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Personal Tracking of Screen Time on Digital Devices Behavioral Change / Rooksby, John / Asadzadeh, Parvin / Rost, Mattias / Morrison, Alistair / Chalmers, Matthew Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.284-296
ACM Digital Library Link
Summary: Numerous studies have tracked people's everyday use of digital devices, but without consideration of how such data might be of personal interest to the user. We have developed a personal tracking application that enables users to automatically monitor their 'screen time' on mobile devices (iOS and Android) and computers (Mac and Windows). The application interface enables users to combine screen time data from multiple devices. We trialled the application for 28+ days with 21 users, collecting log data and interviewing each user. We found that there is interest in personal tracking in this area, but that the study participants were less interested in quantifying their overall screen time than in gaining data about their use of specific devices and applications. We found that personal tracking of device use is desirable for goals including: increasing productivity, disciplining device use, and cutting down on use.

The Internet of Playful Things Workshops & Courses / Wyeth, Peta / Brereton, Margot / Roe, Paul / Morrison, Ann / Rogers, Yvonne / Soro, Alessandro / Johnson, Daniel Proceedings of the 2015 ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play 2015-10-05 p.821-826
ACM Digital Library Link
Summary: This one-day workshop brings together researchers and practitioners to share knowledge and practices on how people can connect and interact with the Internet of Things in a playful way. Open to participants with a diverse range of interests and expertise, and by exploring novel ways to playfully connect people through their everyday objects and activities, the workshop will facilitate discussion across a range of HCI discipline areas. The outcomes from the workshop will include an archive of participants' initial position papers along with the materials created during the workshop. The result will be a road map to support the development of a Model of Playful Connectedness, focusing on how best to design and make playful networks of things, identifying the challenges that need to be addressed in order to do so.

Configuring Attention in the Multiscreen Living Room Papers / Rooksby, John / Smith, Timothy E. / Morrison, Alistair / Rost, Mattias / Chalmers, Matthew Proceedings of the 14th European Conference on Computer-Supported Cooperative Work 2015-09-19 p.243-261
Link to Digital Content at Springer
Summary: We have conducted a video study of households in Scotland with cohabiting students and young professionals. In this paper we unpack five examples of how mobile devices are used by people watching television. In the examples we explore how screens are used together (a) in a physical ecology, (b) in an embodied way, (c) in an orderly way, and (d) with respect to others. We point out that mobile devices are routinely used to access media that is unconnected and unrelated to media on television, for example for sending and receiving messages, browsing social media, and browsing websites. We suggest that mobile devices are not used to directly enhance television programmes, but to enhance leisure time. We suggest that it is important, when considering mobile devices as second screens, not just to treat these as a design topic, but to pay attention to how they are interactionally integrated into the living room.

Designing a Vibrotactile Language for a Wearable Vest Wearable DUXU / Morrison, Ann / Knoche, Hendrik / Manresa-Yee, Cristina DUXU 2015: Fourth International Conference on Design, User Experience, and Usability, Part II: Users and Interactions 2015-08-02 v.2 p.655-666
Keywords: Wearable technology; Vibrotactile patterns; Calming effects
Link to Digital Content at Springer
Summary: We designed a wearable vest that houses a set of actuators to be placed at specific points on the body. We developed vibrotactile patterns to induce five sensation types: (1) Calming, (2 patterns, Up and Down back) (2) Feel Good (4 patterns in different directions around the waist), (3) Activating (2 patterns, Tarzan and Shiver, on top front of body and then down the back as well for Shiver), (4) Navigation (2 patterns, Turn Left and Turn Right, prompting on back then opposite side front waist) for full body turning and (5) Warning, (1 pattern on solar plexus) to slow down or stop the wearers. We made an overlap between the pulses, which were of longer durations than the short burst saltation pulses designed to induce muscle movement. Our participants responded well to the Calming and Feel Good patterns, but reported mixed responses to Activation, Navigation and Warning patterns.

