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The Flat Finger: Exploring Area Touches on Smartwatches Fingers and Technology / Oakley, Ian / Lindahl, Carina / Le, Khanh / Lee, DoYoung / Islam, M. D. Rasel Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.4238-4249
ACM Digital Library Link
Summary: Smartwatches are emerging device category that feature highly limited input and display surfaces. We explore how touch contact areas, such as lines generated by flat fingers, can be used to increase input expressivity in these diminutive systems in three ways. Firstly, we present four design themes that emerged from an ideation workshop in which five designers proposed concepts for smartwatch touch area interaction. Secondly, we describe a sensor unit and study that captured user performance with 31 area touches and contrasted this against standard targeting performance. Finally, we describe three demonstration applications that instantiate ideas from the workshop and deploy the most reliably and rapidly produced area touches. We report generally positive user reactions to these demonstrators: the area touch interactions were perceived as quick, convenient and easy to learn and remember. Together this work characterizes how designers can use area touches in watch UIs, which area touches are most appropriate and how users respond to this interaction style.

A Tangible Tool for Visual Impaired Users to Learn Geometry Work-in-Progress / Rühmann, Lisa M. / Otero, Nuno / Oakley, Ian Proceedings of the 2016 International Conference on Tangible and Embedded Interaction 2016-02-14 p.577-583
ACM Digital Library Link
Summary: This paper explores how an Android application used in combination with a tangible appcessory can facilitate learning for visually impaired students of geometry. This paper presents the status of this ongoing project. It describes the application, the physical appcessory as well as early stage user studies. The application enables visually impaired users to explore simple geometric forms displayed on a tablet through sound and vibrotactile feedback. A deformable physical appcessory that can be manipulated to adopt these forms and its shape sensed by the tablet adds an additional tactile layer to the application and experience. Three user engagements with visually impaired serve as early validations of our project and ideas and provide feedback that directs design and development of future work. Current avenues for the future work will include additional interaction modes in the application, e.g. the ability to digitize real world forms, and improving the robustness of the tangible appcessory.

Hot & tight: exploring thermo and squeeze cues recognition on wrist wearables Wearable interfaces / Song, Sunghyun / Noh, Geeyoung / Yoo, Junwoo / Oakley, Ian / Cho, Jundong / Bianchi, Andrea Proceedings of the 2015 International Symposium on Wearable Computers 2015-09-07 p.39-42
ACM Digital Library Link
Summary: Wrist worn wearable computing devices are ideally suited for presenting notifications through haptic stimuli as they are always in direct contact with the user's skin. While prior work has explored the feasibility of haptic notifications, we highlight a lack of empirical studies on thermal and pressure feedback in the context of wearable devices. This paper introduces prototypes for thermal and pressure (squeeze) feedback on the wrist. It then presents a study characterizing recognition performance with thermal and pressure cues against baseline performance with vibrations.

An exploratory study on the use of Twitter and Facebook in tandem Work-in-progress (posters) / Spiliotopoulos, Tasos / Oakley, Ian Proceedings of the 2015 British Human Computer Interaction Conference 2015-07-13 p.299-300
ACM Digital Library Link
Summary: The diversity of available Social Network Sites (SNSs) enables people to use multiple services to fulfill their communication needs. Accordingly, this paper argues there is value in studying SNSs simultaneously -- that key insights regarding SNS use will be revealed when multiple services are examined together. To demonstrate this point, we present a study of 198 Facebook users with the goal of predicting the likelihood of each being a Twitter user based on their Facebook usage. Exploratory factor analysis on twelve activity metrics collected via the Facebook API led to the identification of five discrete usage dimensions. Of these five dimensions, only those that corresponded to functionality not available in Twitter significantly (and positively) predicted ownership of an account. This result suggests complementary use of the two SNSs based on feature differentiation.

