Augmented Reality at Zoo Exhibits: A Design Framework for Enhancing the Zoo ExperienceAugmented Reality (AR) offers unique opportunities for contributing to zoos' objectives of public engagement and education about animal and conservation issues. However, the diversity of animal exhibits pose challenges in designing AR applications that are not encountered in more controlled environments, such as museums. To support the design of AR applications that meaningfully engage the public with zoo objectives, we first conducted two scoping reviews to interrogate previous work on AR and broader technology use at zoos. We then conducted a workshop with zoo representatives to understand the challenges and opportunities in using AR to achieve zoo objectives. Additionally, we conducted a field trip to a public zoo to identify exhibit characteristics that impacts AR application design. We synthesise the findings from these studies into a framework that enables the design of diverse AR experiences. We illustrate the utility of the framework by presenting two concepts for feasible AR applications.2024BSBrandon Victor Syiem et al.Queensland University of TechnologyAR Navigation & Context AwarenessMuseum & Cultural Heritage DigitizationCHI
Evaluating Large Language Models on Academic Literature Understanding and Review: An Empirical Study among Early-stage ScholarsThe rapid advancement of large language models (LLMs) such as ChatGPT makes LLM-based academic tools possible. However, little research has empirically evaluated how scholars perform different types of academic tasks with LLMs. Through an empirical study followed by a semi-structured interview, we assessed 48 early-stage scholars’ performance in conducting core academic activities (i.e., paper reading and literature reviews) under different levels of time pressure. Before conducting the tasks, participants received different training programs regarding the limitations and capabilities of the LLMs. After completing the tasks, participants completed an interview. Quantitative data regarding the influence of time pressure, task type, and training program on participants' performance in academic tasks was analyzed. Semi-structured interviews provided additional information on the influential factors of task performance, participants' perceptions of LLMs, and concerns about integrating LLMs into academic workflows. The findings can guide more appropriate usage and design of LLM-based tools in assisting academic work.2024JWJiyao Wang et al.The Hong Kong University of Science and Technology (Guangzhou)Human-LLM CollaborationComputational Methods in HCICHI
Family Caregiver Experiences of Using a Mobile App for Music-based Training to Support Dementia CareFamily caregivers of people living with dementia need easy-to-access strategies to manage changing care needs. Music therapy is valuable for supporting dementia care, but not always accessible. Technologies could potentially facilitate accessible, home-based music therapy support, but need to be carefully evaluated. We conducted an 8-week field trial of a prototype mobile application, MATCH, with caregivers and people living with dementia. MATCH contains training videos and suggested playlists showing how to use music for specific care needs. MATCH, and music streaming broadly, enabled caregivers to add new strategies to their care repertoire, addressing a range of care needs and enhancing the care relationship. To make MATCH work, however, caregivers needed to fit it into complex care environments and existing technologies. We argue that digital therapeutic tools need to be adopted by caregivers to fit their individual contexts, and this can challenge assumptions about how therapeutic tools will work in practice.2024DVDianna Vidas et al.University of MelbourneElderly Care & Dementia SupportReproductive & Women's HealthCHI
Enacting Data Feminism in Advocacy Data WorkIn this paper, we present the results of a study that examines the role of data in nonprofit advocacy work. We conducted semi-structured interviews with 25 individuals who play critical roles in the data work of 18 different advocacy organizations. Our analysis reveals five key stakeholders in advocacy data work---beneficiaries, policymakers, funding and partner organizations, gatekeepers, and local publics. It also contributes a framework of four functions of data work in nonprofit organizations---data as amplifier, activator, legitimizer, and incubator. We characterize the challenges in data work that exist, particularly in widespread attempts to reappropriate data work across functions. These challenges in reappropriation are often rooted in participants' effects to enact data feminist principles from the margins of the data economy. Finally, we discuss how nonprofit institutions operate outside of the dominant data work goals known as the three Ss (surveillance, selling, and science) and propose a fourth S, social good, that is working to challenge the norms of the data economy and should be considered in research regarding the data economy moving forward.2023SDShiva Darian et al.Advocacy and Civic TechCSCW
Older Adults Using Technology for Meaningful Activities During COVID-19: An Analysis Through the Lens of Self-Determination Theory Restrictions during the COVID-19 pandemic significantly affected people’s opportunities to engage in activities that are meaningful to their lives. In response to these constraints, many people, including older adults, turned to digital technologies as alternative ways to pursue meaningful activities. These technology-mediated activities, however, presented new challenges for older adults’ everyday use of technology. In this paper, we investigate how older adults used digital technologies for meaningful activities during COVID-19 restrictions. We conducted in-depth interviews with 40 older adults and analyzed the interview data through the lens of self-determination theory (SDT). Our analysis shows that using digital technologies for meaningful activities can both support and undermine older people’s three basic psychological needs for autonomy, competence, and relatedness. We argue that future technologies should be designed to empower older adults’ content creation, engagement in personal interests, exploration of technology, effortful communication, and participation in beneficent activities.2023WZWei Zhao et al.The University of Melbourne, The University of MelbourneAging-Friendly Technology DesignUniversal & Inclusive DesignCHI
