VLDB 2026 Research / reviewers in the wild / expert
Kyle Montague
dblp:14/8735
· DBLP profile ↗
46ranked-venue papers
6as first author
14since 2021 · last 2026
0000-0002-9589-9471ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 45 · 6 first-author · 14 since 2021Databases, data management, data science and information retrieval · 1Applied, interdisciplinary, general and emerging computing · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Exploring the Role of Interaction Data to Empower End-User Decision-Making in UI PersonalizationabstractUser interface personalization enhances digital efficiency, usability, and accessibility. However, in user-driven setups, limited support for identifying and evaluating worthwhile opportunities often leads to underuse. We explore a reflexive personalization approach where individuals engage with their digital interaction data to identify meaningful personalization opportunities and benefits. We interviewed 12 participants, using experimental vignettes as design probes to support reflection on different forms of using interaction data to empower decision-making in personalization and the preferred level of system support. We found that people can independently identify personalization opportunities but prefer system support through visual personalization suggestions. Interaction data can shape how users perceive and approach personalization by reinforcing the perceived value of change and data collection, helping them weigh benefits against effort, and increasing the transparency of system suggestions. We discuss opportunities for designing personalization software that raises end-users’ agency over interfaces through reflective engagement with their interaction data. Sérgio Alves, Carlos Duarte, Kyle Montague, Tiago João Vieira Guerreiro |
CHI | 3 |
| 2025 | A Feminist Care Ethics Toolkit for Community-Based Design: Bridging Theory and Practice
Ana O. Henriques, Anna Carter, Beatriz Severes, Reem Talhouk, Angelika Strohmayer, Ana Cristina Pires 0001, Colin M. Gray, Kyle Montague, Hugo Nicolau |
CHI | 8 |
| 2024 | Citizen-Led Personalization of User Interfaces: Investigating How People Customize Interfaces for Themselves and OthersabstractUser interface (UI) personalization can improve usability and user experience. However, current systems offer limited opportunities for customization, and third-party solutions often require significant effort and technical skills beyond the reach of most users, impeding the future adoption of interface personalization. In our research, we explore the concept of UI customization for the self and others. We performed a two-week study where nine participants used a custom-designed tool that allows websites' UI customization for oneself and to create and reply to customization assistance requests from others. Results suggest that people enjoy customizing for others more than for themselves. They see requests as challenges to solve and are motivated by the positive feeling of helping others. To customize for themselves, people need help with the creative process. We discuss challenges and opportunities for future research seeking to democratize access to personalized UIs, particularly through community-based approaches. Sérgio Alves, Ricardo Costa 0001, Kyle Montague, Tiago João Vieira Guerreiro |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2023 | Towards real-time and large-scale web accessbilityabstractWe rely on large-scale web accessibility evaluations to obtain snapshots of Internet Health and understand trends and behaviours impacting overall web accessibility. Such evaluations are financially and time exhaustive, making the possibility of more real-time measurements of Internet Health infeasible. In this paper, we investigate the impacts of optimising the page selection processes of large-scale web accessibility evaluations. We set out to conduct an automated accessibility evaluation of 1500 websites using the ‘Home+’ sampling method (for each website, we evaluated the home page and all pages linked belonging to the same domain) as our baseline; then compared the agreement rates of web accessibility evaluations on further sub-sampled datasets. Accessibility data was successfully captured on 987 websites. Our findings demonstrate that a strong accessibility evaluation agreement between the baseline and the sub-sample datasets could be reached with a sub-sample of just 20% of the pages, significantly reducing the effort and resources required to conduct large-scale web accessibility evaluations. Luís P. Carvalho, Tiago João Vieira Guerreiro, Shaun W. Lawson, Kyle Montague |
ASSETS | 4 |
| 2023 | Exploring Participants' Representations and Shifting Sensitivities in a Hackathon for DementiaabstractRecent HCI research has addressed emerging approaches for public engagement. One such public-facing method which has gained popularity over the previous decade has been open design events, or hackathons. In this article, we report on DemVR, a hackathon event that invited designers, technologists, and students of these disciplines to design Virtual Reality (VR) environments for people with dementia and their care partners. While our event gained reasonable attraction from designers and developers, this article unpacks the challenges in representing and involving people with dementia in these events, which had multiple knock-on effects on participant's outputs. Our analysis presents insights into participants’ motivations, challenges participants faced when constructing their “absent user”, and the design features teams developed to address the social context of the user. We conclude the article by proposing a set of commitments for collaborative design events, community building through design, and reification in design. James Hodge, Sarah Foley, Daniel Lambton-Howard, Laura Booi, Kyle Montague, Sandra Coulter, David S. Kirk, Kellie Morrissey |
ACM Trans. Comput. Hum. Interact. | 5 |
| 2022 | Understanding the Therapeutic Coaching Needs of Mothers of Children with Cerebral PalsyabstractMothers of preschool children with cerebral palsy are often responsible for delivering multiple home therapy programs. Technology could be a way to bridge some of the challenges of home therapy delivery, such as lack of regular contact with professionals and the need for support continuity. We interviewed seven mothers and four speech therapists to explore their challenges, and the types of support they currently receive (or give). Key issues included limitations of existing communication channels between mothers and professionals, the mothers’ social support needs, and the level of commitment required to self-deliver home therapy. Based on findings indicating video sharing as an existing practice among mothers, we conducted three workshops to further investigate how a video-based platform could support home therapy delivery. We conclude with a number of design considerations for such technologies, to improve communication and collaboration between professional therapists, mothers and members of their wider social network. Ebtisam Abdullah Alabdulqader, Katy Stockwell, Kyle Montague, Daniel Jackson 0002, Andrew F. Monk, Lindsay Pennington, Roisin McNaney, Stephen Lindsay, Patrick Olivier |
