Ryan Kelly 0001

dblp:71/10210-1 · also Ryan M. Kelly 0001 · DBLP profile ↗
← Back
46ranked-venue papers
8as first author
28since 2021 · last 2026
0000-0002-8773-6656ORCID · verified

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

Human-computer interaction and ubiquitous computing · 46 · 8 first-author · 28 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1
YearPublicationVenuePosition
2026 Timing Matters: Designing Effective Corrections for Short-Form Video Misinformation
abstract
Short-form video platforms have become major channels for misinformation, with their rich multimodal features making false claims highly believable. HCI research shows that providing corrections in the same modality as the misinformation can be an effective solution. However, since corrections and misinformation convey contradicting information, the order in which one is exposed to them can impact what one believes. We conducted a between-subjects mixed-methods experiment where participants (N=120) rated the credibility of misinformation statements before and after viewing misinformation videos paired with correction videos. Corrections were shown either before, during, or after misinformation. Across all three timings, corrections reduced belief in misinformation, but post-exposure corrections proved most effective and mid-exposure corrections least effective. These findings suggest that correction mechanisms should appear after misinformation exposure, while avoiding mid-exposure interruptions that reduce impact. We outline design recommendations for integrating correction videos into short-form video platforms to improve resilience against misinformation.
Suwani Gunasekara, Cherie Sew, Saumya Pareek, Ryan Kelly 0001, Vassilis Kostakos, Jorge Gonçalves 0001
CHI4
2026 Mapping the Landscape of Affective Extended Reality: A Scoping Review of Biodata-Driven Systems for Understanding and Sharing Emotions
abstract
This paper introduces the notion of affective extended reality (XR) to characterise XR systems that use biodata to enable understanding of emotions. The HCI literature contains many such systems, but they have not yet been mapped into a coherent whole. To address this, we conducted a scoping review of 82 papers that explore the nexus of biodata, emotions, and XR. We analyse the technologies used in these systems, the interaction techniques employed, and the methods used to evaluate their effectiveness. Through our analysis, we contribute a mapping of the current landscape of affective XR, revealing diversity in the goals for enabling emotion sharing. We demonstrate how HCI researchers have explored the design of the interaction flows in XR biofeedback systems, highlighting key design dimensions and challenges in understanding emotions. We discuss underused approaches for emotion sharing and highlight opportunities for future research on affective XR.
Zhidian Lin, Allison Jing, Ziyuan Qu, Fabio Zambetta, Ryan Kelly 0001
CHI5
2026 Influencers vs. Legacy Media on Instagram: Effects on Perceived Credibility and Following Intention
abstract
Social media has blurred the line between professional journalism and personality-driven commentary, yet we know little about how users evaluate credibility and engage with news from influencers and legacy media when they appear in the same feed. This short paper investigates how political ideology and news source type shape perceived credibility and follow intentions on Instagram. We conducted a mixed-methods experiment where U.S.-based participants (N=120) viewed a set of real news posts and rated the credibility of four accounts (two legacy media–based, two influencer-based), balanced by ideology (two left-leaning, two right-leaning), and indicated whether they would follow each account. Our findings suggest that perceived credibility on Instagram is multi-dimensional, rooted in ideological alignment, yet moderated by institutional signals and perceived authenticity. These insights highlight how platform design and source dynamics can reinforce selective exposure, with implications for both mitigating polarisation and strengthening trust in online news ecosystems.
Cherie Sew, Safira Nugroho, Suwani Gunasekara, Adélaïde Genay, Ryan Kelly 0001, Jorge Gonçalves 0001
CHI5
2026 The Role of Presentation Styles in Countering Misinformation on Short Video Platforms CSCW039
abstract
While short video platforms such as TikTok, YouTube Shorts, and Instagram Reels are frequently criticised for facilitating the spread of misinformation, they are also increasingly leveraged as tools for countering it through debunking content. Although video-based corrections have demonstrated effectiveness, their persuasive impact may depend on the richness of their audio-visual elements. This study examines the persuasive efficacy of three fundamental presentation styles commonly used in short-form video content: (1) videos featuring only captions, (2) captions accompanied by relevant images, and (3) captions presented alongside the creator’s visible face. Our results indicate that videos incorporating either relevant and engaging imagery or the creator’s facial presence are significantly more persuasive than those relying solely on captions. Based on these findings, we propose practical recommendations for improving the effectiveness of debunking videos, with the aim of promoting belief revision and mitigating misinformation on short video platforms.