Impact of Task on Attentional Tunneling in Handheld Augmented RealityAttentional tunneling describes a phenomenon in Augmented Reality (AR) where users excessively focus on virtual content while neglecting their physical surroundings. This leads to the concern that users could neglect hazardous situations when using AR applications. However, studies have often confounded the role of the virtual content with the role of the associated task in inducing attentional tunneling. In this paper, we disentangle the impact of the associated task and of the virtual content on the attentional tunneling effect by measuring reaction times to events in two user studies. We found that presenting virtual content did not significantly increase user reaction times to events, but adding a task to the content did. This work contributes towards our understanding of the attentional tunneling effect on handheld AR devices, and highlights the need to consider both task and context when evaluating AR application usage.2021BSBrandon Victor Syiem et al.The University of MelbourneAR Navigation & Context AwarenessImmersion & Presence ResearchCHI
School's Back: Scaffolding Reminiscence in Social Virtual Reality with Older AdultsSocial virtual reality (social VR) is an emerging technology that has the potential to support unique social experiences for groups of older adults. In this paper we explore the use of social VR to support group reminiscence, an activity that has been shown to have a positive impact on the lives of older adults. We developed School Days, a bespoke social VR application that enables groups of geographically dispersed older adults to meet in a virtual environment to reminisce about their school experiences. We conducted a user study over the course of 5 months with 16 participants aged 70-81 to evaluate how School Days supported reminiscence. In this paper, we focus on how the use of reminiscence scaffolding features in School Days impacted on the older adults’ ability to participate more fully in the reminiscence activities. Our results illustrate the value of social VR for connecting older adults over distance, and contribute new knowledge of how virtual environments can be designed to scaffold reminiscence; how techniques such as 3D conversation starters and individual artefacts can be used to scaffold reminiscence; and how pre-recorded holographic stories (Avacasts) can be used to introduce new perspectives and prompt self-reflection. We contribute five design reflections aimed at guiding the design of future reminiscence tools in social VR2020SBSteven Baker et al.Videos, Live Streaming, and VRCSCW
Interrogating Social Virtual Reality as a Communication Medium for Older AdultsA growing body of research is examining the way that virtual reality (VR) technology might enrich the lives of older adults. However, no studies have yet examined how this technology–combining head mounted displays, motion tracking, avatars, and virtual environments–might contribute to older adult wellbeing by facilitating greater social participation (social VR). To address this gap, we conducted three workshops in which 25 older adults aged 70 to 81 explored the utility of social VR as a medium for communicating with other older adults. Participants first created embodied avatars that were controlled through natural gestures, and subsequently used these avatars in two high-fidelity social VR prototypes. Findings from the workshops provide insight into older adults' design motivations when creating embodied avatars for social VR; their acceptance of social VR as a communication tool; and their views on how social VR might play a beneficial role in their lives. Outcomes from the workshops also illustrate the critical importance our participants placed on behavioural anthropomorphism–the embodied avatars' ability to speak, move, and act in a human-like manner–alongside translational factors, which encapsulate issues relating to the way physical movements are mapped to the embodied avatar and the way in which errors in these mappings may invoke ageing stereotypes. Findings demonstrate the critical role that these characteristics might play in the success of future social VR applications targeting older users. We translate our findings into a set of design considerations for developing social VR systems for older adults, and we reflect on how our participants' experiences can inform future research on social virtual reality.2019SBSteven Baker et al.VR and immersive interfacesCSCW
Patient Perspectives on Self-Management Technologies for Chronic Fatigue SyndromeChronic Fatigue Syndrome (CFS) is a debilitating medical condition that is characterized by a range of physical, cognitive and social impairments. This paper investigates CFS patients' perspectives on the potential for technological support for self-management of their symptoms. We report findings from three studies in which people living with CFS 1) prioritized symptoms that they would like technologies to address, 2) articulated their current approaches to self-management alongside challenges they face, and 3) reflected on their experiences with three commercial smartphone apps related to symptom management. We contribute an understanding of the specific needs of the ME/CFS population and the ways in which they currently engage in self-management using technology. The paper ends by describing five high-level design recommendations for ME/CFS self-management technologies.2019TDTabby Davies et al.University of BathChronic Disease Self-Management (Diabetes, Hypertension, etc.)CHI