Conference on Designing Interactive Systems | 3 |
| 2022 | Scaffolding Young People's Participation in Public Service Evaluation through Designing a Digital Feedback ProcessabstractYoung people facing marginalisation often rely on publicly funded services for support. Such services must include users in improving their provision, but often lack the processes and tools to facilitate this. The civic turn within HCI means that we are still tackling the complexities of community-based design research required to provide digital tools of relevance to public services. To address this, we worked with groups of young people to explore the design of a service evaluation process, supported by digital resources, intended to support marginalised youths to influence service delivery. Our findings demonstrate how the groups of young people participating in processes of service evaluation using our digital tools embraced the opportunity to express themselves. We also identify tensions from the social values underpinning the youth voluntary sector that impede their participation. We close by discussing challenges for community-based design and implications for digital technologies that facilitate the participation of marginalised young people in civic processes. Andy Dow, Kyle Montague, Shauna Concannon, John Vines |
Conference on Designing Interactive Systems | 2 |
| 2022 | Investigating the Tradeoffs of Everyday Text-Entry Collection MethodsabstractTyping on mobile devices is a common and complex task. The act of typing itself thereby encodes rich information, such as the typing method, the context it is performed in, and individual traits of the person typing. Researchers are increasingly using a selection or combination of experience sampling and passive sensing methods in real-world settings to examine typing behaviours. However, there is limited understanding of the effects these methods have on measures of input speed, typing behaviours, compliance, perceived trust and privacy. In this paper, we investigate the tradeoffs of everyday data collection methods. We contribute empirical results from a four-week field study (N=26). Here, participants contributed by transcribing, composing, passively having sentences analyzed and reflecting on their contributions. We present a tradeoff analysis of these data collection methods, discuss their impact on text-entry applications, and contribute a flexible research platform for in the wild text-entry studies. André Rodrigues 0002, Hugo Nicolau, André R. B. Santos, Diogo Branco, Jay Rainey, David Verweij, Jan D. Smeddinck, Kyle Montague, Tiago João Vieira Guerreiro |
CHI | 8 |
| 2022 | Exploring the Role of Paradata in Digitally Supported Qualitative Co-ResearchabstractAcademics and community organisations are increasingly adopting co-research practices where participants contribute to qualitative data collection, analysis, and dissemination. These qualitative practices can often lack transparency that can present a problem for stakeholders (such as funding agencies) who seek evidence of the rigour and accountability in these decision-making processes. When qualitative research is done digitally, paradata is available as interaction logs that reveal the underlying processes, such as the time spent engaging with different segments of an interview. In practice, paradata is seldom used to examine the decisions associated with undertaking qualitative research. This paper explores the role of paradata arising from a four-month engagement with a community-led charity that used a digital platform to support their qualitative co-research project. Through observations of platform use and reflective post-deployment interviews, our findings highlight examples of paradata generated through digital tools in qualitative research, e.g., listening coverage, engagement rate, thematic maps and data discards. From this, we contribute a conceptualisation of paradata and discuss its role in qualitative research to improve process transparency, enhance data sharing, and to create feedback loops with research participants. Jay Rainey, Siobhan Macfarlane, Aare Puussaar, Vasillis Vlachokyriakos, Roger J. Burrows, Jan D. Smeddinck, Pamela Briggs, Kyle Montague |
CHI | 8 |
| 2022 | Supporting Real-time Peer-Mentoring of Rural VolunteersabstractTelephone-driven community forums have been a widely proposed solution to address the unreliable internet connectivity and large geographic scope that characterizes many international NGO contexts. Primarily, these applications support asynchronous activities, such as information portals or forums to access rural journalism, but opportunities for real-time experience sharing remain largely under-explored. In this paper, we explore the potential of such forums to support remote mentoring of NGO volunteers, a practice that requires synchronous, dialogical formats for experience sharing and peer discussion. We engaged 28 participants from a rural Indian NGO in the design of peer-mentoring sessions that leverage synchronous audio discussions, using the structure and format of traditional talk-show radio as a starting point. The participants favored an entertaining approach to mentoring and discussed the logistics required to achieve this within their resource constraints. We conclude with design implications for designing media-driven community engagement platforms and the ethical challenges around protecting marginalized community interests. Delvin Varghese, Tom Bartindale, Kyle Montague, Matt Baillie Smith, Patrick Olivier |
CHI | 3 |