Designing a Physical Aid to Support Active Reading on Tablets Understand & Enhancing Learning / Bianchi, Andrea / Ban, So-Ryang / Oakley, Ian Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.699-708
ACM Digital Library Link
Summary: Tablet computers and portable eReaders are gradually becoming the preferred platform for the consumption of textual materials. However, although these technologies are powerful, it is widely acknowledged that print documents better support the advanced active reading tasks necessary to gain a deep understanding of a text. While prior work to address this issue has aimed improve digital eReaders by either leveraging familiar physical affordances or by extending paper's capabilities with digital tools, in this paper we propose a juncture of these two approaches. We first present a formative study that captures the needs and requirements of users during active reading tasks with tablets. We instantiate the findings in the design of a simple physical aid to support active reading: a smart bookmark. We then define an interaction space for this device, describe a set of interfaces designed to facilitate active reading and close with a user study that assesses the potential of the bookmark device and interaction techniques.

Beats: Tapping Gestures for Smart Watches Smartwatch Interaction / Oakley, Ian / Lee, DoYoung / Islam, MD. Rasel / Esteves, Augusto Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.1237-1246
ACM Digital Library Link
Summary: Interacting with smartwatches poses new challenges. Although capable of displaying complex content, their extremely small screens poorly match many of the touchscreen interaction techniques dominant on larger mobile devices. Addressing this problem, this paper presents beating gestures, a novel form of input based on pairs of simultaneous or rapidly sequential and overlapping screen taps made by the index and middle finger of one hand. Distinguished simply by their temporal sequence and relative left/right position these gestures are designed explicitly for the very small screens (approx. 40mm square) of smartwatches and to operate without interfering with regular single touch input. This paper presents the design of beating gestures and a rigorous empirical study that characterizes how users perform them -- in a mean of 355ms and with an error rate of 5.5%. We also derive thresholds for reliably distinguishing between simultaneous (under 30ms) and sequential (under 400ms) pairs of screen touches or releases. We then present five interface designs and evaluate them in a qualitative study in which users report valuing the speed and ready availability of beating gestures.

Automatically Adjusting the Speed of E-Learning Videos WIP Theme: Learning / Song, Sunghyun / Hong, Jeong-ki / Oakley, Ian / Cho, Jun Dong / Bianchi, Andrea Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.1451-1456
ACM Digital Library Link
Summary: Videos are becoming a commonplace way for students to view instructional material. Although current technology allows customization of default playback speeds to cater to individual students' desired pace, we highlight a need for more dynamic or reactive control systems capable of varying playback in response to viewer needs or activities (e.g. slowing down during note-taking). This article instantiates this idea by describing a system that tracks a user's head position in order to infer and respond to their activities whilst watching an educational video. We describe the design and implementation of the system and a user study that highlights usage patterns and shows automatic tracking and playback speed adjustment can effectively lower users' workload.

The ATB Framework: Quantifying and Classifying Epistemic Strategies in Tangible Problem-Solving Tasks Paper Session 1: Why Use Theory? / Esteves, Augusto / Bakker, Saskia / Antle, Alissa N. / May, Aaron / Warren, Jillian / Oakley, Ian Proceedings of the 2015 International Conference on Tangible and Embedded Interaction 2015-01-15 p.13-20
ACM Digital Library Link
Summary: In task performance, pragmatic actions refer to behaviors that make direct progress, while epistemic actions involve altering the world so that cognitive processes are faster, more reliable or less taxing. Epistemic actions are frequently presented as a beneficial consequence of interacting with tangible systems. However, we currently lack tools to measure epistemic behaviors, making substantiating such claims highly challenging. This paper addresses this problem by presenting ATB, a video-coding framework that enables the identification and measurement of different epistemic actions during problem-solving tasks. The framework was developed through a systematic literature review of 78 papers, and analyzed through a study involving a jigsaw puzzle -- a classical spatial problem -- involving 60 participants. In order to assess the framework's value as a metric, we analyze the study with respect to its reliability, validity and predictive power. The broadly supportive results lead us to conclude that the ATB framework enables the use of observed epistemic behaviors as a performance metric for tangible systems. We believe that the development of metrics focused explicitly on the properties of tangible interaction are currently required to gain insight into the genuine and unique benefits of tangible interaction. The ATB framework is a step towards this goal.