Pass the Ball: Enforced Turn-Taking in Activity Tracking Experience Design for Games / Rooksby, John / Rost, Mattias / Morrison, Alistair / Chalmers, Matthew Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.2417-2426
ACM Digital Library Link
Summary: We have developed a mobile application called Pass The Ball that enables users to track, reflect on, and discuss physical activity with others. We followed an iterative design process, trialling a first version of the app with 20 people and a second version with 31. The trials were conducted in the wild, on users' own devices. The second version of the app enforced a turn-taking system that meant only one member of a group of users could track their activity at any one time. This constrained tracking at the individual level, but more successfully led users to communicate and interact with each other. We discuss the second trial with reference to two concepts: social-relatedness and individual-competence. We discuss six key lessons from the trial, and identify two high-level design implications: attend to "practices" of tracking; and look within and beyond "collaboration" and "competition" in the design of activity trackers.

First Insights with a Vibrotactile Interface for Children with Multiple Disabilities WIP Theme: Accessibility / Manresa-Yee, Cristina / Morrison, Ann / Muntaner, Joan Jordi Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.905-910
ACM Digital Library Link
Summary: Designing and evaluating interactive systems for users with multiple disabilities is a challenge due to their cognitive, sensory, physical and behavioral conditions. Vibrotactile interfaces to motivate users' actions exist for users with hearing and sight impairments, but there are hardly any for users with multiple disabilities. We developed V-Sense, a vibrotactile interface that encourages children with multiple disabilities to move their arms by using vibrations and exploiting the saltation perceptual illusion. In this paper we describe our initial experience evaluating the interface with 5 children for 7 weeks and we discuss the first insights concerning the use of the interface and the difficulties encountered while conducting the evaluation sessions.

Improving consent in large scale mobile HCI through personalised representations of data / Morrison, Alistair / McMillan, Donald / Chalmers, Matthew Proceedings of the 8th Nordic Conference on Human-Computer Interaction 2014-10-26 p.471-480
ACM Digital Library Link
Summary: In using 'app store'-style software repositories to distribute research applications, substantial ethical challenge exists in gaining informed consent from potential participants. Standard 'terms and conditions' pages are commonly used, but we find they fail to communicate relevant information to users. We suggest interrupting use of an application with a visual representation of collected data, rather than merely providing a description at first launch. Data collected, but not uploaded, before this can be used to create personalised examples of what will be shared. We experiment with different ways of presenting this information and allowing opt-out mechanisms, finding that users are more concerned when presented with a visual, personalised representation, and consequently stop using the application sooner. We observe a particular difference in non-English speakers, suggesting that our proposed approach might be especially appropriate for global trials, where not all users will be able to understand researchers' disclosures of data logging intent.

Participatory design through a cultural lens: insights from postcolonial theory Short papers: Reflecting methods in context II / Mainsah, Henry / Morrison, Andrew Proceedings of the 13th Participatory Design Conference. Volume 2: Short Papers, Industry Cases, Workshop Descriptions, Doctoral Consortium Papers, and Keynote Abstracts 2014-10-06 v.2 p.83-86
ACM Digital Library Link
Summary: This paper examines challenges faced in participatory design's confrontation with cultural complexity in contexts of intercultural encounter and transnational exchange. We argue that there is need for more elaborate approaches to culture, technology, and participation in relation to participatory design. By examining issues at the crossroads between knowledge and power, agency and representation we identify a variety of ways in which Postcolonial Theory might inform Participatory Design.

A Vibrotactile Interface to Motivate Movement for Children with Severe to Profound Disabilities Accessibility and Adaptive Systems / Manresa-Yee, Cristina / Morrison, Ann / Larsen, Jeppe V. / Varona, Javier Proceedings of the 15th International Conference on Interacción Persona-Ordenador 2014-09-10 p.10
ACM Digital Library Link
Summary: V-Sense is a vibrotactile interface that encourages children with severe or profound cognitive, sensory and physical impairments to move. The interface makes use of touch, in particular vibrations, as a supportive function to motivate users' actions. Specifically, we propose a vibrotactile interface on the arm and around the shoulder using the saltation perceptual illusion to induce movement of the corresponding joint. In this paper we describe the design principles of the interface and the proposed experimental design to evaluate it.

