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Musically Informed Sonification for Chronic Pain Rehabilitation: Facilitating Progress & Avoiding Over-Doing Medical Device Sensing / Newbold, Joseph W. / Bianchi-Berthouze, Nadia / Gold, Nicolas E. / Tajadura-Jiménez, Ana / Williams, Amanda CdC Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.5698-5703
ACM Digital Library Link
Summary: In self-directed chronic pain physical rehabilitation it is important that the individual can progress as physical capabilities and confidence grow. However, people with chronic pain often struggle to pass what they have identified as safe boundaries. At the same time, over-activity due to the desire to progress fast or function more normally, may lead to setbacks. We investigate how musically-informed movement sonification can be used as an implicit mechanism to both avoid overdoing and facilitate progress during stretching exercises. We sonify an end target-point in a stretch exercise, using a stable sound (i.e., where the sonification is musically resolved) to encourage movements ending and an unstable sound (i.e., musically unresolved) to encourage continuation. Results on healthy participants show that instability leads to progression further beyond the target-point while stability leads to a smoother stop beyond this point. We conclude discussing how these findings should generalize to the CP population.

Effects of SMILE Emotional Model on Humanoid Robot User Interaction Late-Breaking Reports -- Session 2 / Russell, Elise / Williams, Andrew B. Extended Abstracts of the 2015 ACM/IEEE International Conference on Human-Robot Interaction 2015-03-02 v.2 p.113-114
ACM Digital Library Link
Summary: Naturalistic conversation and emotions, while difficult to approximate in robots, facilitate interactions with non-expert users and serve to make robots more relatable and predictable. This paper describes the implementation and evaluation of two major improvements upon an existing interface, the SMILE app for the MU-L8 humanoid robot. The original version of the app is compared to a version in which popups and extraneous user touches are removed, and they are both compared to a third version in which the robot's emotions decay with time. These versions are tested in terms of ease of use, user engagement, and naturalness of interaction. User feedback and observer ratings are collected for 15 participants, and their results are described. These improvements contribute advances in the field of smartphone humanoid robotics interfaces toward a more ideal emotional and conversational model.

Bi-Modal Detection of Painful Reaching for Chronic Pain Rehabilitation Systems Oral Session 6: Healthcare and Assistive Technologies / Olugbade, Temitayo A. / Aung, M. S. Hane / Bianchi-Berthouze, Nadia / Marquardt, Nicolai / Williams, Amanda C. Proceedings of the 2014 International Conference on Multimodal Interaction 2014-11-12 p.455-458
ACM Digital Library Link
Summary: Physical activity is essential in chronic pain rehabilitation. However, anxiety due to pain or a perceived exacerbation of pain causes people to guard against beneficial exercise. Interactive rehabilitation technology sensitive to such behaviour could provide feedback to overcome such psychological barriers. To this end, we developed a Support Vector Machine framework with the feature level fusion of body motion and muscle activity descriptors to discriminate three levels of pain (none, low and high). All subjects underwent a forward reaching exercise which is typically feared among people with chronic back pain. The levels of pain were categorized from control subjects (no pain) and thresholded self reported levels from people with chronic pain. Salient features were identified using a backward feature selection process. Using feature sets from each modality separately led to high pain classification F1 scores of 0.63 and 0.69 for movement and muscle activity respectively. However using a combined bimodal feature set this increased to F1 = 0.8.

Manufacturing for makers: from prototype to product Forums / Williams, Amanda / Nadeau, Bruno interactions 2014-11 v.21 n.6 p.64-67
ACM Digital Library Link
Summary: The boundaries between 'the digital' and our everyday physical world are dissolving as we develop more physical ways of interacting with computing. This forum presents some of the topics discussed in the colorful multidisciplinary field of tangible and embodied interaction. -- Eva Hornecker, Editor