| 2022 | Refugee Food Insecurity & Technology: Surfacing Experiences of Adaptation, Navigation, Negotiation and SharingabstractAbstract With the Syrian crisis still ongoing, 91% of Syrian refugee families in Lebanon do not have adequate access to safe and sufficient food. There has been a drive for technological innovation in humanitarian food assistance. To further inform such innovation, we used an Experience-Centred Design approach to gain a holistic understanding of the experiences of refugee food insecurity and how refugees envision technologies can support them. Design engagements with 13 women in an informal refugee settlement in Lebanon were conducted. The findings presented in this paper highlight that coping with food insecurity consists of experiences of adaptation, navigation, negotiation and sharing. We found that a multitude of technologies may be designed to enhance the aforementioned experiences and enable refugees to better cope with food insecurity. Through the lens of our findings, we discuss how technologies may support information sharing, the furthering of new practices and sharing of resources to support refugee food security. Reem Talhouk, Kyle Montague, Hala Ghattas, Vera Araújo-Soares, Balsam Ahmad, Madeline Balaam |
Comput. Support. Cooperative Work. | 2 |
| 2022 | SenseMyStreet: Sensor Commissioning Toolkit for CommunitiesabstractThe rise of big data and smart sensing, with the promise of more educated and informed decisions, has fuelled a shift towards more data-driven decision-making in local and national government. However, we are observing a disconnect between the people who are affected by these decisions and their access to tools and resources to collect data in order to provide the needed evidence for change. To truly democratise this process and for citizens to become active prosumers of data, new mechanisms of citizen data production are needed. In this paper we report on a two-year ethnographic and iterative co-design process with the local community. This work encompassed the design, development and deployment of SenseMyStreet (SeMS), a bespoke sensor commissioning toolkit that enables citizens and community groups to use and commission a city's scientific-grade environmental monitors, determining where they will be located on their streets and collecting data to evidence hyper-local issues. Unlike prior research, which creates alternative data sources to contest city data, our toolkit helps integrate citizen commissioned data into the city datasets used by citizens and decision-makers. Reflecting on the design process and evaluating the ways people engaged with the digital tools of the toolkit, we highlight how commissioning can be configured to promote equity in the smart city, empower citizens to take ownership of issues and facilitate the creation of community networks that utilise the data for local benefit. Aare Puussaar, Kyle Montague, Sean Peacock, Thomas Nappey, Jennine Jonczyk, Peter C. Wright, Philip James 0002 |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2021 | Clustering and Unclustering: Understanding dialogic potential in design for OngoingnessabstractWe describe three design works from a research through design project seeking to develop new ways to curate and create digital media to support ongoingness - a form of continuing bonds in bereavement that prioritises the present and an ongoing, positive relationship with the deceased. We use the three pieces in this paper as lenses to view how dialogic potential is at play within each piece - drawing on aspects of dialogism, a Bakhtinian theory, to do so. Our aim is that by sharing the work and blending the particular theoretical perspective of dialogism with experiential and design aspects of the pieces we offer up a rich design space and new ways to conceive of design and digital technologies in the context of bereavement and death. Josh South, Jayne Wallace, Trevor Duncan, Luís P. Carvalho, Linnea Iris Groot, Nantia Koulidou, Kyle Montague |
Conference on Designing Interactive Systems | 7 |
| 2021 | Promoting Self-Efficacy Through an Effective Human-Powered Nonvisual Smartphone Task Assistant
André Rodrigues 0002, André R. B. Santos, Kyle Montague, Tiago João Vieira Guerreiro |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2020 | TalkFutures: Supporting Qualitative Practices in Distributed Community EngagementsabstractCommunity engagements are qualitative processes that make use of participants local knowledge for democratic decision-making, but often exclude participants from data analysis and dissemination. This can mean that they are left feeling that their voice is not properly represented in the final output. This paper presents a digital community engagement process, TalkFutures, that actively involves participants in the production, distributed analysis and summarization of qualitative data. The design of TalkFutures was explored through a five-week deployment with the International Federation of Red Cross and Red Crescent Societies (IFRC) as part of a consultation designed to inform future strategy. Our analysis of deployment metrics and post-deployment interviews outline how TalkFutures: (i) increased modes of participation across the qualitative workflow; (ii) reduced barriers to participation; and (iii) improved representation in the engagement processes. Jay Rainey, Juan Carlos Alvarez de la Vega, Dan Richardson, Daniel Lambton-Howard, Sara Armouch, Tom Bartindale, Shaun Hazeldine, Pamela Briggs, Patrick Olivier, Kyle Montague |
Conference on Designing Interactive Systems | 10 |
| 2020 | Utilizing Participant Voice in Volunteer TrainingabstractDelivering training to volunteers is a huge challenge for non-governmental organisations (NGOs). Traditional classroom-based approaches that dominate training are problematic due to the limited participation they offer to trainees. Peer-led approaches however, have shown promise in helping NGOs utilise trainee experiences within training. Although technologies are playing an increasing role in training, their benefits are not well understood. We describe our experience of designing peer-led training for community volunteers in rural India. Working alongside an NGO involved in community regeneration and social action, we collaboratively delivered a ten-day training workshop, deploying audio technologies to engage the participants in sharing lived experiences. We draw on reflections from trainers and trainees on how utilising participant voice can enhance training. We highlight opportunities around the usage of audio technologies for engaging with participant voice, including the ability to reclaim trainee agency within training and to work within cultural barriers. Delvin Varghese, Jay Rainey, Kyle Montague, Tom Bartindale, Patrick Olivier |
CHI | 3 |