The remediation of nosferatu: exploring transmedia experiences Horror, vampires, magic, & hobbits / Ghellal, Sabiha / Morrison, Ann / Hassenzahl, Marc / Schaufler, Benjamin Proceedings of DIS'14: Designing Interactive Systems 2014-06-21 v.1 p.617-626
ACM Digital Library Link
Summary: In this paper we present The Remediation of Nosferatu, a location based augmented reality horror adventure. Using the theory of fictional universe elements, we work with diverse material from Nosferatu's horror genre and vampire themes as a case study. In this interdisciplinary research we intertwine traditional storytelling and scriptwriting skills with interaction design methods. For the game setting, we create hybrid spaces merging the fictional universe and the physical environment into one pervasive experience, centering around a variety of augmented reality activities played out at sunset. Focusing on the phenomenological world of 21 participants, we analyse triangulated data by distinguishing between a range of more "open" and "closed" styles of interactions. Our study illustrates how Speculative Play may enable non-linear storytelling elements within a transmedia fictional universe. We believe our approach can be more generally useful for designing future rich, enjoyable and meaningful transmedia experiences.

Personal tracking as lived informatics Quantified self / Rooksby, John / Rost, Mattias / Morrison, Alistair / Chalmers, Matthew Chalmers Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.1163-1172
ACM Digital Library Link
Summary: This paper characterises the use of activity trackers as "lived informatics". This characterisation is contrasted with other discussions of personal informatics and the quantified self. The paper reports an interview study with activity tracker users. The study found: people do not logically organise, but interweave various activity trackers, sometimes with ostensibly the same functionality; that tracking is often social and collaborative rather than personal; that there are different styles of tracking, including goal driven tracking and documentary tracking; and that tracking information is often used and interpreted with reference to daily or short term goals and decision making. We suggest there will be difficulties in personal informatics if we ignore the way that personal tracking is enmeshed with everyday life and people's outlook on their future.

Responsive lighting: the city becomes alive Unconventional mobile user interfaces, services and hardware / Poulsen, Esben Skouboe / Morrison, Ann / Andersen, Hans Jørgen / Jensen, Ole B. Proceedings of 2013 Conference on Human-computer interaction with mobile devices and services 2013-08-27 2013-08-27 p.217-226
ACM Digital Library Link
Summary: We distributed fourteen controllable street lamps in a city square and recorded three comparative and one 'usual' condition, operating the public lighting as if it were an interactive stage. First tested was adaptive lighting that responded to people's occupancy patterns. Second was a mobile phone application that allowed people to customise color and responsive behaviours in the overhead lighting system. Third was ambient lighting, responding to wind velocity. The study extends the discussion on multiuser interaction design in public lighting by asking: how can interactions using mobile phones, thermal tracking and wind inputs afford new social behaviors, without disturbing the usual public functions of street lighting? This research lays foundational work on the affordances of mobile phones for engagement and interaction with public lighting. The study indicates the use of personal phones as a tool for interaction in this setting has potential to provide a stronger ownership to urban place.

Informing future design via large-scale research methods and big data Workshops / Rost, Mattias / Morrison, Alistair / Cramer, Henriette / Bentley, Frank Proceedings of 2013 Conference on Human-computer interaction with mobile devices and services 2013-08-27 2013-08-27 p.612-615
ACM Digital Library Link
Summary: With the launch of 'app stores' on several mobile platforms and the great uptake of smartphones among the general population, researchers have begun utilising these distribution channels to deploy research software to large numbers of users. Previous Research In The Large workshops have sought to establish base-line practice in this area. We have seen the use of app stores as being successful as a methodology for gathering large amounts of data, leading to design implications, but we have yet to explore the full potential for this data's use and interpretation. How is it possible to leverage the practices of large-scale research, beyond the current approaches, to more directly inform future designs? We propose that the time is right to re-energise discussions on large-scale research, looking further than the basic methodological issues and assessing the potential for informing the design of new mobile software.

