Browsing Applied Psychology - Conference Items by Title
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- ItemAlternate endings: using fiction to explore design futures(Association for Computing Machinery (ACM), 2014-01) Linehan, Conor; Kirman, Ben J.; Reeves, Stuart; Blythe, Mark A.; Tanenbaum, Joshua G.; Desjardins, Audrey; Wakkary, RonDesign research and practice within HCI is inherently oriented toward the future. However, the vision of the future described by HCI researchers and practitioners is typically utility-driven and focuses on the short term. It rarely acknowledges the potentially complex social and psychological long-term consequences of the technology artefacts produced. Thus, it has the potential to unintentionally cause real harm. Drawing on scholarship that investigates the link between fiction and design, this workshop will explore "alternate endings" to contemporary HCI papers. Attendees will use fictional narratives to envision long-term consequences of contemporary HCI projects, as a means for engaging the CHI community in a consideration of the values and implications of interactive technology.
- ItemAnalysis of service-users attending Matt Talbot Services (MTS) from 2007-2010.(Springer Netherlands; European Society of Clinical Pharmacy (ESCP), 2012-10-29) Murphy, Kevin D.; Byrne, Stephen; Lambert, Sharon; Sahm, Laura J.
- ItemAppropriation of digital tracking tools in an online weight loss community: Individual and shared experiences(Association for Computing Machinery (ACM), 2021-06-28) Ryan, Kathleen; Linehan, Conor; Dockray, Samantha; Irish Research Council; S3 Connected Health, IrelandOnline health communities provide a space where people seek out and provide support for weight loss activities, including tracking. Our study examined the experiences of members of an online community (r/loseit on Reddit.com) who posted about using digital tracking tools for weight loss. A targeted search garnered 379 public posts, which were analyzed using Thematic Analysis. Four themes reflected members’ individual and shared experiences: Tracking as gaining insight, Tracking as a vehicle of control, Confronting challenges in sustaining tracking and Teaching and learning the skills of tracking. We highlight complex socio-technical processes that members developed around tracking tools and discuss how knowledge of these appropriations can be applied to designing future user-centered tracking tools to support weight loss. We discuss how the social context of an online health community can shape both the usage of tracking tools and self-regulatory processes for health behaviour change.
- ItemArchives in DNA: Workshop exploring implications of an emerging bio-digital technology through design fiction(Association for Computing Machinery (ACM), 2021-06-01) Kim, Raphael; Pschetz, Larissa; Linehan, Conor; Lee, Chang Hee; Poslad, Stefan; Engineering and Physical Sciences Research Council; Arts and Humanities Research CouncilContinuing developments in DNA-based digital data storage systems promise us a sustainable, techno-utopian future; propositioning bio-digital solutions addressing the ever-increasing global data production, and inadequacies of conventional storage infrastructure to meet the demand. Distinct attributes of DNA make it an attractive archival medium. With its ability to retain high density of digital information cheaply, and to do so over multi-lifespans, DNA-based storage systems are seen as able to radically shape how we archive and use data, across wide-ranging applications. However, while the stakeholders continue to refine and race towards commercialization of the emerging technology, its sociocultural and ethical implications remain unexplored, limiting opportunities to generate insights on how such systems could be better designed and experienced. This workshop begins to explore what our DNA-mediated archival futures may hold. We learn about the fundamental principles governing the new technology and create stories about its pervasion in our lives, mediated through design fiction and structured discourse.
- ItemAn augmented reality game using face recognition technology(Association for Computing Machinery, 2017-06) Feltwell, Tom; Wood, Gavin; Linehan, Conor; Lawson, ShaunIn this paper, we explore the coupling of mobile facial recognition technology with the exploitation of nonplayers as a powerful mechanic in locative augmented reality games. A prototype game is presented which asks players to “capture” the likeness of members of the public. Driven by free-to-play models, and inspired by the phenomenal success of Pokémon GO, we have created an experience where players hunt for and “capture” real creatures in a real world.
