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Rose Johnson

dblp:44/9542 · DBLP profile ↗
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4ranked-venue papers
2as first author
0since 2021 · last 2018
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 4 · 2 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Usability and user experience research · 38% Personal fabrication and tangible interfaces · 38% Interaction techniques and input · 19%
Computer networks
1 paper
Internet of things and sensor networks · 100%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Usability and user experience research
human-data interaction
0.212016
Physikit: Data Engagement Through Physical Ambient Visualizations in the Home · CHI 2016
Interaction techniques and input
touchless interaction
0.112011
Exploring the potential for touchless interaction in image-guided interventional radiology · CHI 2011
Internet of things and sensor networks
environmental sensing
0.112016
Physikit: Data Engagement Through Physical Ambient Visualizations in the Home · CHI 2016

Methods — techniques the papers use, named apart from their topics

field study · 0.5design implementation · 0.5ethnographic study · 0.1
YearPublicationVenuePosition
2018 Exploring how children interact with 3D shapes using haptic technologies
abstract
Haptic devices have the potential to enhance the learning experience by foregrounding embodied, sensory and multi-modal elements of learning topics. In this paper, we report on-going work investigating a game prototype with haptic feedback for seven year old children's engagement with geometrical concepts as part of an iterative design study. Our findings include a new game play mode adopted by the children, that empowers the use of haptic feedback in game play and has the potential to enable the enactment of shape properties in the game play process.
Nikoleta Yiannoutsou, Rose Johnson, Sara Price
IDC2
2016 Make or Shake: An Empirical Study of the Value of Making in Learning about Computing Technology
abstract
Learning about computing technology has become an increasingly important part of the school curriculum but it remains unclear how best to teach it to children. Here, we report on an empirical study that investigated how the process of making affects how children of different ages learn about computing technology. In one condition, they had to first make an electronic cube before conducting other activities and in the other they were given a ready made one to use. The results of the study show that for younger children, the making significantly improved their performance in a post-lesson test, whereas the older children performed equally well in both conditions. We discuss possible reasons for this, in terms of differences in creative appropriation. We also saw much spontaneous collaboration between the children that suggests making can encourage a collaborative relationship between children of different ages.
Rose Johnson, Lamling Venus Shum, Yvonne Rogers, Nicolai Marquardt
IDC1
2016 Physikit: Data Engagement Through Physical Ambient Visualizations in the Home
abstract
Internet of things (IoT) devices and sensor kits have the potential to democratize the access, use, and appropriation of data. Despite the increased availability of low cost sensors, most of the produced data is "black box" in nature: users often do not know how to access or interpret data. We propose a "human-data design" approach in which end-users are given tools to create, share, and use data through tangible and physical visualizations. This paper introduces Physikit, a system designed to allow users to explore and engage with environmental data through physical ambient visualizations. We report on the design and implementation of Physikit, and present a two-week field study which showed that participants got an increased sense of the meaning of data, embellished and appropriated the basic visualizations to make them blend into their homes, and used the visualizations as a probe for community engagement and social behavior.
Steven Houben, Connie Golsteijn, Sarah Gallacher, Rose Johnson, Saskia Bakker, Nicolai Marquardt, Licia Capra, Yvonne Rogers
CHI4
2011 Exploring the potential for touchless interaction in image-guided interventional radiology
abstract
The growth of image-guided procedures in surgical settings has led to an increased need to interact with digital images under sterile conditions. Traditional touch-based interaction techniques present challenges for managing asepsis in these environments leading to suggestions that new touchless interaction techniques may provide a compelling set of alternatives. In this paper we explore the potential for touchless interaction in image-guided Interventional Radiology (IR) through an ethnographic study. The findings highlight how the distribution of labour and spatial practices of this work are organised with respect to concerns about asepsis and radiation exposure, the physical and cognitive demands of artefact manipulation, patient management, and the construction of "professional vision". We discuss the implications of these key features of the work for touchless interaction technologies within IR and suggest that such issues will be of central importance in considering new input techniques in other medical settings.
Rose Johnson, Kenton O'Hara, Abigail Sellen, Claire Cousins, Antonio Criminisi
CHI1