Analysing user behaviour through dynamic population models Evaluation and design methods / Higgs, Matthew / Morrison, Alistair / Girolami, Mark / Chalmers, Matthew Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.271-276
ACM Digital Library Link
Summary: We apply a statistical modelling-based approach to exploring, analysing and predicting behavioural patterns of users of mobile software. The technique employed represents the behaviour of each user through a weighted mixture over data-generating distributions. In the described pilot study, we show how we have modelled the behaviour of over a hundred users of an iOS game. We illustrate how this modelling approach can be used to determine user play strategies and learning rates and show how this affects the length of time users keep returning to play the game. We describe our ongoing work, including feeding results of the modelling into the design process.

Categorised ethical guidelines for large scale mobile HCI Papers: ethics in HCI / McMillan, Donald / Morrison, Alistair / Chalmers, Matthew Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems 2013-04-27 v.1 p.1853-1862
ACM Digital Library Link
Summary: The recent rise in large scale trials of mobile software using 'app stores' has moved current researcher practice beyond available ethical guidelines. By surveying this recent and growing body of literature, as well as established professional principles adopted in psychology, we propose a set of ethical guidelines for large scale HCI user trials. These guidelines come in two parts: a set of general principles and a framework into which individual app store-based trials can be assessed and ethical concerns exposed. We categorise existing literature using our scheme, and explain how researchers could use our framework to classify their future user trials to determine ethical responsibility, and the steps required to meet these obligations.

Modeling vibrotactile detection by logistic regression Spatial and search / Andersen, Hans Jørgen / Morrison, Ann / Knudsen, Lars Proceedings of the 7th Nordic Conference on Human-Computer Interaction 2012-10-14 p.500-503
ACM Digital Library Link
Summary: In this study we introduce logistic regression as a method for modeling, in this case the user's detection rate, to more easily show cross-effecting factors, necessary in order to design an adaptive system. Previously such effects have been investigated by a variety of linear regression type methods but these are not well suited for developing adaptive systems. We investigate the method on a qualitative and quantitative dataset with ages spanning from seven to 79 years under indoor and outdoor experimental settings. The results show that the method is indeed a suitable candidate for quantification of, in this instance vibrotactile information, and for the future design of user-adaptive vibrotactile displays. More generally the model shows potential for designing a variety of adaptive systems.

Playing it real: magic lens and static peephole interfaces for games in a public space Mobile augmented reality / Grubert, Jens / Morrison, Ann / Munz, Helmut / Reitmayr, Gerhard Proceedings of the 14th Conference on Human-computer interaction with mobile devices and services 2012-09-21 p.231-240
ACM Digital Library Link
Summary: Magic lens and static peephole interfaces are used in numerous consumer mobile phone applications such as Augmented Reality browsers, games or digital map applications in a variety of contexts including public spaces. Interface performance has been evaluated for various interaction tasks involving spatial relationships in a scene. However, interface usage outside laboratory conditions has not been considered in depth in the evaluation of these interfaces.
    We present findings about the usage of magic lens and static peephole interfaces for playing a find-and-select game in a public space and report on the reactions of the public audience to participants' interactions.
    Contrary to our expectations participants favored the magic lens over a static peephole interface despite tracking errors, fatigue and potentially conspicuous gestures. Most passersby did not pay attention to the participants and vice versa. A comparative laboratory experiment revealed only few differences in system usage.