Projecting the voice: observations of audience behaviours in ICT-mediated contemporary opera / Lin, Yu-Wei / Williams, Alan E. New Review of Hypermedia and Multimedia 2014-07-03 v.20 n.3 p.207-223
Link to Article at Taylor & Francis
Summary: This paper examines how audiences experience live opera performance and the behaviours they exhibit during live-streaming of the performance. It aims to contribute to our understanding of how audiences, who increasingly inhabit an environment saturated with digital media, respond to contemporary opera performance. Based on a comparative study of audience experiences and behaviours during a live opera performance and the streamed opera screening, we investigate whether digital mediation affects audience appreciation, and whether streaming live opera means the same thing to an audience as the unmediated performance. We firstly outline the conception, design and performance of a contemporary opera and its simultaneous streaming to nearby digital screens. Then, we report the evaluation of the project as measured by a mix of qualitative and quantitative methods during the rehearsals, the live performance and the screening. As one of the few social studies of contemporary classical music in Britain, our study of opera audience behaviours sheds light on the challenges and opportunities afforded by digital technologies for opera companies. Understanding how audiences appreciate digital operas offers practical advice on how theatres and opera companies could respond to new forms of digital activities.

Motivating people with chronic pain to do physical activity: opportunities for technology design Exergaming for health and fitness / Singh, Aneesha / Klapper, Annina / Jia, Jinni / Fidalgo, Antonio / Tajadura-Jiménez, Ana / Kanakam, Natalie / Bianchi-Berthouze, Nadia / Williams, Amanda Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.2803-2812
ACM Digital Library Link
Summary: Physical activity is important for improving quality of life in people with chronic pain. However, actual or anticipated pain exacerbation, and lack of confidence when doing physical activity, make it difficult to maintain and build towards long-term activity goals. Research guiding the design of interactive technology to motivate and support physical activity in people with chronic pain is lacking. We conducted studies with: (1) people with chronic pain, to understand how they maintained and increased physical activity in daily life and what factors deterred them; and (2) pain-specialist physiotherapists, to understand how they supported people with chronic pain. Building on this understanding, we investigated the use of auditory feedback to address some of the psychological barriers and needs identified and to increase self-efficacy, motivation and confidence in physical activity. We conclude by discussing further design opportunities based on the overall findings.

Critical making hackathon: situated hacking, surveillance and big data proposal Workshop summaries / Tanenbaum, Karen / Tanenbaum, Joshua G. / Williams, Amanda M. / Ratto, Matt / Resch, Gabriel / Bari, Antonio Gamba Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.17-20
ACM Digital Library Link
Summary: In this workshop we propose to explore issues around big data, data privacy, visualization, sensing, surveillance, and counter-surveillance, through a team-based Critical Making hackathon.

Crowdfunding: an emerging field of research Panel 102 / Gerber, Elizabeth M. / Muller, Michael / Wash, Rick / Irani, Lilly C. / Williams, Amanda / Churchill, Elizabeth F. Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.1093-1098
ACM Digital Library Link
Summary: Crowdfunding, the request of resources through social media, has generated much discussion in the popular press; however, there have been few systematic empirical studies of this growing phenomenon. We bring together the leading HCI researchers in crowdfunding and crowdsourcing to discuss this potentially transformative socio-technical innovation that may advance (or harm) human capabilities to innovate and collaborate. We will discuss current empirical research on crowdfunding and the future of research in this field from diverse perspectives including computer science, social science, communications, and design, using both qualitative and quantitative research methods. To make real progress towards realizing future research, we will lead a discussion with the audience of new research agendas in crowdfunding.

Towards a social and mobile humanoid exercise coach HRI2014 late breaking reports poster / Ramgoolam, Darryl / Russell, Elise / Williams, Andrew B. Proceedings of the 2014 ACM/IEEE International Conference on Human-Robot Interaction 2014-03-03 p.274-275
ACM Digital Library Link
Summary: In the near future, humanoid robots may be available to act as personal health coaches that can socially interact and exercise with people to increase their physical activity and improve their nutritional habits. Although there has been work to demonstrate the long-term effects of using a robot to motivate and record exercise and nutrition data, we are developing a social and mobile humanoid health coach that will explain and perform the physical exercises along with the human in an effort to increase their physical activity. In this paper, we describe a pilot study to compare the effects on young adults of coaching delivered by a social and mobile humanoid robot health coach versus a human health coach. While data analysis bore out no significant statistical effect of coach type on daily activity level, the results demonstrated encouraging trends and suggest further research with a larger sample size.