| 2020 | ReFind: Design, Lived Experience and Ongoingness in BereavementabstractWe describe the design and use of ReFind, a handheld artefact made for people who are bereaved and are ready to re-explore their relationship to the deceased person. ReFind was made within a project seeking to develop new ways to curate and create digital media to support ongoingness - an active, dynamic component of continuing bonds. We draw on bereavement theory and care championing practices that enable a continued sense of connection between someone bereaved and a person who has died. We present the design development of ReFind and the lived experience of the piece by the first author. We discuss our wider methodology which includes autobiographical design and reflections on if and how the piece supported ongoing connections, the challenges faced, and insights gained. Jayne Wallace, Kyle Montague, Trevor Duncan, Luís P. Carvalho, Nantia Koulidou, Jamie Mahoney, Kellie Morrissey, Claire Craig, Linnea Iris Groot, Shaun W. Lawson, Patrick Olivier, Julie Trueman, Helen Fisher |
CHI | 2 |
| 2020 | Open Challenges of Blind People Using SmartphonesabstractBlind people face significant challenges when using smartphones. The focus on improving nonvisual mobile accessibility has been at the level of touchscreen access. Our research investigates the challenges faced by blind people in their everyday usage of mobile phones. In this article, we present a set of studies performed with the target population, novices and experts, using a variety of methods, targeted at identifying and verifying challenges; and coping mechanisms. Through a multiple methods approach we identify and validate challenges locally with a diverse set of user expertise and devices, and at scale through the analyses of the largest Android and iOS dedicate forums for blind people. We contribute with a prioritized corpus of smartphone challenges for blind people, and a discussion on a set of directions for future research, which tackle the open and often overlooked challenges. André Rodrigues 0002, Hugo Nicolau, Kyle Montague, João Guerreiro 0002, Tiago João Vieira Guerreiro |
Int. J. Hum. Comput. Interact. | 3 |
| 2020 | Food Aid Technology: The Experience of a Syrian Refugee Community in Coping with Food InsecurityabstractOver half of Syrian refugee households in Lebanon are food insecure with some reliant on an electronic voucher (e-voucher) system for food aid. The interplay between the digitisation of food aid, within the socio-technical context of refugees, and community collaborative practices is yet to be investigated. Through design engagements and interviews with refugees and shop owners we explore the experiences of a Syrian refugee community in Lebanon using the e-voucher system. We provide insights into the socio-technical environment in which the e-voucher system is dispensing aid, the information and power asymmetries experienced, refugee collaborative coping practices and how they interplay with the e-voucher system. We highlight the need for: (1) expanding refugee digital capabilities to encompass understandings of aid technologies and identifying trusted intermediaries and (2) for technologies to support in upholding humanitarian principles and mitigating power and information asymmetries. Lastly, we call for CSCW researchers and humanitarian innovators to consider how humanitarian technologies can enable refugee collaborative practices and adopt everyday security as a lens for designing aid technologies. The paper contributes to CSCW knowledge regarding the interplay between aid technologies and refugees? socio-technical contexts and practices that provides a basis for future technological designs for collaborative technologies for refugee food security. Reem Talhouk, Lizzie Coles-Kemp, Rikke Bjerg Jensen, Madeline Balaam, Andrew Garbett, Hala Ghattas, Vera Araújo-Soares, Balsam Ahmad, Kyle Montague |
Proc. ACM Hum. Comput. Interact. | 9 |
| 2019 | Involving Syrian Refugees in Design Research: Lessons Learnt from the FieldabstractWith the Syrian crisis entering its 8th year, refugees have become the focus of research across multiple disciplines, including design and HCI research. While some researchers have reflected upon designing with refugees, these accounts have been limited to conducting design workshops in formal spaces. Through reflecting on our experiences of conducting design research in informal refugee settlements in Lebanon we unpack lessons learnt, design practices and research approaches that facilitate design engagements with refugees. We highlight the value in participants configuring the design space, using a dialogical approach as well as creating a safe space for both participants and the researcher. We also reflect on the roles that researchers may take on when conducting similar research. By doing so we contribute specific design practices that may be transferrable to other similar contexts. Reem Talhouk, Madeline Balaam, Austin Toombs, Andrew Garbett, Chaza Akik, Hala Ghattas, Vera Araújo-Soares, Balsam Ahmad, Kyle Montague |
Conference on Designing Interactive Systems | 9 |
| 2019 | The Design Space of Nonvisual Word CompletionabstractWord completion interfaces are ubiquitously available in mobile virtual keyboards; however, there is no prior research on how to design these interfaces for screen reader users. In addressing this, we propose a design space for nonvisual representation of word completions. The design space covers seven categories aiming to identify challenges and opportunities for interaction design in an unexplored research topic. It is intended to guide the design of novel interaction techniques, serving as a framework for researchers and practitioners working on nonvisual word completion. To demonstrate its potential, we engaged blind users in an exploration of the design space, to create their own bespoke word completion solutions. Through this study we found that users create alternative interfaces that extended current screen readers' capabilities. Resulting interfaces are less conservative than mainstream solutions on notification frequency and cardinality. Customization decisions were based on perceived benefits/costs and varied depending on multiple factors such as users' perceived prediction accuracy, potential keystroke gains, and situational restrictions. Hugo Nicolau, André Rodrigues 0002, André R. B. Santos, Tiago João Vieira Guerreiro, Kyle Montague, João Guerreiro 0002 |
ASSETS | 5 |
| 2019 | Exploring Media Capture of Meaningful Experiences to Support Families Living with DementiaabstractAlthough designing interactive media experiences for people with dementia has become a growing interest in HCI, a strong focus on family members has rarely been recognised as worthy of design intervention. This paper presents a research through design (RTD) approach working closely with families living with dementia in order to create personalised media experiences. Three families took part in day trips, which they co-planned, with data collection during these days providing insights into their shared social experiences. Workshops were also held in order to personalise the experience of the media created during these days out. Our qualitative analysis outlines themes focusing on individuality, relationships, and accepting changed realities. Furthermore, we outline directions for future research focusing on designing for contested realities, the personhood of carers, and the ageing body and immersion. James Hodge, Kyle Montague, Sandra Coulter, Kellie Morrissey |
