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Designing for Transient Use: A Human-in-the-loop Translation Platform for Refugees Vulnerable Populations and Technological Support / Brown, Deana / Grinter, Rebecca E. Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.321-330
ACM Digital Library Link
Summary: Refugees undergoing resettlement in a new country post exile and migration face disruptive life changes. They rely on a network of individuals in the host country to help them rebuild their lives and livelihoods. We investigated whether technology could contribute to minimizing the vulnerabilities resettling refugees face. We designed Rivrtran, a messaging platform that provides 'human-in-the-loop' interpretation between individuals who don't share a common language. We report the findings from the deployment of Rivrtran to mediate communication between resettling refugee families in the United States and the American families they are paired with who serve as their mentors. Our findings suggest that scaffolding communication in such a way provides refugees one means of accessing diversified help outside their cultural group. Moreover human-in-the-loop interpretation may help to mitigate the effects of cultural barriers between those communicating. We establish the notion of designing for transient use in the development of systems to scaffold communication for short-term use by resettling refugees.

Engaging Students with Profound and Multiple Disabilities Using Humanoid Robots Access to Education and Learning / Standen, Penny / Brown, David / Roscoe, Jess / Hedgecock, Joseph / Stewart, David / Trigo, Maria Jose Galvez / Elgajiji, Elmunir UAHCI 2015: 9th International Conference on Universal Access in Human-Computer Interaction, Part II: Access to Interaction 2015-08-02 v.2 p.419-430
Keywords: Robots; education; engagement; profound and multiple intellectual disabilities; case studies; video analysis
Link to Digital Content at Springer
Summary: Engagement is the single best predictor of successful learning for children with intellectual disabilities yet achieving engagement with pupils who have profound or multiple disabilities (PMD) presents a challenge to educators. Robots have been used to engage children with autism but are they effective with pupils whose disabilities limit their ability to control other technology? Learning objectives were identified for eleven pupils with PMD and a humanoid robot was programmed to enable teachers to use it to help pupils achieve these objectives. These changes were evaluated with a series of eleven case studies where teacher-pupil dyads were observed during four planned video recorded sessions. Engagement was rated in a classroom setting and during the last session with the robot. Video recordings were analysed for duration of engagement and teacher assistance and number of goals achieved. Rated engagement was significantly higher with the robot than in the classroom. Observations of engagement, assistance and goal achievement remained at the same level throughout the sessions suggesting no reduction in the novelty factor.

An Intuitive Tangible Game Controller Long Papers / Foottit, Jacques / Brown, Dave / Marks, Stefan / Connor, Andy M. Proceedings of the 2014 Australasian Conference on Interactive Entertainment 2014-12-02 p.4
ACM Digital Library Link
Summary: This paper outlines the development of a sensory feedback device providing a tangible interface for controlling digital environments, in this example a flight simulator, where the intention for the device is that it is relatively low cost, versatile and intuitive. Gesture based input allows for a more immersive experience, so rather than making the user feel like they are controlling an aircraft the intuitive interface allows the user to become the aircraft that is controlled by the movements of the user's hand. The movements are designed to allow a sense of immersion that would be difficult to achieve with an alternative interface.
    A vibrotactile based haptic feedback is incorporated in the device to further enhance the connection between the user and the game environment by providing immediate confirmation of game events. When used for navigating an aircraft simulator, this device invites playful action and thrill. It bridges new territory on portable, low cost solutions for haptic devices in gaming contexts.

Engaging Students with Profound and Multiple Disabilities Using Humanoid Robots Access to Education and Learning / Standen, Penny / Brown, David / Roscoe, Jess / Hedgecock, Joseph / Stewart, David / Trigo, Maria Jose Galvez / Elgajiji, Elmunir UAHCI 2014: 8th International Conference on Universal Access in Human-Computer Interaction, Part II: Universal Access to Information and Knowledge 2014-06-22 v.2 p.419-430
Keywords: Robots; education; engagement; profound and multiple intellectual disabilities; case studies; video analysis
Link to Digital Content at Springer
Summary: Engagement is the single best predictor of successful learning for children with intellectual disabilities yet achieving engagement with pupils who have profound or multiple disabilities (PMD) presents a challenge to educators. Robots have been used to engage children with autism but are they effective with pupils whose disabilities limit their ability to control other technology? Learning objectives were identified for eleven pupils with PMD and a humanoid robot was programmed to enable teachers to use it to help pupils achieve these objectives. These changes were evaluated with a series of eleven case studies where teacher-pupil dyads were observed during four planned video recorded sessions. Engagement was rated in a classroom setting and during the last session with the robot. Video recordings were analysed for duration of engagement and teacher assistance and number of goals achieved. Rated engagement was significantly higher with the robot than in the classroom. Observations of engagement, assistance and goal achievement remained at the same level throughout the sessions suggesting no reduction in the novelty factor.