MagnID: Tracking Multiple Magnetic Tokens Paper Session 3: Techie: How it Works / Bianchi, Andrea / Oakley, Ian Proceedings of the 2015 International Conference on Tangible and Embedded Interaction 2015-01-15 p.61-68
ACM Digital Library Link
Summary: Tangible systems present compelling interaction opportunities but are typically enabled by complex, bulky, awkward or expensive sensing infrastructures. This hinders their adoption in many application areas. In order to address this issue, this paper explores the use of simple active magnetic tokens that create carefully controlled patterns of varying magnetic flux as the building blocks of tangible systems. We describe the construction of these tokens and a software system capable of detecting their presence and inferring their location based on data sampled from a single triaxial magnetometer a standard component of most current mobile devices. The system can recognize token positions from a set of six pre-calibrated locations with an accuracy of 99%. We describe the hardware and software components of this system and five demonstration applications that illustrate its functionality.

Indoor-ALPS: an adaptive indoor location prediction system Indoor location / Koehler, Christian / Banovic, Nikola / Oakley, Ian / Mankoff, Jennifer / Dey, Anind K. Proceedings of the 2014 International Joint Conference on Pervasive and Ubiquitous Computing 2014-09-13 v.1 p.171-181
ACM Digital Library Link
Summary: Location prediction enables us to use a person's mobility history to realize various applications such as efficient temperature control, opportunistic meeting support, and automated receptionists. Indoor location prediction is a challenging problem, particularly due to a high density of possible locations and short transition distances between these locations. In this paper we present Indoor-ALPS, an Adaptive Indoor Location Prediction System that uses temporal-spatial features to create individual daily models for the prediction of when a user will leave their current location (transition time) and the next location she will transition to. We tested Indoor-ALPS on the Augsburg Indoor Location Tracking Benchmark and compared our approach to the best performing temporal-spatial mobility prediction algorithm, Prediction by Partial Match (PPM). Our results show that Indoor-ALPS improves the temporal-spatial prediction accuracy over PPM for look-aheads up to 90 minutes by 6.2%, and for up to 30 minute look-aheads by 10.7%. These results demonstrate that Indoor-ALPS can be used to support a wide variety of indoor mobility prediction-based applications.

Interaction on the edge: offset sensing for small devices Watches and small devices / Oakley, Ian / Lee, Doyoung Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.169-178
ACM Digital Library Link
Summary: The touch screen interaction paradigm, currently dominant in mobile devices, begins to fail when very small systems are considered. Specifically, "fat fingers", a term referring to the fact that users' extremities physically obstruct their view of screen content and feedback, become particularly problematic. This paper presents a novel solution for this issue based on sensing touches to the perpendicular edges of a device featuring a front-mounted screen. The use of such offset contact points ensures that both a user's fingers and the device screen remain clearly in view throughout a targeting operation. The configuration also supports a range of novel interaction scenarios based on the touch, grip and grasp patterns it affords. To explore the viability of this concept, this paper describes EdgeTouch, a small (6 cm) hardware prototype instantiating this multi-touch functionality. User studies characterizing targeting performance, typical user grasps and exploring input affordances are presented. The results show that targets of 7.5-22.5 degrees in angular size are acquired in 1.25-1.75 seconds and with accuracy rates of 3%-18%, promising results considering the small form factor of the device. Furthermore, grasps made with between two and five fingers are robustly identifiable. Finally, we characterize the types of input users envisage performing with EdgeTouch, and report occurrence rates for key interactions such as taps, holds, strokes and multi-touch and compound input. The paper concludes with a discussion of the interaction scenarios enabled by offset sensing.

Workshop on inconspicuous interaction Workshop summaries / Marques, Diogo / Carriço, Luís / Guerreiro, Tiago / De Luca, Alexander / Maes, Pattie / Muslukhov, Ildar / Oakley, Ian / von Zezschwitz, Emanuel Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.91-94
ACM Digital Library Link
Summary: Growing usage of interactive systems in the public space has highlighted the prevalence of conflicts between desired functionality and maintenance of privacy/social comfort. This has inspired researchers and practitioners, in communities concerned with usable security, wearable and mobile interfaces, natural user interfaces, accessibility and social interaction, to employ inconspicuous interaction styles. This workshop will bring these communities together to produce forward-looking insights that can shape the way users interact with tomorrow's computers, in interactive systems that account for the social nomadic contexts where they are bound to be used.