Multisited Design: An Analytical Lens for Transnational HCI / Williams, Amanda / Lindtner, Silvia / Anderson, Ken / Dourish, Paul Human-Computer Interaction 2014-01 v.29 n.1 p.78-108
Link to Article at Taylor & Francis
Summary: In this article, we present and articulate the analytical lens of multisited design to illuminate transnational connections between sites of design, and aid in the translation of knowledge between designers and ethnographers. This position emerges from the authors' respective engagements in ethnographic research and design engagements with a slum community center in Bangkok, Thailand, and with "makers" and entrepreneurs in Shanghai and Shenzhen, China. In both cases, we found design to be a site of engagement with and interpretation of wider connections between different locales, and between local and global networks. We identify four crucial aspects of design for the purposes of this discussion: It is normative, concerned with function and the attainment of goals; it is practical, and oriented toward constraints and opportunities; it frames and defines problems concurrently with solving them; and it takes a systems approach that accounts for the broad context of the design situation. Approaching and participating in these aspects of design evolved in concert with our ethnographic fieldwork and analysis, allowing us to take design seriously without sacrificing an ethnographic commitment to nuanced description. We conclude by touching on the epistemological similarities, rather than conflicts, between ethnography and design.

Strive: student-athletes transitioning with camaraderie and competition Student design competition / Ellis, Dennis / Kennedy, Tony / Pasupuleti, Vamsi / Williams, Adam / Ye, Yalu Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.2585-2590
ACM Digital Library Link
Summary: When a collegiate student-athlete's athletic eligibility expires, a transitional period follows when student-athletes begin to establish a new identity separate from sport. During the transition, student-athletes lose the opportunity to compete with teammates on a daily basis. We propose Strive, which helps former student-athletes maintain camaraderie with former teammates through real-time, remote competitions.

Democratizing technology: pleasure, utility and expressiveness in DIY and maker practice Papers: fabrication / Tanenbaum, Joshua G. / Williams, Amanda M. / Desjardins, Audrey / Tanenbaum, Karen Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems 2013-04-27 v.1 p.2603-2612
ACM Digital Library Link
Summary: DIY, hacking, and craft have recently drawn attention in HCI and CSCW, largely as a collaborative and creative hobbyist practice. We shift the focus from the recreational elements of this practice to the ways in which it democratizes design and manufacturing. This democratized technological practice, we argue, unifies playfulness, utility, and expressiveness, relying on some industrial infrastructures while creating demand for new types of tools and literacies. Thriving on top of collaborative digital systems, the Maker movement both implicates and impacts professional designers. As users move more towards personalization and reappropriation, new design opportunities are created for HCI.

Indy R&D: doing HCI research off the beaten path Panels / Williams, Amanda / Brewer, Johanna / Gibb, Alicia / Wilhelm, Eric / Forrest, Hugh Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing Systems 2012-05-05 v.2 p.1131-1134
ACM Digital Library Link
Summary: This panel discusses independent research and development in HCI. We focus on possible models for Indy R&D operations, supporting infrastructures, practical methods, and taking advantage of academic skills in the transition. Panel participants have experience in several different models of funding, conducting, and disseminating results from independent research. We will provide the audience with practical tips to help them decide if Indy R&D is right for them, and if so, help them do it.

User needs for technology supporting physical activity in chronic pain Work-in-progress / Swann-Sternberg, Tali / Singh, Aneesha / Bianchi-Berthouze, Nadia / Williams, Amanda Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing Systems 2012-05-05 v.2 p.2441-2446
ACM Digital Library Citation
Summary: An emerging field of HCI is the use of interactive technology to promote fitness. However, current persuasive fitness technologies for the general population do not address the psychological needs of users with chronic conditions. This is particularly the case in chronic pain. Research indicates that people with chronic pain have negative beliefs and experiences associated with pain such as anxiety about provoking pain through exercise. We interviewed physiotherapists and people with chronic pain to get an understanding of the physical and psychological needs that must be addressed by a technology for supporting physical activity in this population. Five themes emerged: pain management approach, personalisation/tailoring, exercise adherence, supportive functions, and visual representations.