A study of Auti: a socially assistive robotic toy Wednesday short papers / Andreae, Helen E. / Andreae, Peter M. / Low, Jason / Brown, Deidre Proceedings of ACM IDC'14: Interaction Design and Children 2014-06-17 p.245-248
ACM Digital Library Link
Summary: This paper presents an evaluation of the effectiveness of a new socially-assistive robot, Auti, in encouraging physical and verbal interactions in children with autism. It aims to encourage positive play behaviors such as gentle speaking and touching, with positive reinforcement through movement responses, and to discourage challenging behaviors, such as screaming or hitting through the removal of the reinforcing movements. This study evaluates the design by comparing a fully-interactive Auti to an active-only version, which does the same movements but does not respond to the child. Results from 18 participants indicate that the Interactive Auti does encourage positive behaviors more than the Active-only version. However, further design is needed around addressing problematic behaviors.

Reflection through design: immigrant women's self-reflection on managing health and wellness Personal health and wellbeing / Brown, Deana / Ayo, Victoria / Grinter, Rebecca E. Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.1605-1614
ACM Digital Library Link
Summary: Women comprise nearly half of the immigrant population worldwide and are susceptible to a wider range of health challenges compared to immigrant men. We present the findings of four participatory design sessions with immigrant women from the Caribbean to identify health and wellness challenges they faced and to conceptualize technologies to help them manage these issues. Stress, dietary challenges (specifically obesity), mental health, and domestic abuse, as identified by the women, form the focal themes for the design sessions. Their design approaches emphasized rebuilding the support structure, reducing stressors through entertainment and relaxation and encouraging positive gradational lifestyle changes. In conceiving health and wellness technologies for immigrant women, our work highlights opportunities for HCI to consider the role of others (and who benefits) and to reflect on the role of design and the underlying values and themes designs encompass. Finally, we emphasize how the technologies conceived by these women support rather than replace social solutions to the health and wellness challenges faced by these and other immigrant women.

Human-swarm interactions based on managing attractors Human-robot teams / Brown, Daniel S. / Kerman, Sean C. / Goodrich, Michael A. Proceedings of the 2014 ACM/IEEE International Conference on Human-Robot Interaction 2014-03-03 p.90-97
ACM Digital Library Link
Summary: Leveraging the abilities of multiple affordable robots as a swarm is enticing because of the resulting robustness and emergent behaviors of a swarm. However, because swarms are composed of many different agents, it is difficult for a human to influence the swarm by managing individual agents. Instead, we propose that human influence should focus on (a) managing the higher level attractors of the swarm system and (b) managing trade-offs that appear in mission-relevant performance. We claim that managing attractors theoretically allows a human to abstract the details of individual agents and focus on managing the collective as a whole. Using a swarm model with two attractors, we demonstrate this concept by showing how limited human influence can cause the swarm to switch between attractors. We further claim that using quorum sensing allows a human to manage trade-offs between the scalability of interactions and mitigating the vulnerability of the swarm to agent failures.

OrMiS: a tabletop interface for simulation-based training Education and training / Bortolaso, Christophe / Oskamp, Matthew / Graham, T. C. Nicholas / Brown, Doug Proceedings of the 2013 ACM International Conference on Interactive Tabletops and Surfaces 2013-10-06 p.145-154
ACM Digital Library Link
Summary: This paper presents the design of OrMiS, a tabletop application supporting simulation-based training. OrMiS is notable as one of the few practical tabletop applications supporting collaborative analysis, planning and interaction around digital maps. OrMiS was designed using an iterative process involving field observation and testing with domain experts. Our key design insights were that such a process is required to resolve the tension between simplicity and functionality, that information should be displayed close to the point of the user's touch, and that collaboration around maps cannot be adequately solved with a single form of zooming. OrMiS has been evaluated by domain experts and by officer candidates at a military university.