CHI | 2 |
| 2019 | WhatFutures: Designing Large-Scale Engagements on WhatsAppabstractWhatsApp, as the world's most popular messaging application, offers significant opportunities for improving the reach and effectiveness of engagement projects. In collaboration with the International Federation of Red Cross and Red Crescent Societies (IFRC) we designed WhatFutures, a collaborative future forecasting engagement for global youth using WhatsApp. WhatFutures was successfully deployed with 487 players across 5 countries (Kenya, Bulgaria, Finland, Australia and Hong Kong) to inform strategic change within the IFRC. Based on our analysis of the activity - including 16,100 messages, 95 multimedia artifacts, and a post-engagement survey - we present a reflection upon the design decisions underpinning WhatFutures and identify how decisions made around group structures, processes and externalization of outputs influenced engagement and data quality. We conclude with the wider implications of our findings for the design of engagements that best utilize the affordances of existing messaging applications. Daniel Lambton-Howard, Kyle Montague, Andrew Garbett, Shaun Hazeldine, Carlos Alvarez, John A. Sweeney, Patrick Olivier, Ahmed Kharrufa |
CHI | 3 |
| 2019 | Gabber: Supporting Voice in Participatory Qualitative PracticesabstractWe describe the iterative design, development and learning process we undertook to produce Gabber, a digital platform that aims to support distributed capture of spoken interviews and discussions, and their qualitative analysis. Our aim is to reduce both expertise and cost barriers associated with existing technologies, making the process more inclusive. Gabber structures distributed audio data capture, facilitates participatory sensemaking, and supports collaborative reuse of audio. We describe our design and development journey across three distinct field trials over a two-year period. Reflecting on the iterative design process, we offer insights into the challenges faced by non-experts throughout their qualitative practices, and provide guidance for researchers designing systems to support engagement in these practices. Jay Rainey, Kyle Montague, Pamela Briggs, Thomas Nappey, Patrick Olivier |
CHI | 2 |
| 2019 | Understanding the Authoring and Playthrough of Nonvisual Smartphone Tutorials
André Rodrigues 0002, André R. B. Santos, Kyle Montague, Hugo Nicolau, Tiago João Vieira Guerreiro |
INTERACT (1) | 3 |
| 2018 | Session details: Session 1: Interacting with the Real World
Kyle Montague |
ASSETS | 1 |
| 2018 | Understanding the Family Perspective on the Storage, Sharing and Handling of Family Civic DataabstractAcross social care, healthcare and public policy, enabled by the "big data" revolution (which has normalized large-scale data-based decision-making), there are moves to "join up" citizen databases to provide care workers with holistic views of families they support. In this context, questions of personal data privacy, security, access, control and (dis-)empowerment are critical considerations for system designers and policy makers alike. To explore the family perspective on this landscape of what we call Family Civic Data, we carried out ethnographic interviews with four North-East families. Our design-game-based interviews were effective for engaging both adults and children to talk about the impact of this dry, technical topic on their lives. Our findings, delivered in the form of design guidelines, show support for dynamic consent: families would feel most empowered if involved in an ongoing co-operative relationship with state welfare and civic authorities through shared interaction with their data. Alex Bowyer, Kyle Montague, Stuart Wheater, Ruth McGovern, Raghu Lingam, Madeline Balaam |
CHI | 2 |
| 2018 | Spokespeople: Exploring Routes to Action through Citizen-Generated DataabstractThis paper presents insights from a collaboration with cycling advocates and local authorities to consider how HCI can open productive spaces for citizens to contribute to the realization of social goals. We worked with members of a walking and cycling advocacy organization to explore the potential for technology-mediated data collection to support advocacy and action taking. Based on our initial findings, we developed and deployed Spokespeople-a system to enable people who cycle to collect, curate and make visible their everyday journeys and experiences. We then worked with participants, cycling advocates and local authority transport planners to explore how citizens can contribute beyond data collection, by curating and prioritizing their experiences and exploring possible routes to action. We identify future directions for technology design to support citizens to make meaningful contributions to changes in the city through annotated routes, prioritization and community commissioning processes. Thomas Maskell, Clara Crivellaro, Thomas Nappey, Vera Araújo-Soares, Kyle Montague |
CHI | 6 |
| 2018 | Parklearn: creating, sharing and engaging with place-based activities for seamless mobile learningabstractThe potential for mobile technology to support bespoke learning activities seamlessly across learning contexts has not been fully realized. We contribute insights gained from four months of field studies of place-based mobile learning in two different contexts: formal education with a primary school and informal, community-led learning with volunteers in a nearby park. For these studies we introduced ParkLearn: a platform for creating, sharing and engaging with place-based mobile learning activities through seamless learning experiences. The platform enables the creation of easily configurable learning activities that leverage the targeted learning environment and mobile devices' hardware to support situated learning. Learners' uploaded responses to activities can be viewed and shared via a website, supporting seamless follow-up classroom activities. By supporting creativity and independence for both learners and activity designers, ParkLearn promoted a sense of ownership, increased engagement in follow-up activities and supported the leveraging of physical and social communal learning resources. Dan Richardson, Pradthana Jarusriboonchai, Kyle Montague, Ahmed Kharrufa |
MobileHCI | 3 |
