Designing for Inclusive Experiences: Investigating Opportunities for Supporting Older Adults in Community-based Social ProgramsCommunity-based social programs, such as interest groups and outings, provide valuable ways for older adults to maintain social connectedness. To understand how technology can be designed to support older adults in such programs, we conducted a four-month field study with a local community centre, involving: (1) observations of social program sessions, (2) interviews with staff, and (3) co-design workshops with staff and program participants. We found that staff used technologies in a situated way to make social programs more inclusive for older adults. Technology promoted incidental social interactions and group learning, but also excluded participants from some activities. Participants believed that future technologies to support community-based social programs should be designed to enable efficient communication, promote flexible interactions, and maintain the flow of social activities. We argue that technology interventions in this setting should not become the focus of an activity but instead support social interactions triggered by existing activities.2024YXYushan Xing et al.The University of MelbourneAging-Friendly Technology DesignCommunity Engagement & Civic TechnologyCHI
The Effects of Generative AI on Design Fixation and Divergent ThinkingGenerative AI systems have been heralded as tools for augmenting human creativity and inspiring divergent thinking, though with little empirical evidence for these claims. This paper explores the effects of exposure to AI-generated images on measures of design fixation and divergent thinking in a visual ideation task. Through a between-participants experiment (N=60), we found that support from an AI image generator during ideation leads to higher fixation on an initial example. Participants who used AI produced fewer ideas, with less variety and lower originality compared to a baseline. Our qualitative analysis suggests that the effectiveness of co-ideation with AI rests on participants' chosen approach to prompt creation and on the strategies used by participants to generate ideas in response to the AI's suggestions. We discuss opportunities for designing generative AI systems for ideation support and incorporating these AI tools into ideation workflows.2024SWSamangi Wadinambiarachchi et al.University of MelbourneGenerative AI (Text, Image, Music, Video)AI-Assisted Creative WritingCHI
Heart and Soul: The Ethics of Biometric Capture in Immersive Artistic PerformanceBiometric data plays a multifaceted role in innovative artistic endeavours. As artists continue to break new ground by integrating performers’ biometric data into live performances, others collect biometric data from audiences to measure engagement. Given the sensitive and personal nature of biometric data, particularly in relation to immersive technology, it is imperative to ethically consider how this data should be handled in performative contexts. To clarify these ethical considerations, we conducted a scoping review of sources related to immersive biometric performance in HCI, Performing Arts, and Social Sciences published over the past 30+ years. We detail how and why biometric data is being used in immersive artistic performance, identify associated ethical questions and concerns, and develop a framework of ethical considerations for artists and researchers in this space. In doing so, we emphasise an ‘ethics by design’ approach that considers values such as privacy and autonomy alongside artistic merit.2024LSLucy A. Sparrow et al.The University of MelbourneTechnology Ethics & Critical HCIResearch Ethics & Open ScienceDigital Art Installations & Interactive PerformanceCHI
"Keeping the Program Going": Technology Use by Community Organizations to Support the Social Connectedness of Older Adults During the COVID-19 PandemicSocial programs run by community organizations provide an important outlet for social connectedness among older adults. However, these programs were disrupted by the COVID-19 pandemic restrictions. In this study, we aimed to understand how community organizations used digital technologies to continue running social programs online for older adults during COVID-19. We conducted semi-structured interviews with 12 staff members from local councils, libraries, community groups and care providers. We found that the use of technology benefited organizations by revealing new program delivery opportunities, and by strengthening their social bonds with older adults. However, organizations experienced challenges when transitioning social programs online. Some organizations lacked financial and human resources to support online programs; staff needed to upskill themselves and put significant effort into transferring older adults online; and it was difficult to replicate in-person experiences in online settings. Staff developed ad-hoc strategies to help older adults participate by providing extra guidance and training to increase digital literacy, and by offering accessible technical support. We discuss the significance of continuing online social programs beyond the pandemic, the importance of scaffolding to enable the online participation of older adults in social programs, and we outline design considerations for technology-mediated social programs run by community organizations.2023YXYushan Xing et al.COVID-19 + CSCWCSCW
