causality
    Liveness is a well-known problem with Digital Musical Instruments (DMIs). When used in performances, DMIs provide less visual information than acoustic instruments, preventing the audience from understanding how the musicians influence the music. In this paper, we look at this issue through the lens of causality. More specifically, we investigate the attribution of causality by an external observer to a performer, relying on the theory of apparent mental causation. We suggest that the perceived causality between a performer’s gestures and the musical result is central to liveness. We present a framework for assessing attributed causality and agency to a performer, based on a psychological theory which suggests three criteria for inferred causality. These criteria then provide the basis of an experimental study investigating the effect of visual augmentations on audience’s inferred causality. The results provide insights on how the visual component of performances with DMIs impacts the audience’s causal inferences about the performer. In particular we show that visual augmentations help highlight the influence of the musician when parts of the music are automated, and help clarify complex mappings between gestures and sounds. Finally we discuss the potential wider implications for assessing liveness in the design of new musical interfaces.
      293
  • Publication
    Barriers to and Facilitators of Technology in Cardiac Rehabilitation and Self-Management: Systematic Qualitative Grounded Theory Review
    Background: Dealing with cardiovascular disease is challenging, and people often struggle to follow rehabilitation and self-management programs. Several systematic reviews have explored quantitative evidence on the potential of digital interventions to support cardiac rehabilitation (CR) and self-management. However, although promising, evidence regarding the effectiveness and uptake of existing interventions is mixed. This paper takes a different but complementary approach, focusing on qualitative data related to people’s experiences of technology in this space. Objective: Through a qualitative approach, this review aims to engage more directly with people’s experiences of technology that supports CR and self-management. The primary objective of this paper is to provide answers to the following research question: What are the primary barriers to and facilitators and trends of digital interventions to support CR and self-management? This question is addressed by synthesizing evidence from both medical and computer science literature. Given the strong evidence from the field of human-computer interaction that user-centered and iterative design methods increase the success of digital health interventions, we also assess the degree to which user-centered and iterative methods have been applied in previous work. Methods: A grounded theory literature review of articles from the following major electronic databases was conducted: ACM Digital Library, PsycINFO, Scopus, and PubMed. Papers published in the last 10 years, 2009 to 2019, were considered, and a systematic search with predefined keywords was conducted. Papers were screened against predefined inclusion and exclusion criteria. Comparative and in-depth analysis of the extracted qualitative data was carried out through 3 levels of iterative coding and concept development. Results: A total of 4282 articles were identified in the initial search. After screening, 61 articles remained, which were both qualitative and quantitative studies and met our inclusion criteria for technology use and health condition. Of the 61 articles, 16 qualitative articles were included in the final analysis. Key factors that acted as barriers and facilitators were background knowledge and in-the-moment understanding, personal responsibility and social connectedness, and the need to support engagement while avoiding overburdening people. Although some studies applied user-centered methods, only 6 involved users throughout the design process. There was limited evidence of studies applying iterative approaches. Conclusions: The use of technology is acceptable to many people undergoing CR and self-management. Although background knowledge is an important facilitator, technology should also support greater ongoing and in-the-moment understanding. Connectedness is valuable, but to avoid becoming a barrier, technology must also respect and enable individual responsibility. Personalization and gamification can also act as facilitators of engagement, but care must be taken to avoid overburdening people. Further application of user-centered and iterative methods represents a significant opportunity in this space.
      24Scopus© Citations 28
  • Publication
    Empirical evidence for a diminished sense of agency in speech interfaces
    While the technology underlying speech interfaces has improved in recent years, our understanding of the human side of speech interactions remains limited. This paper provides new insight on one important human aspect of speech interactions: the sense of agency - defined as the experience of controlling one's own actions and their outcomes. Two experiments are described. In each case a voice command is compared with keyboard input. Agency is measured using an implicit metric: intentional binding. In both experiments we find that participants' sense of agency is significantly reduced for voice commands as compared to keyboard input. This finding presents a fundamental challenge for the design of effective speech interfaces. We reflect on this finding and, based on current theory in HCI and cognitive neuroscience, offer possible explanations for the reduced sense of agency observed in speech interfaces. 