Suwani Gunasekara, Cherie Sew, Saumya Pareek, Ryan Kelly 0001, Vassilis Kostakos, Jorge Gonçalves 0001
Proc. ACM Hum. Comput. Interact.4
2026 Deploying PainPad for Patient Pain Logging in the Hospital: A 6-Year Deployment
abstract
Monitoring patients’ pain is essential in clinical contexts, particularly post-surgery. However, collecting pain data is time-consuming and relies on manual data capture by clinical staff. Few studies assess the efficacy of pain-logging technology in a long-term, ecologically valid manner. We report on a 6-year deployment of a minimalist pain-logging device, the PainPad, in post-surgery orthopaedic wards in a large UK hospital. Our data show that patients (n > 500) tend to submit more pain scores that are at a higher rating compared to nurse-collected data. Interviews with the nursing staff using the device highlight the importance of understanding the complexities of the context of use when trying to integrate novel technology into clinical practice. Finally, we contribute reflections on the lessons learnt from running a significant long-term deployment of a prototype health technology in a naturalistic setting.
Daniel Gooch, Linda Price, Ryan Kelly 0001, Rudolf Serban, Ceren Aydemir, Omar Alhalabi, Tiff Leek, Manoharan Ramachandran, Oliver Pearce, Blaine A. Price
ACM Trans. Comput. Hum. Interact.3
2025 The Impact of Human-Likeness and Self-Disclosure on Message Acceptance in Virtual AI Influencers
abstract
Virtual AI-generated Influencers (VAIIs) are increasingly being used by corporations and public agencies, raising questions about how their visual design and communication strategies impact end-users’ propensity to accept the messages they deliver. We examined the impact of human-likeness (how closely a VAII resembles a human) and self-disclosure (whether the message contains personal information) on message acceptance, alongside dispositional factors like empathy and anthropomorphising tendencies. In a mixed-methods experiment, participants (N=120) watched short-form videos featuring VAIIs of varying human-likeness (High/Moderate-High/Moderate-Low/Low) and self-disclosure (present/absent). We observed the strongest message acceptance from the VAIIs with the lowest human-likeness, and message rejection for VAIIs with moderate to low human-likeness. Additionally, participants’ message acceptance was influenced by their empathy tendencies. Our qualitative analysis revealed further insights into participants’ perceptions of the human-likeness of VAIIs, their discomfort with self-disclosure, and their tendency to anthropomorphise VAIIs. These findings provide important implications for the design of VAIIs.
Cherie Sew, Saumya Pareek, Jarod Govers, Sarah Schömbs, Ryan Kelly 0001, Jorge Gonçalves 0001
Conference on Designing Interactive Systems5
2025 The Influence of Content Modality on Perceptions of Online Misinformation
abstract
Social media has become a primary information source, with platforms evolving from text-based to multi-modal environments that include images and videos. While richer media modalities enhance user engagement, they also increase the spread and perceived credibility of misinformation. Most interventions to counter misinformation on social media are text-based, which may lack the persuasive power of richer modalities. This study explores whether the effectiveness of misinformation correction varies by modality, and if certain modalities of misinformation are better countered by a specific correction modality. We conducted a survey-based experiment where participants rated the credibility of misinformation tweets before and after exposure to corrections, across all combinations of text, images and video modalities. Our findings suggest that corrections are most effective when their modality richness matches that of the original misinformation. We discuss factors affecting the perceived credibility of corrections and offer strategies to optimise misinformation correction.
Suwani Gunasekara, Saumya Pareek, Ryan Kelly 0001, Jorge Gonçalves 0001
CHI3
2025 Older adults co-creating and experiencing VR garden tours: Developing a participatory VR storytelling framework
abstract
• Older gardeners participated in co-creating, sharing, and viewing narrated VR garden tours. • VR garden tours fostered a sense of connection and community through shared passions. • The tours enabled gardeners to showcase creativity and be inspired by others. • Viewers experienced a strong sense of presence, feeling as if they were “in the garden.” • A participatory VR storytelling framework outlines key roles and elements in the process. Virtual reality (VR) technology is being used in diverse ways to enable older adults to reminisce and connect. An underexplored area is the use of VR for creating and sharing personally meaningful stories. This paper examines the use of VR technology to help nine older adults share and experience others’ stories about their gardens. Through a co-design approach involving home visits, interviews, and a workshop, we examined older gardeners’ perceptions and experiences of co-creating, sharing, and viewing narrated 3D garden tours captured with a VR camera. Our findings demonstrate that participants showcased the meaning, creativity, and expertise associated with their gardens and gardening practices through the VR garden tours. Viewing the garden tours created by others fostered a sense of connection among participants through shared passions and interests. Participants valued the authenticity and individuality of the tours, perceiving them as avenues for learning, inspiration, and motivation. Viewers experienced a strong sense of presence in the garden tours, particularly due to the spatial immersion, holistic perspectives, the first-person view, and the ability to exert control in the VR system. The study reveals opportunities to enhance the VR garden tour experience, including increasing sociality, improving usability and guidance, and building communities around the tours. Drawing from these insights, we develop a framework to guide future practices of conducting participatory VR storytelling with older adults. The framework outlines three critical roles involved in the process: Storyteller, Facilitator, and Audience. It also discusses five key elements that need to be considered: Intention, Narrative, Medium, Context, and Engagement.