| 2018 | Making Open Data Work for Civic AdvocacyabstractThe value of data in supporting citizen participation in processes of place-making and community building is widely recognised. While the open data movement now permits citizens to acquire governmental data relating to their communities, little to no effort is made to ensure that these datasets are accessible and interpretable by non-professionals. Through a series of community engagements spanning an 18-month period, we co-designed Data:In Place, an open source web tool which supports citizens in accessing, interpreting and making sense of open data. Leveraging visual map-based querying, citizens can access official statistics about their community, interrogate the data, and map their own data sources to create data visualisations. Reflecting on the participatory design process and the designed technology, we provide a framing to make open data work for civic advocacy. Aare Puussaar, Ian G. Johnson, Kyle Montague, Philip James 0002, Peter C. Wright |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2017 | Prototyping Ubiquitous Imaging SurfacesabstractMass adoption and innovation in the field of the Internet of Things has transformed the environments we live in, from stale siloes of technologies into rich interactive playgrounds. Nevertheless, the vast majority of surface area in these spaces are being overlooked and under-utilized in today's research. Surface imaging provides the means to extend and include typically out-of-reach, disconnected objects into these playgrounds. However, existing surface imaging technologies are impractical to embed in everyday environments, restricting researchers from exploring the design and interaction opportunities they can afforded these spaces. In this paper, we propose IRIS, a modular surface imaging prototype capable of providing scalable, low-cost, high-resolution surface imaging. We describe a real-world case study where IRIS is used to identify and track fresh fruit produce being prepared -- a task that is typical infeasible with existing technologies. Through IRIS, we hope to enable the community to exploit these under-explored surface areas and enhance the rich, interactive, connected environments we inhabit. Kyle Montague, Daniel Jackson 0002, Tobias Brühwiler, Tom Bartindale, Gerard Wilkinson, Patrick Olivier, Otmar Hilliges, Thomas Plötz |
Conference on Designing Interactive Systems | 1 |
| 2017 | In-context Q&A to Support Blind People Using SmartphonesabstractBlind people face many barriers using smartphones. Still, previous research has been mostly restricted to non-visual gestural interaction, paying little attention to the deeper daily challenges of blind users. To bridge this gap, we conducted a series of workshops with 42 blind participants, uncovering application challenges across all levels of expertise, most of which could only be surpassed through a support network. We propose Hint Me!, a human-powered service that allows blind users to get in-app assistance by posing questions or browsing previously answered questions on a shared knowledge-base. We evaluated the perceived usefulness and acceptance of this approach with six blind people. Participants valued the ability to learn independently and anticipated a series of usages: labeling, layout and feature descriptions, bug workarounds, and learning to accomplish tasks. Creating or browsing questions depends on aspects like privacy, knowledge of respondents and response time, revealing the benefits of a hybrid approach. André Rodrigues 0002, Kyle Montague, Hugo Nicolau, João Guerreiro 0002, Tiago João Vieira Guerreiro |
ASSETS | 2 |
| 2017 | Improving Smartphone Accessibility with Personalizable Static OverlaysabstractThe physical keypads that used to dominate our mobile devices provided additional support for non-visual interaction - the keys could be recognized tactually, the interfaces were simpler and consistent. When combined with a screen reader, these devices could be easily operated by blind people. The advent of smartphones, with their rich, feature-filled applications and interfaces, have brought forward additional challenges for blind users. Apps and features are no longer developed by a single entity leading to an overwhelming variety of interfaces. We present an approach that superimposes a virtual overlay to all other interfaces ensuring interface consistency by re-structuring how content is accessed in every screen. To explore the approach, we split the screen, dedicating half to a configurable set of static options mimicking always available physical buttons regardless of context; while the other enables the standard content navigation gestures with the ability to re-order content and apply filters. In a qualitative study with nine visually impaired participants, the virtual overlays were reported as simpler to use, while still providing full-fledged usage of the system and the third party applications, and were seen as effective and useful, particularly for novice users. André Rodrigues 0002, André R. B. Santos, Kyle Montague, Tiago João Vieira Guerreiro |
ASSETS | 3 |
| 2017 | WheelieMap: an exploratory system for qualitative reports of inaccessibility in the built environmentabstractThe built environment remains a persistent accessibility challenge for people with mobility impairments. Whilst platforms to report these inaccessible locations exist, the underlying documentation processes are verbose, time-consuming and fail to effectively communicate the barrier at hand. We propose WheelieMap, a platform which uses the motion of manual wheelchair users to support the identification and documentation of potentially problematic locations. WheelieMap captures and segments device video footage and GPS as evidence of the problematic space, which can then be shared with both other people with disabilities and the relevant authorities. We document the use of the WheelieMap prototype by both manual wheelchair users and planning experts through semi-structured interviews. The qualitative findings revealed this approach to be the most viable route for documenting inaccessibility, compared to the existing alternatives. We also offer guidance on how to design and develop similar community driven reporting and annotation systems in the accessibility setting. Reuben Kirkham, Romeo Ebassa, Kyle Montague, Kellie Morrissey, Vasillis Vlachokyriakos, Sebastian Weise, Patrick Olivier |
MobileHCI | 3 |