Engaging with Nature through Technology: a Scoping Review of HCI Research Technological progress has often been measured by the extent to which it shields and protects us from the harshness of nature. At the same time, it has long been recognised that our resulting disengagement from nature negatively affects our wellbeing and impedes awareness of our vital dependence on natural environments. To understand how HCI has considered the possibilities that digital technology offers for engaging with nature, we conducted a scoping review encompassing more than 20 years of HCI research on nature engagement. We compare the orientations, motivations, and methodologies of different threads within this growing body of work. We show how HCI research has enabled varied forms of direct and indirect engagement with nature, and we develop a typology of the roles proposed for technology in this work. We highlight promising and under-utilised approaches to designing for nature engagement and discuss directions for future research.2023SWSarah Webber et al.University of MelbourneSustainable HCIHuman-Nature Relationships (More-than-Human Design)CHI
To Type or To Speak? The Effect of Input Modality on Text Understanding During Note-takingThough recent technological advances have enabled note-taking through different modalities (e.g., keyboard, digital ink, voice), there is still a lack of understanding of the effect of the modality choice on learning. In this paper, we compared two note-taking input modalities—keyboard and voice—to study their effects on participants’ understanding of learning content. We conducted a study with 60 participants in which they were asked to take notes using voice or keyboard on two independent digital text passages while also making a judgment about their performance on an upcoming test. We built mixed-effects models to examine the effect of the note-taking modality on learners’ text comprehension, the content of notes and their meta-comprehension judgement. Our findings suggest that taking notes using voice leads to a higher conceptual understanding of the text when compared to typing the notes. We also found that using voice triggers generative processes that result in learners taking more elaborate and comprehensive notes. The findings of the study imply that note-taking tools designed for digital learning environments could incorporate voice as an input modality to promote effective note-taking and a higher conceptual understanding of the text.2022AKAnam Ahmad Khan et al.The University of MelbourneVoice User Interface (VUI) DesignIntelligent Tutoring Systems & Learning AnalyticsCHI
The Role of Staff in Facilitating Immersive Virtual Reality for Enrichment in Aged Care: An Ethic of Care PerspectiveImmersive virtual reality (VR) is being used as an enriching experience for people living in residential aged care, or nursing homes, where care staff play a critical role supporting clients to use VR. In HCI research concerned with technology use in aged care, however, the role of formal caregivers has received limited attention. We conducted interviews with 11 caregivers working in care homes that have implemented VR as part of the social program offered to residents. Our findings highlight tensions between the opportunities created by the immersive VR experience and the risks and challenges full immersion presents for people in aged care. In this paper, we draw on an ethics of care framework to make visible the care practices involved in facilitating VR in aged care homes, highlighting the care required to ensure that older adults experience benefits when using immersive VR, while risks and challenges are carefully managed.2022JWJenny Waycott et al.The University of MelbourneVR Medical Training & RehabilitationAging-Friendly Technology DesignElderly Care & Dementia SupportCHI
Avatar-Mediated Communication in Social VR: An In-depth Exploration of Older Adult Interaction in an Emerging Communication PlatformWhile HCI researchers have begun designing personalised VR experiences for older adults, there has been limited research examining the use of social VR - where users interact via avatars in a virtual environment. Avatar-mediated communication (AMC) is a crucial component of the social VR experience, but older users’ experience with AMC is poorly understood. We conducted a five-month study with 16 older adults evaluating a co-designed social VR prototype. Results show that AMC in social VR was seen as medium that supported introverted users to express themselves and was viewed as offering advantages when discussing sensitive topics. Our study provides new insights into how older adults view AMC in social VR as a communication medium and we contribute six design reflections, based on our results, that highlight the steps that can be taken to ensure that AMC in social VR can meet the communication needs of older users.2021SBSteven Baker et al.Griffith UniversitySocial & Collaborative VRIdentity & Avatars in XRCHI