Classifying physical strategies in tangible tasks: a video-coding framework for epistemic actions Works-in-progress / Esteves, Augusto / Bakker, Saskia / Antle, Alissa N. / May, Aaron / Warren, Jillian / Oakley, Ian Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.1843-1848
ACM Digital Library Link
Summary: Tangible interaction is a compelling interface paradigm that elegantly merges the fluency of physical manipulation with the flexibility of digital content. However, it is currently challenging to understand the real benefits and advantages of tangible systems. To address this problem, this paper argues that we need new evaluation techniques capable of meaningfully assessing how users perform with tangible, physical objects. Working towards this aim, it presents a video-coding framework that supports the granular identification of epistemic actions (physical actions that are made to simplify cognitive work) during tangible tasks. The framework includes 20 epistemic actions, identified through a systematic literature review of 77 sources. We argue that data generated by applying this process will help us better understand epistemic behavior and, ultimately, lead to the generation of novel, grounded design insights to support physically-grounded cognitive strategies in tangible tasks.

Playing for the planet: designing toys that foster sustainable values Technology for all / Barreto, Mary / Scott, Michelle / Oakley, Ian / Karapanos, Evangelos / Nunes, Nuno J. / Gomes, Sofia / Gomes, Joana Proceedings of the 2013 Annual European Conference on Cognitive Ergonomics 2013-08-26 p.16
ACM Digital Library Link
Summary: The children of today are the adults of tomorrow, for this reason it is essential to educate this generation about sustainable values, such as recycling and reducing waste and energy consumption. By targeting children's main activity of playing and toys, the design of a toy that instills sustainable values is illustrated through PlayGreen, a prototype of an interactive application. We argue that this type of toy should be designed according to children's cognitive development and their learning skills, as well as conforming to a value centered design process. This paper focuses on Piaget's cognitive development theory, more specifically, the concrete operational stage processes, which occur between the ages of seven and eleven years old. Our prototype is an application focusing on the value of resource management and allows children to create new toys from household materials. This prototype was tested with 8 and 9 year old children via a Wizard of Oz method. The prototype successfully integrated a value related to sustainability and the users were able to manipulate it easily as it was adequate to their cognitive skills.

CASA: context-aware scalable authentication Authentication and authorization / Hayashi, Eiji / Das, Sauvik / Amini, Shahriyar / Hong, Jason / Oakley, Ian Proceedings of the 2013 Symposium on Usable Privacy and Security 2013-07-24 p.3
ACM Digital Library Link
Summary: We introduce context-aware scalable authentication (CASA) as a way of balancing security and usability for authentication. Our core idea is to choose an appropriate form of active authentication (e.g., typing a PIN) based on the combination of multiple passive factors (e.g., a user's current location) for authentication. We provide a probabilistic framework for dynamically selecting an active authentication scheme that satisfies a specified security requirement given passive factors. We also present the results of three user studies evaluating the feasibility and users' receptiveness of our concept. Our results suggest that location data has good potential as a passive factor, and that users can reduce up to 68% of active authentications when using an implementation of CASA, compared to always using fixed active authentication. Furthermore, our participants, including those who do not using any security mechanisms on their phones, were very positive about CASA and amenable to using it on their phones.

Understanding motivations for Facebook use: usage metrics, network structure, and privacy Papers: social media practices / Spiliotopoulos, Tasos / Oakley, Ian Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems 2013-04-27 v.1 p.3287-3296
ACM Digital Library Link
Summary: This study explores the links between motives for using a social network service and numerical measures of that activity. Specifically, it identified motives for Facebook use by employing a Uses and Gratifications (U&G) approach and then investigated the extent to which these motives can be predicted through usage and network metrics collected automatically via the Facebook API. In total, 11 Facebook usage metrics and eight personal network metrics served as predictors. Results showed that all three variable types in this expanded U&G frame of analysis (covering social antecedents, usage metrics, and personal network metrics) effectively predicted motives and highlighted interesting behaviors. To further illustrate the power of this framework, the intricate nature of privacy in social media was explored and relationships drawn between privacy attitudes (and acts) and measures of use and network structure.

jamTable: Can Physical Interfaces Support the Collaboration between Novice and Experienced Musicians? Music / Esteves, Augusto / Quintal, Filipe / Oakley, Ian HAID 2013: International Workshop on Haptic and Audio Interaction Design 2013-04-18 p.99-108
Link to Digital Content at Springer
Summary: This paper introduces jamTable, a system that enables the collaboration between users playing a standard musical instrument and users interacting with a tangible musical sequencer. In an introductory study both qualitative and quantitative data were collected from eight participants in two setup conditions: Musician-Musician and Novice-Musician pairs. By comparing the performance of participants in these two groups, this paper gathers relevant insights regarding the ability of a tangible musical application such as the jamTable to support musical collaborations between novice and experienced musicians -- in both learning or performance activities.