| 2017 | Sangoshthi: Empowering Community Health Workers through Peer Learning in Rural IndiaabstractThe Healthcare system of India provides outreach services to the rural population with a key focus on the maternal and child health through its flagship program of Community Health Workers (CHWs). The program since its launch has reached a scale of over 900000 health workers across the country and observed significant benefits on the health indicators. However, traditional face to face training mechanisms face persistent challenge in providing adequate training and capacity building opportunities to CHWs which leads to their sub-optimal knowledge and skill sets. In this paper, we propose Sangoshthi, a low-cost mobile based training and learning platform that fits well into the environment of low-Internet access. Sangoshthi leverages the architecture that combines Internet and IVR technology to host real time training sessions with the CHWs having access to basic phones only. We present our findings of a four week long field deployment with 40 CHWs using both qualitative and quantitative methods. Sangoshthi offers a lively environment of peer learning that was well received by the CHW community and resulted into their knowledge gains (16%) and increased confidence levels to handle the cases. Our study highlights the potential of complementary training platforms that can empower CHWs in-situ without the need of additional infrastructure. Deepika Yadav, Pushpendra Singh 0001, Kyle Montague, Deepak Sood, Madeline Balaam, Drishti Sharma, Mona Duggal, Tom Bartindale, Delvin Varghese, Patrick Olivier |
WWW | 3 |
| 2016 | Effect of target size on non-visual text-entryabstractTouch-enabled devices have a growing variety of screen sizes; however, there is little knowledge on the effect of key size on non-visual text-entry performance. We conducted a user study with 12 blind participants to investigate how non-visual input performance varies with four QWERTY keyboard sizes (ranging from 15mm to 2.5mm). This paper presents an analysis of typing performance and touch behaviors discussing its implications for future research. Our findings show that there is an upper limit to the benefits of larger target sizes between 10mm and 15mm. Input speed decreases from 4.5 to 2.4 words per minute (WPM) for targets sizes below 10mm. The smallest size was deemed unusable by participants even though performance was in par with previous work. André Rodrigues 0002, Hugo Nicolau, Kyle Montague, Luís Carriço, Tiago João Vieira Guerreiro |
MobileHCI | 3 |
| 2015 | TinyBlackBox: Supporting Mobile In-The-Wild StudiesabstractMost work investigating mobile HCI is carried out within controlled laboratory settings; these spaces are not representative of the real-world environments for which the technology will predominantly be used. The result of which can produce a skewed or inaccurate understanding of interaction behaviors and users-- abilities. While mobile in-the-wild studies provide more realistic representations of technology usage, there are additional challenges to conducting data collection outside of the lab. In this paper we discuss these challenges and present TinyBlackBox, a standalone data collection framework to support mobile in-the-wild studies with today--s smartphone and tablet devices. Kyle Montague, André Rodrigues 0002, Hugo Nicolau, Tiago João Vieira Guerreiro |
ASSETS | 1 |
| 2015 | Typing Performance of Blind Users: An Analysis of Touch Behaviors, Learning Effect, and In-Situ UsageabstractNon-visual text-entry for people with visual impairments has focused mostly on the comparison of input techniques reporting on performance measures, such as accuracy and speed. While researchers have been able to establish that non-visual input is slow and error prone, there is little understanding on how to improve it. To develop a richer characterization of typing performance, we conducted a longitudinal study with five novice blind users. For eight weeks, we collected in-situ usage data and conducted weekly laboratory assessment sessions. This paper presents a thorough analysis of typing performance that goes beyond traditional aggregated measures of text-entry and reports on character-level errors and touch measures. Our findings show that users improve over time, even though it is at a slow rate (0.3 WPM per week). Substitutions are the most common type of error and have a significant impact on entry rates. In addition to text input data, we analyzed touch behaviors, looking at touch contact points, exploration movements, and lift positions. We provide insights on why and how performance improvements and errors occur. Finally, we derive some implications that should inform the design of future virtual keyboards for non-visual input. Hugo Nicolau, Kyle Montague, Tiago João Vieira Guerreiro, André Rodrigues 0002, Vicki L. Hanson |
ASSETS | 2 |
| 2015 | Getting Smartphones to Talkback: Understanding the Smartphone Adoption Process of Blind UsersabstractThe advent of system-wide accessibility services on mainstream touch-based smartphones has been a major point of inclusion for blind and visually impaired people. Ever since, researchers aimed to improve the accessibility of specific tasks, such text-entry and gestural interaction. However, little work aimed to understand and improve the overall accessibility of these devices in real world settings. In this paper, we present an eight-week long study with five novice blind participants where we seek to understand major concerns, expectations, challenges, barriers, and experiences with smartphones. The study included pre-adoption and weekly interviews, weekly controlled task assessments, and in-the wild system-wide usage. Our results show that mastering these devices is an arduous and long task, confirming the users' initial concerns. We report on accessibility barriers experienced throughout the study, which could not be encountered in task-based laboratorial settings. Finally, we discuss how smartphones are being integrated in everyday activities and highlight the need for better adoption support tools. André Rodrigues 0002, Kyle Montague, Hugo Nicolau, Tiago João Vieira Guerreiro |
ASSETS | 2 |
| 2015 | TabLETS Get Physical: Non-Visual Text Entry on Tablet DevicesabstractTablet devices can display full-size QWERTY keyboards similar to the physical ones. Yet, the lack of tactile feedback and the inability to rest the fingers on the home keys result in a highly demanding and slow exploration task for blind users. We present SpatialTouch, an input system that leverages previous experience with physical QWERTY keyboards, by supporting two-handed interaction through multitouch exploration and spatial, simultaneous audio feedback. We conducted a user study, with 30 novice touchscreen participants entering text under one of two conditions: (1) SpatialTouch or (2) mainstream accessibility method Explore by Touch. We show that SpatialTouch enables blind users to leverage previous experience as they do a better use of home keys and perform more efficient exploration paths. Results suggest that although SpatialTouch did not result in faster input rates overall, it was indeed able to leverage previous QWERTY experience in contrast to Explore by Touch. João Guerreiro 0002, André Rodrigues 0002, Kyle Montague, Tiago João Vieira Guerreiro, Hugo Nicolau, Daniel Gonçalves 0002 |