Social media, design and civic engagement by youth: a cultural view Civic participation / Mainsah, Henry / Morrison, Andrew Proceedings of the 12th Participatory Design Conference. Volume 1: Research Papers 2012-08-12 v.1 p.1-9
ACM Digital Library Link
Summary: This argumentative essay at the intersection of media studies, Cultural Studies, and literacy research, frames of PD in the emerging territory of social media and civic engagement. We refer to core principles of PD and to recent reflections on social technologies and participation in design. These are linked to research on designing for participative cultural expression via social media. PD is particularly suited to young people's involvement in the context of design and civic engagement. We argue that a cultural view that highlights issues of power, identity, agency, and culture offers useful avenues for negotiating the interests and perspectives of different stakeholders in civic initiatives. There is a need for design to connect to existing participatory and cultures of youth. We offer illustrations of these and a number of considerations for possible future use.

A hybrid mass participation approach to mobile software trials The tools of the trade / Morrison, Alistair / McMillan, Donald / Reeves, Stuart / Sherwood, Scott / Chalmers, Matthew Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.1311-1320
ACM Digital Library Link
Summary: User trials of mobile applications have followed a steady march out of the lab, and progressively further ''into the wild', recently involving ''app store'-style releases of software to the general public. Yet from our experiences on these mass participation systems and a survey of the literature, we identify a number of reported difficulties. We propose a hybrid methodology that aims to address these, by combining a global software release with a concurrent local trial. A phone-based game, created to explore the uptake and use of ad hoc peer-to-peer networking, was evaluated using this new hybrid trial method, combining a small-scale local trial (11 users) with a ''mass participation' trial (over 10,000 users). Our hybrid method offers many benefits, allowing locally observed findings to be verified, patterns in globally collected data to be explained and addresses ethical issues raised by the mass participation approach. We note trends in the local trial that did not appear in the larger scale deployment, and which would therefore have led to misleading results were the application trialed using ''traditional' methods alone. Based on this study and previous experience, we provide a set of guidelines to researchers working in this area.

NUIs for new worlds: new interaction forms and interfaces for mobile applications in developing countries Workshop summaries / Jensen, Kasper Løvborg / Marsden, Gary / Cutrell, Edward / Jones, Matt / Morrison, Ann Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing Systems 2012-05-05 v.2 p.2779-2782
ACM Digital Library Citation
Summary: Mobile phones constitute the most ubiquitous computing platform in the developing world, and for the past decade it has been focus of many research efforts within Human Computer Interaction for Development (HCI4D). HCI4D has matured through a series of previous HCI related conferences and workshops and a growing body of work have established it as subfield of its own [1][2][4][5][6].
    We believe it is now time to focus on more specific topics within this subfield and this workshop is dedicated to one such topic; namely how the next wave of more sophisticated mobile handsets will enable new interaction forms and interfaces, and how this can be use to create more natural ways of interacting with mobile ICTs.
    The aim of this workshop is to discuss the current (and near-future) technologies and create a research agenda for how we can design, implement and evaluate new and more natural interaction forms and interfaces for mobile devices. The ultimate goal is to lower the technical and literacy barriers and get relevant information, applications and services out to the next billion users.

Open-ended art environments motivate participation New media and art / Morrison, Ann / Viller, Stephen / Mitchell, Peta Proceedings of the 2011 International Conference on Advances in Computer Entertainment Technology 2011-11-08 p.45
ACM Digital Library Link
Summary: In this research we observe the situated, embodied and playful interaction that participants engage in with open-ended interactive artworks. The larger project from which this work derives [28] contributes a methodological model for the evaluation of open-ended interactive artwork that treats each work individually and recognises the importance of the artist intent and the traditions from which the work derives. In this paper, we describe this evolving methodology for evaluating and understanding participation via three case studies of open-ended interactive art installations. This analysis builds an understanding of open-ended free-play non-narrative environments and the affordances these environments enable for participants.