Uses & gratifications of a Facebook media sharing group Understanding people's practices in social networks / Karnik, Mayur / Oakley, Ian / Venkatanathan, Jayant / Spiliotopoulos, Tasos / Nisi, Valentina Proceedings of ACM CSCW'13 Conference on Computer-Supported Cooperative Work 2013-02-23 v.1 p.821-826
ACM Digital Library Link
Summary: This paper explores uses and gratifications of a content community on a social network service -- a music video sharing group on Facebook. In a two-stage study, 20 users first generated words or phrases to describe how they used the group, and what they enjoyed about their use. These phrases were coded into 34 questionnaire items that were then completed by 57 new participants. Factor analysis on this data revealed four gratifications: contribution; discovery; social interaction and entertainment. These factors are interpreted and discussed, leading to design implications and guidelines aimed at informing the design of future online services that combine media sharing with social interaction to create online systems based on a rich and meaningful object-centered sociality.

The digital dream lab: tabletop puzzle blocks for exploring programmatic concepts Learning and education / Oh, Hyunjoo / Deshmane, Anisha / Li, Feiran / Han, Ji Yeon / Stewart, Matt / Tsai, Michael / Xu, Xing / Oakley, Ian Proceedings of the 2013 International Conference on Tangible and Embedded Interaction 2013-02-10 2013-02-10 p.51-56
ACM Digital Library Link
Summary: Tangible interaction links digital data with physical forms to support embodied use. Puzzle pieces, which their inherent physical syntax of connectable elements, provide a powerful and expressive metaphor on which to construct such tangible systems. Prior work has explored this potential in the domain of edutainment systems for children aimed at tasks such as learning logic, programming or organizational skills. Although this work is promising, it has largely focused on relatively advanced concepts and children of ages 7-12 years. The work presented in this paper adopts the same perspective but focuses on young children (5 and under) and a simpler range of concepts relating to the clustering and manipulation of data. To achieve this it presents the design (including results from a series of six formative field studies) and implementation of the Digital Dream Lab tabletop puzzle block system. This system, intended for installation in a museum, engages young children (aged 4-5) to explore simple programmatic concepts and the link between the physical and virtual world. The paper closes with design recommendations of future work targeting this goal, setting and age group.

Supporting offline activities on interactive surfaces Compare and contrast / Esteves, Augusto / Scott, Michelle / Oakley, Ian Proceedings of the 2013 International Conference on Tangible and Embedded Interaction 2013-02-10 2013-02-10 p.147-154
ACM Digital Library Link
Summary: This paper argues that inherent support for offline activities -- activities that are not sensed by the system -- is one of strongest benefits of tangible interaction over more traditional interface paradigms. By conducting two studies with single and paired users on a simple tangible tabletop scheduling application, this paper explores how tabletop interfaces could be designed to better support such offline activities. To focus its exploration, it looks at offline activities in terms of how they support cognitive work, such as aiding exploration of problem spaces or lowering task complexity. This paper concludes with insights relating to the form, size, and location for spaces that afford offline actions, and also the design of tangible tokens themselves.

Physical games or digital games?: comparing support for mental projection in tangible and virtual representations of a problem-solving task Compare and contrast / Esteves, Augusto / van den Hoven, Elise / Oakley, Ian Proceedings of the 2013 International Conference on Tangible and Embedded Interaction 2013-02-10 2013-02-10 p.167-174
ACM Digital Library Link
Summary: This paper explores how different interfaces to a problem-solving task affect how users perform it. Specifically, it focuses on a customized version of the game of Four-in-a-row and compares play on a physical, tangible game board with that conducted in mouse and touch-screen driven virtual versions. This is achieved through a repeated measures study involving a total of 36 participants and which explicitly assesses aspects of cognitive work through measures of time task, subjective workload, the projection of mental constructs onto external structures and the occurrence of explanatory epistemic actions. The results highlight the relevance of projection and epistemic action to this problem-solving task and suggest that the different interface forms afford instantiation of these activities in different ways. The tangible version of the system supports the most rapid execution of these actions and future work on this topic should explore the unique advantages of tangible interfaces in supporting epistemic actions.