- ItemBread stories: understanding the drivers of bread consumption for digital food customisation(Association for Computing Machinery (ACM), 2017-11) Pantidi, Nadia; Selinas, Paris; Baurley, Sharon; Flintham, Martin; Rodden, Tom; Engineering and Physical Sciences Research CouncilConsumer demand1 for food that satisfies specific needs rather than generic mass produced food is growing. In response, the food industry is actively investigating techniques for efficient and comprehensive food customisation. Digital approaches to food customisation are starting to emerge, however, the majority is currently limited to the ingredient level thus excluding consumption drivers such as people's practices and values around food. Using the approach of cultural probes, we identified four distinct narratives around bread consumption: the healthy bread, the fresh bread, the ethical bread, and the exceptional bread. These themes encapsulate drivers of bread consumption, which we argue can inform the design of digital food innovation platforms.
- ItemBread stories: Understanding the drivers of bread consumption for digital food customisation(Association for Computing Machinery (ACM), 2017-11-28) Pantidi, Nadia; Selinas, Paris; Flintham, Martin; Baurley, Sharon; Rodden, Tom; Engineering and Physical Sciences Research CouncilConsumer demand1 for food that satisfies specific needs rather than generic mass produced food is growing. In response, the food industry is actively investigating techniques for efficient and comprehensive food customisation. Digital approaches to food customisation are starting to emerge, however, the majority is currently limited to the ingredient level thus excluding consumption drivers such as people's practices and values around food. Using the approach of cultural probes, we identified four distinct narratives around bread consumption: the healthy bread, the fresh bread, the ethical bread, and the exceptional bread. These themes encapsulate drivers of bread consumption, which we argue can inform the design of digital food innovation platforms.
- ItemCare and design: an ethnography of mutual recognition in the context of advanced dementia(Association for Computing Machinery (ACM), 2019-05) Foley, Sarah; Pantidi, Nadia; McCarthy, John; Irish Research CouncilWhile there have been considerable developments in designing for dementia within HCI, there is still a lack of empirical understanding of the experience of people with advanced dementia and the ways in which design can support and enrich their lives. In this paper, we present our findings from a long-term ethnographic study, which aimed to gain an understanding of their lived experience and inform design practices for and with people with advanced dementia in residential care. We present our findings using the social theory of recognition as an analytic lens to account for recognition in practice and its challenges in care and research. We discuss how we, as the HCI community, can pragmatically engage with people with advanced dementia and propose a set of considerations for those who wish to design for and with the values of recognition theory to promote collaboration, agency and social identity in advanced dementia care.
- ItemChallenges in deprescribing for young chronic benzodiazepine patients(Wiley, 2017-01-27) Murphy, Kevin D.; Lambert, Sharon; McCarthy, Suzanne; Byrne, Stephen; Sahm, Laura J.
- ItemA combined pyschophysical-modelling investigation of the mechanisms of tactile picture perception(2006-07) Davison, Andrew P.; Yger, Pierre; Chan, Jason S.; Newell, Fiona N.; Fregnac, Yves
- ItemConflict and belonging: socially engaged art practice as a resource for resilience-building in rurban communities(Association for Computing Machinery (ACM), 2019-06) Murray, Maria; Pantidi, Nadia; Hogan, TrevorRapidly expanding rural ("rurban") areas are generally discussed with regard to logistical and administrative challenges while the impact of expansion on community resilience remains relatively unexamined. This paper describes a preliminary study on rurban community resilience with a view to supporting these communities with digital socially engaged art interventions. A series of focus groups, conducted to better understand the strengths of and challenges faced by rurban communities, demonstrated nuanced notions of identity as well as identity tensions that paradoxically contribute to a sense of belonging and inclusion. We propose that engaging with this kind of 'identity work' is a necessary first step for those who wish to deploy digital SEA interventions in communities undergoing rapid changes.