CHI | 3 |
| 2014 | Motor-impaired touchscreen interactions in the wildabstractTouchscreens are pervasive in mainstream technologies; they offer novel user interfaces and exciting gestural interactions. However, to interpret and distinguish between the vast ranges of gestural inputs, the devices require users to consistently perform interactions inline with the predefined location, movement and timing parameters of the gesture recognizers. For people with variable motor abilities, particularly hand tremors, performing these input gestures can be extremely challenging and impose limitations on the possible interactions the user can make with the device. In this paper, we examine touchscreen performance and interaction behaviors of motor-impaired users on mobile devices. The primary goal of this work is to measure and understand the variance of touchscreen interaction performances by people with motor-impairments. We conducted a four-week in-the-wild user study with nine participants using a mobile touchscreen device. A Sudoku stimulus application measured their interaction performance abilities during this time. Our results show that not only does interaction performance vary significantly between users, but also that an individual's interaction abilities are significantly different between device sessions. Finally, we propose and evaluate the effect of novel tap gesture recognizers to accommodate for individual variances in touchscreen interactions. Kyle Montague, Hugo Nicolau, Vicki L. Hanson |
ASSETS | 1 |
| 2014 | B#: chord-based correction for multitouch braille inputabstractBraille has paved its way into mobile touchscreen devices, providing faster text input for blind people. This advantage comes at the cost of accuracy, as chord typing over a flat surface has proven to be highly error prone. A misplaced finger on the screen translates into a different or unrecognized character. However, the chord itself gathers information that can be leveraged to improve input performance. We present B#, a novel correction system for multitouch Braille input that uses chords as the atomic unit of information rather than characters. Experimental results on data collected from 11 blind people revealed that B# is effective in correcting errors at character-level, thus providing opportunities for instant corrections of unrecognized chords; and at word-level, where it outperforms a popular spellchecker by providing correct suggestions for 72% of incorrect words (against 38%). We finish with implications for designing chord-based correction system and avenues for future work. Hugo Nicolau, Kyle Montague, Tiago João Vieira Guerreiro, João Guerreiro 0002, Vicki L. Hanson |
CHI | 2 |
| 2013 | The today and tomorrow of Braille learningabstractDespite the overwhelming emergence of accessible digital technologies, Braille still plays a role in providing blind people with access to content. Nevertheless, many fail to see the benefits of nurturing Braille, particularly given the time and effort required to achieve proficiency. Our research focuses on maximizing access and motivation to learn and use Braille. We present initial insights from 5 interviews with blind people, comprising of Braille instructors and students, where we characterize the learning process and usage of Braille. Based on our findings, we have identified a set of opportunities around Braille education. Moreover, we devised scenarios, and built hardware and software solutions to motivate discovery and retention of Braille literacy. João Guerreiro 0002, Daniel Gonçalves 0002, Diogo Marques 0001, Tiago João Vieira Guerreiro, Hugo Nicolau, Kyle Montague |
ASSETS | 6 |
| 2012 | Designing for individuals: usable touch-screen interaction through shared user modelsabstractMobile touch-screen devices are becoming increasingly popular across a diverse range of users. Whilst there is a wealth of information and utilities available via downloadable apps, there is still a large proportion of users with visual and motor impairments who are unable to use the technology fully due to their interaction needs. In this paper we present an evaluation of the use of shared user modelling and adaptive interfaces to improve the accessibility of mobile touch-screen technologies. By using abilities based information collected through application use and continually updating the user model and interface adaptations, it is easy for users to make applications aware of their needs and preferences. Three smart phone apps were created for this study and tested with 12 adults who had diverse visual and motor impairments. Results indicated significant benefits from the shared user models that can automatically adapt interfaces, across applications, to address usability needs. Kyle Montague, Vicki L. Hanson, Andy Cobley |
ASSETS | 1 |
| 2012 | Web accessibility as a side effectabstractThis paper explores evidence for the conjecture that improvements in Web accessibility have arisen, in part, as side effects of changes in Web technology and associated shifts in the way Web pages are designed and coded. Drawing on an earlier study of Web accessibility trends over the past 14 years, it discusses several possible indirect contributors to improving accessibility including the use of new browser capabilities to create more sophisticated page layouts, a growing concern with improved page rank in search results, and a shift toward cross-device content design. Understanding these examples may inspire the creation of additional technologies with incidental accessibility benefits. John T. Richards, Kyle Montague, Vicki L. Hanson |
ASSETS | 2 |
| 2010 | Accessible indoor navigationabstractThis research focuses on designing an indoor navigation application for disabled users. Outdoor navigation systems make use of GPS satellites to locate users; this same technique, however, is not reliable enough for indoor way-finding. Indoor Positioning Systems (IPS) exist but rely on complex and expensive networks. Described here is a new approach towards such indoor navigation, reporting on research related to the interactions and user experiences involved in locating a user within a building. Interactions are customized to suit the needs of individual users when way-finding helping to ensure that the tool is both usable and accessible by users of varying abilities. Kyle Montague |
ASSETS | 1 |