Engaging Students with Intellectual Disabilities through Games Based Learning and Related Technologies Access to Mobile Interaction / Brown, David / Standen, Penny / Saridaki, Maria / Shopland, Nick / Roinioti, Elina / Evett, Lindsay / Grantham, Simon / Smith, Pauline UAHCI 2013: 7th International Conference on Universal Access in Human-Computer Interaction, Part III: Applications and Services for Quality of Life 2013-07-21 v.3 p.573-582
Keywords: route learning; mobile; digital games based learning; disability
Link to Digital Content at Springer
Summary: Studies within our research group have shown that Digital Games Based Learning (DGBL) can have a positive effect on some of the core development needs of people with intellectual disabilities and associated sensory impairments. Of current interest is the expansion of DGBL activities on mobile platforms. The RECALL Project describes the development and evaluation of a novel route learning system for people with disabilities using location based services (on the Android OS). Research has shown that route guidance systems suppress cognitive map development, and for a target audience described as having 'poor spatial skills', systems that develop route learning rather than guidance are required. Two studies are reported here. The first demonstrates that there were less navigational errors made, and less help required, in the more independent usage of the system, than in the earlier training stages. The second focusses on more qualitative evaluation of soft skills and personal development via the use of the system, and of the gamified version of the software. It looks specifically at how a playful approach can aid the understanding of map based representations.

Five Agile UX Myths Invited Essay / Brown, Diana DeMarco Journal of Usability Studies 2013-05 v.8 n.3 p.55-60
Link to PDF at UPAssoc.org

Takes a transnational network to raise a child: the case of migrant parents and left-behind Jamaican teens Sensemaking, scholarship, and science / Brown, Deana / Grinter, Rebecca E. Proceedings of the 2012 International Conference on Ubiquitous Computing 2012-09-05 p.123-132
ACM Digital Library Link
Summary: Migration of parents, in pursuit of 'a better life', has deep roots in Caribbean history and culture. However, the separation from children that results means that care gets provided through a transnational network of caregivers and devices. In this paper we describe how mobile phones in particular have entered a complex care network and while they support some communications they have also contributed to many of the difficulties associated with migration. On the basis of our observations, we conclude with a call for future Ubicomp research into family communication to look to support parenting by considering caregiving networks as wider than just the family. Moreover, this study contributes to our thinking about what 'more' means when introducing additional technologies in family and care networks and their ability to reinforce or shift power structures in the networks in which they are embedded.

WATER alert!: disseminating drinking water quality information to South Africans Works-in-progress / Brown, Deana S. / Marsden, Gary / Loudon, Melissa Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.2 p.1915-1920
ACM Digital Library Link
Summary: Drinking water quality, especially in many parts of South Africa, is far below acceptable standards. With an annual estimate of 43,000 deaths from diarrheal diseases, 3 million cases of illness, and treatment costs of over half a billion US dollars, the impact is critical [4]. This research addresses the challenge of reporting complex and critical water quality information in a way that is accessible to all South Africans as required by law. In a country with high illiteracy rates, 11 official languages and limited-to-no access to technology in many areas, this is no easy feat. We describe the details of WATER Alert!, a prototype mobile phone application designed to alert and report critical water quality information to consumers who subscribe to it. Our initial evaluation of this design with users suggests that such an application would help to improve consumers' understanding of water quality information. The symbol-based messages make critical water quality information more accessible to illiterate or low-literate users, or non-native English or Afrikaans speakers. Additionally, the use of a tool and interface design most of our users are familiar with (the mobile phone) lowers the learning curve.

INTERNET What Makes a Good Deliverable / Brown, Dan 2010-12-07
Keywords: hci-sites:articles | 
Excerpt from "Communicating Design Web Site Documentation for Design and Planning"
www.uie.com/articles/good_deliverable/

User Interface Evaluation of Serious Games for Students with Intellectual Disability Entertainment Software Accessibility / Lanyi, Cecilia Sik / Brown, David J. / Standen, Penny / Lewis, Jacqueline / Butkute, Vilma ICCHP'10: International Conference on Computers Helping People with Special Needs 2010-07-14 v.1 p.227-234
Keywords: intellectual disability; serious games; user interface testing
Link to Digital Content at Springer
Summary: We have designed and evaluated around 10 serious games under the EU Leonardo Transfer of Innovation Project: Game On Extra Time (GOET) project goet-project.eu/. The project supports people with learning disabilities and additional sensory impairments in getting and keeping a job by helping them to learn, via games-based learning; skills that will help them in their working day. These games help students to learn how to prepare themselves for work, dealing with everyday situations at work, including money management, travelling independently etc. This paper is concerned with the potential of serious games as effective and engaging learning resources for people with intellectual disabilities. In this paper we will address questions related to the design and evaluation of such games, and our design solutions to suit the individual learning needs of our target audiences.