Research with a hacker ethos: what DIY means for tangible interaction research Forums: Tangible and Embodied Interaction / Williams, Amanda / Gibb, Alicia / Weekly, David interactions 2012-03-01 v.19 n.2 p.14-19
Eva Hornecker, Editor
ACM Digital Library Link

Vice interfaces Studios / Kabisch, Eric / Williams, Amanda Proceedings of the 6th International Conference on Tangible and Embedded Interaction 2012 v.9 p.343-346
ACM Digital Library Link
Summary: While interaction designers often aim to support virtues such as health, creativity and thrift, their design efforts are also implicated in technologies that support greed, lust, and vanity. "Vice" interfaces serve as a way to interrogate critically some of the moral values that lie beneath our design efforts, while also providing an opportunity to create some wickedly fun prototypes.

Creativity syntax: codifying physical space's impact on creativity in the workplace Graduate student symposium / Williams, Alison Proceedings of the 2011 Conference on Creativity and Cognition 2011-11-03 p.469-470
ACM Digital Library Link
Summary: The impact of the physical environment on people's ability to be optimally creative at work is a research area which has only now, in the past decade, started to receive detailed attention. Although creativity in the workplace has been the subject of intensive research for over half a century researchers have stepped away from or minimized the effect that the physical environment may have on people's creativity and ability to innovate. Building on recent work done in the field, and on earlier theories of pattern language and shape grammar, this paper outlines work that moves towards a grammar of creative spaces identifying and codifying those elements of the physical environment which may optimize creativity in the workplace.

Teaching creative design: a challenging field Understanding and supporting creativity / Askland, Hedda Haugen / Williams, Anthony / Ostwald, Michael Proceedings of the 2011 DESIRE Conference on Creativity and Innovation in Design 2011-10-19 p.149-156
ACM Digital Library Link
Summary: This paper considers the issue of creativity in design education. More specifically, it discusses key challenges for teaching creative design as they are identified by design academics. The paper presents an analysis of primary data collected for an ongoing research project on assessing creativity in design. It identifies six key issues facing design academics when teaching creative design courses, namely: terminology; subjectivity and marking; culture and context; personalities; resources; and pedagogical approach.

Collaborative creativity: a complex systems model with distributed affect Collaboration & creativity / Aragon, Cecilia R. / Williams, Alison Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.1 p.1875-1884
ACM Digital Library Link
Summary: The study of creativity has received significant attention over the past century, with a recent increase in interest in collaborative, distributed creativity. We posit that creativity in distributed groups is fostered by software interfaces that specifically enable socio-emotional or affective communication. However, previous work on creativity and affect has primarily focused on the individual, while group creativity research has concentrated more on cognition rather than affect. In this paper we propose a new model for creativity in distributed groups, based on the theory of groups as complex systems, that includes affect as well as cognition and that explicitly calls out the interface between individuals as a key parameter of the model. We describe the model, the four stages of collaborative creativity and the causal dynamics in each stage, and demonstrate how affect and interface can facilitate the generation, selection, and amplification of ideas in the various stages of collaborative creativity. We then validate our model with data from three field sites. The data was collected from longitudinal studies of two distributed groups involved in producing creative products -- astrophysicists studying supernovae and the expansion rate of the universe and children creating multimedia programming projects online-"-and interviews with staff in a multinational engineering company.

Facial expression of emotion and perception of the Uncanny Valley in virtual characters / Tinwell, Angela / Grimshaw, Mark / Nabi, Debbie Abdel / Williams, Andrew Computers in Human Behavior 2011-03 v.27 n.2 p.741-749
Keywords: Uncanny Valley
Keywords: Facial expression
Keywords: Emotion
Keywords: Characters
Keywords: Video games
Keywords: Realism
Link to Article at sciencedirect
Summary: With technology allowing for increased realism in video games, realistic, human-like characters risk falling into the Uncanny Valley. The Uncanny Valley phenomenon implies that virtual characters approaching full human-likeness will evoke a negative reaction from the viewer, due to aspects of the character's appearance and behavior differing from the human norm. This study investigates if "uncanniness" is increased for a character with a perceived lack of facial expression in the upper parts of the face. More important, our study also investigates if the magnitude of this increased uncanniness varies depending on which emotion is being communicated. Individual parameters for each facial muscle in a 3D model were controlled for the six emotions: anger, disgust, fear, happiness, sadness and surprise in addition to a neutral expression. The results indicate that even fully and expertly animated characters are rated as more uncanny than humans and that, in virtual characters, a lack of facial expression in the upper parts of the face during speech exaggerates the uncanny by inhibiting effective communication of the perceived emotion, significantly so for fear, sadness, disgust, and surprise but not for anger and happiness. Based on our results, we consider the implications for virtual character design.