- ItemConsequences, schmonsequences! Considering the future as part of publication and peer review in computing research(Association for Computing Machinery (ACM), 2021-05) Sturdee, Miriam; Lindley, Joseph; Linehan, Conor; Elsden, Chris; Kumar, Neha; Dillahunt, Tawanna; Mandryk, Regan; Vines, JohnResearch in computing is becoming increasingly concerned with understanding and mitigating unintended consequences of technology developments. However, those concerns are rarely reflected in how we submit, review, and publish our own work. Specifically, in talking about how our new apps, devices, and algorithms will change the world, we focus almost exclusively on positive consequences. There have been calls to require some speculation about negative impacts as part of the peer review process. This workshop will explore how to think about and report potential negative consequences in our papers in a way thatâ s practical, inclusive, and achievable. The aim is to draw on scholarship around creative-yet-grounded speculation about technology futures and to consider how these might be applied to publication and peer review. The workshop aims to inspire the CHI conference and the computing research community to meaningfully consider and act upon the potential negative implications of their work.
- ItemA cross linguistic database of children's printed words in three Slavic languages(2007) Garabik, Radovan; Caravolus, Marketa; Kessler, Brett; Hoeflerova, Eva; Masterson, Jackie; Mikulajova, Marina; Szczerbinski, Marcin; Wierzchon, Piotr; Levicka, Jana; Garabik, Radovan; British Academy, United KingdomWe describe a lexical database consisting of morphologically and phonetically tagged words that occur in the texts primarily used for language arts instruction in the Czech Republic, Poland and Slovakia in the initial period of primary education (up to grade 4 or 5). The database aims to parallel the contents and usage of the British English Children's Printed Word Database. It contains words from texts of the most widely used Czech, Polish and Slovak textbooks. The corpus is accessible via a simple WWW interface, allowing regular expression searches and boolean expression across word forms, lemmas, morphology tags and phonemic transcription, and providing useful statistics on the textwords included. We anticipate extensive usage of the database as a reference in the developmentof psychodiagnostic batteries for literacy impairments in the three languages, as well as for the creation of experimental materials in psycholinguistic research.
- ItemCurrent and alternate approaches to personalization in online learning(Association for Computing Machinery, 2017) Jeske, Debora; Bagher, Mammed; Pantidi, NadiaIn the context of distance (online) learning programs, the current paper focuses on two specific goals. First, we outline how personalization based on learning analytics has been implemented in online programs offered by traditional universities, but also providers of MOOCs and virtual institutions. However, this established approach is not without its limitations. Second, we introduce two alternate concepts that may support personalization based on work around readability indices and job crafting. These approaches may also help to address some of the limitations of learning analytics. The emphasis is on how personalization may support the development of individual learning paths that would provide means for both self-pacing and co-construction of the experience. The paper concludes with a review of facilitating and challenging factors for program leaders, online technical staff and designers working in open educational contexts.
- ItemThe design of a digital behaviour change intervention for third-level student illicit substance use: A persona building approach(University of Hawai'i at Manoa, 2020-01) Dick, Samantha; Heavin, Ciara; Vasiliou, Vasilis S.; Davoren, Martin P.; Dockray, Samantha; Linehan, Conor; Byrne, Michael; University College CorkIllicit substance use among third-level students is an issue of increasing concern. Digital behavioural change interventions have been developed to target this population, but reports of their effectiveness are mixed. The importance of end-user involvement in digital intervention development has been well established, but it appears that many interventions in this area did not engage end-users during development. This absence may have affected engagement, undermining their potential effectiveness. This paper describes the process and contributions of a persona-building approach in the development of a digital behaviour change intervention tailored to the needs of third-level students. Nine exploratory persona-building workshops were carried out with 31 students, and 7 project team members to develop personas for heavy, occasional and nonsubstance using third-level students. Early analysis has identified five archetypes which will contribute to the design of an acceptable and user-friendly intervention, and to the identification of targeted behavioural change techniques.