HCI Professional Involvement in k-12 Education: On Target or Missing the Mark? eLearning and Education / Jelin, Martin / Sudol, Adrian / Damon, Jeffrey / McCadden, Douglas / Brown, David HCI International 2009: 13th International Conference on Human-Computer Interaction, Part IV: Interacting in Various Application Domains 2009-07-19 v.4 p.111-118
Keywords: blended learning; e-learning; Course Management System (CMS); Virtual Leaning Environment (VLE); Human-Computer Interaction (HCI); k-12 Education; magnet schools
Link to Digital Content at Springer
Summary: Abstract. The state of learning across geographic, socioeconomic, age, and gender boundaries can be enhanced greatly by Human-Computer Information (HCI) infusion into blended learning [1][2][3] or Course Management System (CMS) software [4][3][5]. The major thrust of this paper is to examine problematic issues examined in popular software such as Moodle™ in which the HCI community could be beneficial. By regarding the ultimate students' goal, i.e. grades, and the desirable benefit of course material understanding, one can develop an understanding of what CMS software needs and CMS software users expect on the high school level.

Embedded electronics in playful products Embedded artefacts, garments and environments / Brown, Dean Proceedings of the 3rd International Conference on Tangible and Embedded Interaction 2009-02-18 p.27-29
Keywords: electronics, experience, ludic design, play, users
ACM Digital Library Link
Summary: This paper explores an approach to digital product design [1] through two prototype products, an augmented bedside table and a portable loud speaker. We discuss our design motivations, user case studies and common themes of simplicity, playfulness and ludic engagement [2].

SNIF TOOL: sniffing for patterns in continuous streams DB: stream processing / Mukherji, Abhishek / Rundensteiner, Elke A. / Brown, David C. / Raghavan, Venkatesh Proceedings of the 2008 ACM Conference on Information and Knowledge Management 2008-10-26 p.369-378
ACM Digital Library Link
Summary: Continuous time-series sequence matching, specifically, matching a numeric live stream against a set of redefined pattern sequences, is critical for domains ranging from fire spread tracking to network traffic monitoring. While several algorithms exist for similarity matching of static time-series data, matching continuous data poses new, largely unsolved challenges including online real-time processing requirements and system resource limitations for handling infinite streams. In this work, we propose a novel live stream matching framework, called n-Snippet Indices Framework (in short, SNIF), to tackle these challenges. SNIF employs snippets as the basic unit for matching streaming time-series. The insight is to perform the matching at two levels of granularity: bag matching of subsets of snippets of the live stream against prefixes of the patterns, and order checking for maintaining successive candidate snippet bag matches. We design a two-level index structure, called SNIF index, which supports these two modes of matching. We propose a family of online two-level prefix matching algorithms that trade off between result accuracy and response time. The effectiveness of SNIF to detect patterns has been thoroughly tested through experiments using real datasets from the domains of fire monitoring and sensor motes. In this paper, we also present a study of SNIF's performance, accuracy and tolerance to noise compared against those of the state-of-the-art Continuous Query with Prediction (CQP) approach.

Cognitive Scales and Mental Models for Inclusive Design Part III: Understanding Diversity: Motor, Perceptual and Cognitive Abilities / Persad, Umesh / Langdon, Patrick / Brown, David / Clarkson, P. John UAHCI 2007: 4th International Conference on Universal Access in Human Computer Interaction, Part I: Coping with Diversity 2007-07-22 v.1 p.776-785
Keywords: Inclusive Design; Product Evaluation; Cognitive Assessment; working memory
Link to Digital Content at Springer
Summary: In keeping with a user capability and product demand approach to product assessment, this paper examines the cognitive demands placed on users when interacting with consumer products. The eventual aim is to develop a set of cognitive capability scales that could be used in the analytical evaluation of product interfaces. We explore the dimensions of cognitive capability relevant to product interaction and describe how these may be used to evaluate a given design. Planned work addresses quantitative measurement of cognitive capabilities and predictive validation of capability scales.