Bizarro game controllers studio proposal Studios and workshops / Williams, Amanda / Kabisch, Eric Proceedings of the 5th International Conference on Tangible and Embedded Interaction 2011-01-22 p.337-340
ACM Digital Library Link
Summary: Tangible interfaces are increasingly becoming commercially available products in the current generation of game controllers like the Nintendo Wii Remote, Microsoft's Kinect, and Sony's Eye. Tangible interaction researchers and designers can push the envelope of game controllers by thinking creatively about input device design. At the same time, the constraints of controlling a playable game can provide us with a fun, engaging, and useful design exercise.

INTERNET Usability Testings in APAC & MENA / Williams, Annie 2010-10-22 India Focus Suites Solutions & Services Pvt. Ltd.
Keywords: hci-sites:companies | 
Keywords: We support technology project fieldwork. We conduct usability testings, focus groups and indepth interviews using the usability engineering methodologies to define user-centered requirements and design. We have worked on prototypes and websites. We improve the HCI using usability testing methodologies and tools.
Languages: English
www.focus-suites.com
E-mail: annie@focus-suites.com
Summary: Usability Testing & Eye Tracking resource

Propinquity: exploring embodied gameplay Demo presentations / Williams, Amanda / Hughes, Lynn / Simon, Bart Proceedings of the 2010 International Conference on Ubiquitous Computing 2010-09-26 p.387-388
Keywords: embodied interaction, gaming, play, proximity sensing, wearable
ACM Digital Library Link
Summary: Consumer game platforms are realizing Ubicomp's vision of seamless, sensor-based, embodied interaction with computation. Here we present Propinquity, a full-body dancing/fighting game using proximity and touch sensing. Relying primarily on auditory feedback, Propinquity attempts to reconfigure sensor-based gameplay as an activity where players orient towards one another rather than a central screen. By presenting this particular demo, we hope to stimulate discussion of embodiment, expressiveness, play, performance, and social production in both ubicomp interaction and game design.

Changing conceptualisations of creativity in design Papers / Askland, Hedda Haugen / Ostwald, Michael / Williams, Anthony Proceedings of the 2010 DESIRE Conference on Creativity and Innovation in Design 2010-08-16 p.4-11
ACM Digital Library Link
Summary: A critical dimension of a designer's work is the search for novel or original solutions to problems; it is about imagining and synthesising new possibilities. As such, a key element of design is creativity. Understanding creativity and how to enhance creative performance is therefore of great importance to the design disciplines. Nonetheless, questions regarding the concept and phenomenon of creativity as it relates to design remain relatively underdeveloped. This paper considers the main approaches to creativity within the design disciplines and the changing nature of conceptual thinking regarding creativity in design.

The design studio, models of creativity and the education of future designers Papers / Williams, Anthony / Ostwald, Michael / Askland, Hedda Haugen Proceedings of the 2010 DESIRE Conference on Creativity and Innovation in Design 2010-08-16 p.131-137
ACM Digital Library Link
Summary: The design studio is integral to design education. It plays an important role in the training of future designers, representing a key space for experimentation and creative activity. In contrast to other elements of design education, the studio gives students first hand experiences of the design process and the practical aspects of designing. It introduces them to the concept of creativity and gives them experiences of and knowledge about the creative design process. This paper discusses the problems facing the contemporary design studio through an exploration of its development and its relationship to the "romantic" notion of creativity. The paper argues that there is a paradox implicit in current educational practice which is due to the design disciplines' continual fascination with the romantic model of creativity; a model which understands creativity as an, innate, spontaneous ability that cannot be taught or assessed.
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