- ItemDesign probes in a pandemic: Two tales of hybrid radical placemaking from Ireland and Australia(Association for Computing Machinery, 2022) Slingerland, Geertje; Gonsalves, Kavita; Murray, MariaDesign probes, an essential research tool during the COVID-19 pandemic, are ancillary "personal" data gathering tools that enable researchers to enter the private world of research participants. This paper compares two case studies of design probes used during the pandemic for radical placemaking in hybrid digital-physical environments: Digital Art Summer School in Northrock, Ireland, with eleven participants, and Chatty Bench Project in Brisbane, Australia, with sixteen participants. The paper further expands on the design methodology of the probes and their deployment during the online radical placemaking projects. From the participant responses to the probes’ activities and interviews, both studies demonstrated that the probes fostered placemaking in digital environments during the pandemic. The paper concludes with three lessons on the potential of probes as a critical research instrument to enable creativity, build social capital and create bonds between people and places during uncertain and turbulent times.
- ItemDesigning brutal multiplayer video games(Association for Computing Machinery, 2016-05-07) Marshall, Joe; Linehan, Conor; Hazzard, Adrian; Leverhulme Trust; Arts and Humanities Research CouncilNon-digital forms of play that allow players to direct brute force directly upon each other, such as martial arts, boxing and full contact team sports, are very popular. However, inter-player brutality has largely been unexplored as a feature of digital gaming. In this paper, we describe the design and study of 2 multi-player games that encourage players to use brute force directly against other players. Balance of Power is a tug-of-war style game implemented with Xbox Kinect, while Bundle is a playground-inspired chasing game implemented with smartphones. Two groups of five participants (n=10) played both games while being filmed, and were subsequently interviewed. A thematic analysis identified five key components of the brutal multiplayer video game experience, which informs a set of seven design considerations. This work aims to inspire the design of engaging game experiences based on awareness and enjoyment of our own and others' physicality.
- ItemDesigning movement-based play with young people using powered wheelchairs(Association for Computing Machinery, 2016-05-07) Gerling, Kathrin; Hicks, Kieran; Kalyn, Michael; Evans, Adam B.; Linehan, Conor; University of Lincoln, United KingdomYoung people using powered wheelchairs have limited access to engaging leisure activities. We address this issue through a two-stage project; 1) the participatory development of a set of wheelchair-controlled, movement-based games (with 9 participants at a school that provides education for young people who have special needs) and 2) three case studies (4 participants) exploring player perspectives on a set of three wheelchair-controlled casual games. Our results show that movement-based playful experiences are engaging for young people using powered wheelchairs. However, the participatory design process and case studies also reveal challenges for game accessibility regarding the integration of movement in games, diversity of abilities among young people using powered wheelchairs, and the representation of disability in games. In our paper, we explore how to address those challenges in the development of accessible, empowering movement-based games, which is crucial to the wider participation of young people using powered wheelchairs in play.
- ItemDifferent domains in abstract concepts(Cognitive Science Society, Inc, 2005) Setti, Annalisa; Caramelli, Nicoletta; Bara, Bruno G.; Barsalou, Lawrence; Bucciarelli, Monica; University of BolognaThis study is a first attempt to unravel the almost unexplored domain of abstract conceptual knowledge. Four kinds of abstract concepts (nominal kinds, states of the self, cognitive processes, and emotion concepts) were investigated in two experiments. Emotion concepts displayed a specific pattern in both concreteness/abstractness and imagery ratings (cf. Altarriba et al., 1999), as did the other considered domains of abstract knowledge (Experiment 1). In Experiment 2 we highlighted the specific pattern of information (taxonomic, thematic, attributive, etc) these different abstract domains elicited in a definition production task.
- ItemExploiting players? Critical reflections on participation in game development(Association for Computing Machinery, 2017) Gerling, Kathrin; Wallner, Guenter; Mirza-Babaei, Pejman; Shearer, John; Linehan, Conor; Hicks, KieranPlayer involvement in the process of game development has become a de-facto standard in both industry and academia. Participation is intended to empower players, while helping designers create better games. However, participation also introduces uncertainty regarding players' and designers' relative roles, and creates new concerns over the exploitation of players, marginalization of designers, and the quality of game design outcomes. In this workshop, we invite the games research community to critically reflect on methods used to facilitate player participation, with the goal of establishing dialogue around meaningful and constructive player involvement.