      370Scopus© Citations 39
  • Publication
    I Really did That: Sense of Agency with Touchpad, Keyboard, and On-skin Interaction
    Input on the skin is emerging as an interaction style. At CHI 2012, Coyle and colleagues identified an increase in the sense of agency (SoA) as one benefit of skin input. However, their study only compared skin input to button presses and has not, to our knowledge, been replicated. Therefore, we had 24 participants compare skin input to both button presses and touch-pad input, measuring SoA using the Libet Clock paradigm. We replicate previous findings regarding increased SoA in skin versus button input and also find that SoA for skin is significantly increased compared to touch-pad input. Interview data addressing subjective experience further support these findings. We discuss agency and the experiences associated with skin input, as well as differences to input with non-skin devices.
      334Scopus© Citations 28
  • Publication
    Privacy, boundaries and smart homes for health: An ethnographic study
    This article explores how people negotiate borders and boundaries within the home, in the context of health and the introduction of new technologies. We draw on an ethnographic study involving a socially diverse group of people, which included people with experience of telecare or smart home energy systems. Participants engaged in various strategies to regulate the borders of their home, even though new technologies have begun to change the nature of these borders. Participants managed health conditions but also their use of technology through boundary work that permitted devices to be more or less visible and integrated within the home. Findings highlight that if smart healthcare technologies are to be accepted in the home then there is a need for mechanisms that allow people to control the interpretation of data and flow of information generated about them and their households.
      455Scopus© Citations 37
  • Publication
    Inductive Power Transfer for On-body Sensors. Defining a design space for safe, wirelessly powered on-body health sensors
    Designers of on-body health sensing devices face a difficult choice. They must either minimise the power consumption of devices, which in reality means reducing the sensing capabilities, or build devices that require regular battery changes or recharging. Both options limit the effectiveness of devices. Here we investigate an alternative. This paper presents a method of designing safe, wireless, inductive power transfer into on-body sensor products. This approach can produce sensing devices that can be worn for longer durations without the need for human intervention, whilst also having greater sensing and data capture capabilities. The paper addresses significant challenges in achieving this aim, in particular: device safety, sufficient power transfer, and human factors regarding device geometry. We show how to develop a device that meets stringent international safety guidelines for electromagnetic energy on the body and describe a design space that allows designers to make trade-offs that balance power transfer with other constraints, e.g. size and bulk, that affect the wearability of devices. Finally we describe a rapid experimental method to investigate the optimal placement of on-body devices and the actual versus theoretical power transfer for on-body, inductively powered devices. 
      293Scopus© Citations 6
  • Publication
    Marionette: a Multi-Finger Tilt Feedback Device for Curvatures and Haptic Images Perception
    Marionette is a haptic device designed to explore touch perception limits between real and device induced shapes. Its novelty resides in the support for 2D exploration over a flat surface and multi-finger capabilities. Marionette is able to apply inclination to four fingers with two degrees of freedom while the user moves the device as if it were a mouse. The device is aimed at enabling a new set of haptic user studies. Preliminary results suggest that the limit of curvature perception in 2D curves is mainly determined by the inclination information while touching with both one and four fingers. Additionally, Marionette supports haptic images such as maps, time changing functions and haptically enhanced telepresence.
      305Scopus© Citations 3
  • Publication
    Extending Interaction for Smart Watches: Enabling Bimanual Around Device Control
    The size of a smart watch limits the available interactive surface for the user. Most current smart watches use a combination of a touch screen and physical buttons. Unfortunately, a small touch screen's usability is limited when it can be easily occluded, such as by a finger. In this paper, we look at extending the interactive surface for a smart watch to the back of the hand. Our approach reduces screen occlusion by enabling off-device gestural interaction. We define a range of supported bimanual gestures and present a prototype device.
      494Scopus© Citations 20