"It's About Missing Much More Than the People": How Students use Digital Technologies to Alleviate HomesicknessHomesickness, which refers to feelings of distress caused by separation from home, is prevalent among university-aged students. Chronic homesickness can exacerbate mood problems, erode academic performance and lead to dropout from school. The present research examines how students use digital technologies to resolve the experience of missing home. Qualitative interviews and diaries with 50 students at major Australian universities revealed that technologies play a significant role in alleviating homesickness. Specifically, students use technologies to acquire social contact, find help and support, build co-presence to recreate their home, connect with culture, experience distant places, and regulate emotions. However, the use of technology sometimes led to increased emotional labour, frequent exposure to homesickness triggers, and heightened perceptions of distance. We conclude by discussing possible design implications for new technologies that allow students to alleviate homesickness by experiencing their home from afar.2021RKRyan M. Kelly et al.The University of MelbourneOnline Learning & MOOC PlatformsMental Health Apps & Online Support CommunitiesCHI
Reflexive VR Storytelling Design Beyond Immersion: Facilitating Self-Reflection on Death and LonelinessThis research examines the reflexive dimensions of cinematic virtual reality (CVR) storytelling. We created Anonymous, an interactive CVR piece that employs a reflexive storytelling method. This method is based on distancing effects and is used to elicit audience awareness and self-reflection about loneliness and death. To understand the audience's experiences, we conducted in-depth interviews to study which design factors and elements prompted reflexive thoughts and feelings. Our findings highlight how the audience experience was impacted by four reflexive dimensions: abstract and minimal aesthetics, everyday materials and textures, the restriction of control, and multiple, disembodied points of view. We use our findings to discuss how these dimensions can inform the design of VR storytelling experiences that provoke self and social reflection.2020SBSojung Bahng et al.Monash UniversityImmersion & Presence ResearchInteractive Narrative & Immersive StorytellingCHI
A Tale of Two Perspectives: A Conceptual Framework of User Expectations and Experiences of Instructional Fitness AppsWe present a conceptual framework grounded in both users' reviews and HCI theories, residing between practices and theories as a form of intermediate-level knowledge in interaction design. Previous research has examined different forms of intermediary knowledge such as conceptual structures, strong concepts, and bridging concepts. Within HCI, these forms are generic and rise either from theories or particular instances. In this work, we created and evaluated a conceptual framework for a specific domain (instructional fitness apps). We first extracted the particular instances using users' online reviews and conceptualised them as an expectations and experiences framework. Second, within the framework, we evaluated the artefact related constructs using Norman's design principles. Third, we evaluated beyond the artefact related constructs using distributed cognition theory. We present an analysis of such intermediate-level knowledge with the aim of informing future designs.2019AAAhed Aladwan et al.The University of MelbourneGamification DesignFitness Tracking & Physical Activity MonitoringPrototyping & User TestingCHI
Can Mobile Augmented Reality Stimulate a Honeypot Effect? Observations from Santa's Lil HelperIn HCI, the honeypot effect describes a form of audience engagement in which a person's interaction with a technology stimulates passers-by to observe, approach and engage in an interaction themselves. In this paper we explore the potential for honeypot effects to arise in the use of mobile augmented reality (AR) applications in urban spaces. We present an observational study of Santa's Lil Helper, a mobile AR game that created a Christmas-themed treasure hunt in a metropolitan area. Our study supports a consideration of three factors that may impede the honeypot effect: the presence of people in relation to the game and its interactive components; the visibility of gameplay in urban space; and the extent to which the game permits a shared experience. We consider how these factors can inform the design of future AR experiences that are capable of stimulating honeypot effects in public space.2019RKRyan M. Kelly et al.The University of MelbourneSocial & Collaborative VRAR Navigation & Context AwarenessSmart Cities & Urban SensingCHI