A Comparison of Distribution Channels for Large-Scale Deployments of iOS Applications / McMillan, Donald / Morrison, Alistair / Chalmers, Matthew International Journal of Mobile Human Computer Interaction 2011-10 v.3 n.4 p.1-17
Keywords: iOS, iPhone, Mass Participation, Mobile Applications, Ubicomp
www.igi-global.com/article/comparison-distribution-channels-large-scale/58922
Summary: When conducting mass participation trials on Apple iOS devices researchers are forced to make a choice between using the Apple App Store or third party software repositories. In order to inform this choice, this paper describes a sample application that was released via both methods along with comparison of user demographics and engagement. The contents of these repositories are examined and compared, and statistics are presented highlighting the number of times the application was downloaded and the user retention experienced with each. The results are presented and the relative merits of each distribution method discussed to allow researchers to make a more informed choice. Results include that the application distributed via third party repository received ten times more downloads than the App Store application and that users recruited via the repository consistently used the application more.

SGVis: Analysis of Data From / Morrison, Alistair / Chalmers, Matthew International Journal of Mobile Human Computer Interaction 2011-10 v.3 n.4 p.36-54
Keywords: Categorisation, Data Analysis, iOS, iPhone, Mass Participation, Ubicomp, Visualisation
www.igi-global.com/article/sgvis-analysis-data/58924
Summary: The recent rise in popularity of 'app store' markets on a number of different mobile platforms has provided a means for researchers to run worldwide trials of ubiquitous computing (ubicomp) applications with very large numbers of users. This opportunity raises challenges, however, as more traditional methods of running trials and gathering data for analysis might be infeasible or fail to scale up to a large, globally-spread user base. SGVis is a data analysis tool designed to aid ubicomp researchers in conducting trials in this manner. This paper discusses the difficulties involved in running large scale trials, explaining how these led to recommendations on what data researchers should log, and to design choices made in SGVis. The authors outline several methods of use and why they help with challenges raised by large scale research. A means of categorising users is also described that could aid in data analysis and management of a trial with very large numbers of participants. SGVis has been used in evaluating several mass-participation trials, involving tens of thousands of users, and several use cases are described that demonstrate its utility.

Building sensitising terms to understand free-play in open-ended interactive art environments Games / Morrison, Ann / Viller, Stephen / Mitchell, Peta Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.1 p.2335-2344
ACM Digital Library Link
Summary: In this paper we introduce and discuss the nature of free-play in the context of three open-ended interactive art installation works. We observe the interaction work of situated free-play of the participants in these environments and, building on precedent work, devise a set of sensitising terms derived both from the literature and from what we observe from participants interacting there. These sensitising terms act as guides and are designed to be used by those who experience, evaluate or report on open-ended interactive art. That is, we propose these terms as a common-ground language to be used by participants communicating while in the art work to describe their experience, by researchers in the various stages of research process (observation, coding activity, analysis, reporting, and publication), and by inter-disciplinary researchers working across the fields of HCI and art. This work builds a foundation for understanding the relationship between free-play, open-ended environments, and interactive installations and contributes sensitising terms useful for the HCI community for discussion and analysis of open-ended interactive art works.

Informed consent and users' attitudes to logging in large scale trials Works-in-progress / Morrison, Alistair / Brown, Owain / McMillan, Donald / Chalmers, Matthew Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.2 p.1501-1506
ACM Digital Library Link
Summary: The HCI community has begun to use 'app store'-style software repositories as a distribution channel for research applications. A number of ethical challenges present themselves in this setting, not least that of gaining informed consent from potential participants before logging data on their use of the software. We note that standard 'terms and conditions' pages have proved unsuccessful in communicating relevant information to users, and explore further means of conveying researchers' intent and allowing opt-out mechanisms. We test the hypothesis that revealing collected information to users will affect their level of concern at being recorded and find that users are more concerned when presented with a personalised representation of recorded data, and consequently stop using the application sooner. Also described is a means of allowing between-groups experiments in such mass participation trials.
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