Virtual reality and its role in removing the barriers that turn cognitive impairments into intellectual disability / Standen, P. J. / Brown, D. J. Virtual Reality 2006-12 v.10 n.3/4 p.241-252
Keywords: Virtual reality; Education; Intellectual disability; Cognitive impairments; Tutor; User sensitive inclusive design
Link to Digital Content at Springer
Summary: Early expectations of the contribution that virtual reality (VR) could make to education far exceeded actual applications. This was largely due to the initial immaturity of the technology and a lack of evidence base on which to base design and utilisation. While the early developments in computer based learning largely concentrated on mainstream education, leaving those with special needs behind, the potential of VR as an educational tool was exploited for those with intellectual disabilities right from the start. This paper describes the empirical evidence that has contributed to the development of educational virtual reality for those with intellectual disabilities: studies on transfer of learning from the virtual to the real world; how teachers might support those using VR; the design of virtual environments and what input/control devices best facilitate use of desktop VR. Future developments and ethical issues are also considered.

The new economy: an engineer's perspective / Brown, David Proceedings of the 2006 International Conference on the World Wide Web 2006-05-23 p.1
ACM Digital Library Link
Summary: From his twin perspectives as a career-long telecommunications engineer and Chairman of one of the UK's largest electronics companies, Sir David Brown will reflect on whether and when the New Economy, seemingly so long coming, will finally arrive. He will begin by exploring how the prospect of everything being digital; everyone having broadband; and intelligence being everywhere is changing our understanding of mobility. Then he will comment on the economic effects of that changed understanding under three headings -- the macroeconomy, microeconomy and socioeconomy -- before suggesting the criteria we might use to decide when the New Economy has arrived.

Text formats and web design for visually impaired and dyslexic readers -- Clear Text for All ARTICLE / Evett, Lindsay / Brown, David Interacting with Computers 2005 v.17 n.4 p.453-472
Keywords: Accessibility; Visual impairment; Dyslexia; Clear print; Clear text; Web design guidelines
Link to Article at ScienceDirect
Summary: The Royal National Institute of the Blind (RNIB) has produced a Clear Print booklet, which contains recommendations for the production of Clear Print for the blind and partially sighted. The British Dyslexia Association (BDA) has produced a Dyslexia Style Guide, which covers similar issues. Both focus on producing text, which is clear and therefore more easily read, and there is significant overlap between the two. By comparing the two, a set of specifications for the production of text has been generated. Using the specifications should produce clear text for both dyslexic and visually impaired readers. It should improve readability for all. The text specifications plus additional recommendations from the BDA are considered with respect to an existing set of web site design guidelines for dyslexic readers to produce an enhanced set of guidelines compatible with both. These guidelines are recommended to be followed as standard, both for their benefits to visually impaired and dyslexic readers, promoting accessibility for these groups, and for their potential to improve accessibility for all.

The Development of Control Devices for Virtual Environments for Use by People with Intellectual Disabilities Universal access in HCI : inclusive design in the information society / Standen, P. / Brown, D. / Anderton, N. / Battersby, S. Proceedings of the Tenth International Conference on Human-Computer Interaction 2003-06-22 v.4 p.897-901
Virtual Travel Training for People with Learning Disabilities Accessing Employment Including the Introduction to the Special Thematic Session "Virtual Reality" Virtual Reality / Shopland, N. / Lewis, J. / Brown, D. J. / Powell, H. M. ICCHP'02: International Conference on Computers Helping People with Special Needs 2002-07-15 p.140-142
Link to Digital Content at Springer
Summary: The purpose of this project is to develop a Virtual Learning Environment to assist in the travel training of a group of people with learning disabilities to enable them to gain access to training and employment opportunities. To achieve this a realistic Virtual Travel in Sutton Package will be developed to assist people with special needs to learn independent travel skills, and to assess the effectiveness of the software in achieving this aim.

Literacy and Numeracy Edutainment Packages for Disaffected Young Learners Virtual Reality / Brown, D. J. / Yazdanparast, M. / Lewis, J. / Shopland, N. / Powell, H. M. ICCHP'02: International Conference on Computers Helping People with Special Needs 2002-07-15 p.145-146
Link to Digital Content at Springer
Summary: The UK Government has conducted research into skills gaps within the UK population. It has concluded that there is an alarmingly large proportion of the population with low literacy and numeracy skills.

Online Gardening to Promote Social Inclusion Virtual Reality / Battersby, S. J. / Kelly, N. / Brown, D. J. / Powell, H. M. ICCHP'02: International Conference on Computers Helping People with Special Needs 2002-07-15 p.150-152
Link to Digital Content at Springer
Summary: There are several European initiatives aimed at producing rehabilitation and associated technologies, in response to a strong North American market created through Disability Act Legislation [1]. In the past we have developed projects that provide vocationally based work tutors to teach a range of horticulture, IT, catering and soft skills. These projects include the provision of virtual reality and multimedia based materials to develop the first of these vocational skills -- horticulture.
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