Crowdsourcing Perceptions of Fair Predictors for Machine Learning: A Recidivism Case StudyThe increased reliance on algorithmic decision-making in socially impactful processes has intensified the calls for algorithms that are unbiased and procedurally fair. Identifying fair predictors is an essential step in the construction of equitable algorithms, but the lack of ground-truth in fair predictor selection makes this a challenging task. In our study, we recruit 90 crowdworkers to judge the inclusion of various predictors for recidivism. We divide participants across three conditions with varying group composition. Our results show that participants were able to make informed decisions on predictor selection. We find that agreement with the majority vote is higher when participants are part of a more diverse group. The presented workflow, which provides a scalable and practical approach to reach a diverse audience, allows researchers to capture participants' perceptions of fairness in private while simultaneously allowing for structured participant discussion.2019NBNiels van Berkel et al.AI and FairnessCSCW
Amplifying Quiet Voices: Challenges and Opportunities for Participatory Design at an Urban ScaleMany Smart City projects are beginning to consider the role of citizens. However, current methods for engaging urban populations in participatory design activities are somewhat limited. In this paper, we describe an approach taken to empower socially disadvantaged citizens, using a variety of both social and technological tools, in a smart city project. Through analysing the nature of citizens’ concerns and proposed solutions, we explore the benefits of our approach, arguing that engaging citizens can uncover hyper-local concerns that provide a foundation for finding solutions to address citizen concerns. By reflecting on our approach, we identify four key challenges to utilising participatory design at an urban scale; balancing scale with the personal, who has control of the process, who is participating and integrating citizen-led work with local authorities. By addressing these challenges, we will be able to truly engage citizens as collaborators in co-designing their city.2018DGDaniel J Gooch et al.The Open UniversityCommunity Engagement & Civic TechnologyParticipatory DesignCHI
"It's More Like a Letter": An Exploration of Mediated Conversational Effort in Message BuilderCommunication technologies for maintaining close personal relationships are often designed to be lightweight and easy to use. While these properties allow for relationships to be maintained with speed and efficiency, they may come at the expense of more effortful messages that are constructed with thought, time and care. This raises the question of how communication technologies might be designed to provoke moments of effortful maintenance from their users. To explore this question, we designed and implemented Message Builder, a text-based communication system that encourages relational partners to send increasingly long messages. We report findings from a field trial in which 14 dyads used Message Builder for everyday relational maintenance. While some of the effort-provoking features of Message Builder were described as problematic, we found that the system had value in guiding users towards authentic and meaningful effort investments that were valuable within their individual relationships.2018RKRyan Kelly et al.Touch, Distance, and CompanionshipCSCW
Feel My Pain: Design and Evaluation of Painpad, a Tangible Device for Supporting Inpatient Self-Logging of PainMonitoring patients' pain is a critical issue for clinical caregivers, particularly among staff responsible for providing analgesic relief. However, collecting regularly scheduled pain readings from patients can be difficult and time-consuming for clinicians. In this paper we present Painpad, a tangible device that was developed to allow patients to engage in self-logging of their pain. We report findings from two hospital-based field studies in which Painpad was deployed to a total of 78 inpatients recovering from ambulatory surgery. We find that Painpad results in improved frequency and compliance with pain logging, and that self-logged scores may be more faithful to patients' experienced pain than corresponding scores reported to nurses. We also show that older adults may prefer tangible interfaces over tablet-based alternatives for reporting their pain, and we contribute design lessons for pain logging devices intended for use in hospital settings.2018BPBlaine A Price et al.The Open UniversityMental Health Apps & Online Support CommunitiesTelemedicine & Remote Patient MonitoringCHI
How Do We Measure That?! Quick Scale DevelopmentData science requires metrics. But how does a researcher measure constructs such as delight, immersion, or intention to use? It’s best to develop a suitable measure, rather than to just throw something together or use an inappropriate scale. This course presents seven simplified steps for developing a valid and reliable measure. The new scale can then be used to quantify and explain user behavior, make decisions and predictions, and build models. This half-day class is intended for anyone who desires a rapid but thorough overview of how to develop a measure, and it requires a modest understanding of statistics.2018NKRyan KellyUEGroup, NK Consulting, LLCUser Research Methods (Interviews, Surveys, Observation)CHI