Designing tangible magnetic appcessories Demos / Bianchi, Andrea / Oakley, Ian Proceedings of the 2013 International Conference on Tangible and Embedded Interaction 2013-02-10 2013-02-10 p.255-258
ACM Digital Library Link
Summary: Tangible interaction allows the control of digital information through physical artifacts -- virtual data is tied to real-world objects. Sensing and display technologies that enable this kind of functionality are typically complex. This represents a barrier to entry for researchers and also restricts where these interaction techniques can be deployed. Addressing these limitations, recent work has explored how the touch screens on mobile devices can be used as sensing and display platforms for tangible interfaces. This paper extends this work by exploring how magnets can be employed to achieve similar ends. To achieve this, it describes the design and construction of eight magnetic appcessories. These are cheap, robust physical interfaces that leverage magnets (and the magnetic sensing built into mobile devices) to support reliable and expressive tangible interactions with digital content.

Designing and making a tangible tabletop game with ToyVision Studios / Marco, Javier / Oakley, Ian / Cerezo, Eva / Baldassarri, Sandra Proceedings of the 2013 International Conference on Tangible and Embedded Interaction 2013-02-10 2013-02-10 p.423-426
ACM Digital Library Link
Summary: Studio participants will design and prototype tangible board-games for NIKVision: a tabletop computer for young children. The goal of this studio is to give designers and developers hands-on experience of developing a functional prototype of a tangible tabletop application without the intrinsic difficulties of managing electronic sensors, actuators and machine vision algorithms. During the studio attendees will complete a simple but conceptually complete tangible board-game prototype during the workshop day by abstracting the technologies and keeping focus firmly on the application behaviours and the interactions between users, objects and the system. This will be achieved through using the ToyVision toolkit, a set of software tools that lowers the threshold of prototyping both the "bits" and "atoms" of interactive tabletop games.

Performing Online and Offline: How DJs Use Social Networks Facilitating Social Behaviour and Collaboration I / Karnik, Mayur / Oakley, Ian / Nisi, Valentina Proceedings of IFIP INTERACT'13: Human-Computer Interaction-2 2013 v.2 p.63-80
Keywords: Ethnography; DJs; social networks; participant observations
Link to Digital Content at Springer
Summary: Music and online Social Network Sites (SNS) are closely intertwined in popular culture, but we know relatively little about how performers use and take advantage of such social systems. This paper investigates this space by exploring how professional DJs leverage SNS in their work. It adopts a long term mixed-methods ethnographic approach encompassing semi-structured interviews, supported by studio visits and participant observations. Results revealed that DJs used SNS for connecting to their audiences; promoting their work; receiving peer feedback; discovering content and keeping abreast of their field; and organizing and coordinating events. We further interpret our findings in the context of issues DJs highlighted about their professional practice and technology, and our observations; and draw out design implications for future music orientated systems and services.

Designing to support prescribed home exercises: understanding the needs of physiotherapy patients @home / Chandra, Hitee / Oakley, Ian / Silva, Hugo Proceedings of the 7th Nordic Conference on Human-Computer Interaction 2012-10-14 p.607-616
ACM Digital Library Link
Summary: Musculoskeletal disorders are a globally significant health problem affecting millions. Physiotherapy, including prescribed exercises performed independently by patients in their homes, is a key treatment for many sufferers. However, many patients fail to complete home exercises, prolonging recovery periods or accelerating decline. Pervasive health technologies, capable of monitoring users in their homes, are ideally suited to address this problem. This paper describes user research with a group of three physiotherapists and eleven current physiotherapy patients to understand the problems and user needs underlying non-compliance with home exercise regimes. The research adopted a speed dating approach and culminated with six insights and design recommendations relating to the form and type of feedback that should be used in such systems, to how scheduling and therapist-patient communication systems should be designed and to the role of privacy.
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