Wei Zhao 0045, Ryan Kelly 0001, Melissa J. Rogerson, Jenny Waycott
Int. J. Hum. Comput. Stud.2
2024 Heart and Soul: The Ethics of Biometric Capture in Immersive Artistic Performance
abstract
Biometric data plays a multifaceted role in innovative artistic endeavours. As artists continue to break new ground by integrating performers’ biometric data into live performances, others collect biometric data from audiences to measure engagement. Given the sensitive and personal nature of biometric data, particularly in relation to immersive technology, it is imperative to ethically consider how this data should be handled in performative contexts. To clarify these ethical considerations, we conducted a scoping review of sources related to immersive biometric performance in HCI, Performing Arts, and Social Sciences published over the past 30+ years. We detail how and why biometric data is being used in immersive artistic performance, identify associated ethical questions and concerns, and develop a framework of ethical considerations for artists and researchers in this space. In doing so, we emphasise an ‘ethics by design’ approach that considers values such as privacy and autonomy alongside artistic merit.
Lucy Sparrow, Ren Galwey, Ben Loveridge, Solange Glasser, Margaret S. Osborne, Ryan Kelly 0001
CHI6
2024 Augmented Reality at Zoo Exhibits: A Design Framework for Enhancing the Zoo Experience
abstract
Augmented Reality (AR) offers unique opportunities for contributing to zoos’ objectives of public engagement and education about animal and conservation issues. However, the diversity of animal exhibits pose challenges in designing AR applications that are not encountered in more controlled environments, such as museums. To support the design of AR applications that meaningfully engage the public with zoo objectives, we first conducted two scoping reviews to interrogate previous work on AR and broader technology use at zoos. We then conducted a workshop with zoo representatives to understand the challenges and opportunities in using AR to achieve zoo objectives. Additionally, we conducted a field trip to a public zoo to identify exhibit characteristics that impacts AR application design. We synthesise the findings from these studies into a framework that enables the design of diverse AR experiences. We illustrate the utility of the framework by presenting two concepts for feasible AR applications.
Brandon Victor Syiem, Sarah Ellen Webber, Ryan Kelly 0001, Qiushi Zhou, Jorge Gonçalves 0001, Eduardo Velloso
CHI3
2024 Family Caregiver Experiences of Using a Mobile App for Music-based Training to Support Dementia Care
abstract
Family caregivers of people living with dementia need easy-to-access strategies to manage changing care needs. Music therapy is valuable for supporting dementia care, but not always accessible. Technologies could potentially facilitate accessible, home-based music therapy support, but need to be carefully evaluated. We conducted an 8-week field trial of a prototype mobile application, MATCH, with caregivers and people living with dementia. MATCH contains training videos and suggested playlists showing how to use music for specific care needs. MATCH, and music streaming broadly, enabled caregivers to add new strategies to their care repertoire, addressing a range of care needs and enhancing the care relationship. To make MATCH work, however, caregivers needed to fit it into complex care environments and existing technologies. We argue that digital therapeutic tools need to be adopted by caregivers to fit their individual contexts, and this can challenge assumptions about how therapeutic tools will work in practice.
Dianna Vidas, Zara Thompson, Ryan Kelly 0001, Jenny Waycott, Jeanette Tamplin, Tanara Vieira Sousa, Lars Kulik, Amit Lampit, Nicola T. Lautenschlager, Felicity A. Baker
CHI3
2024 The Effects of Generative AI on Design Fixation and Divergent Thinking
abstract
Generative AI systems have been heralded as tools for augmenting human creativity and inspiring divergent thinking, though with little empirical evidence for these claims. This paper explores the effects of exposure to AI-generated images on measures of design fixation and divergent thinking in a visual ideation task. Through a between-participants experiment (N=60), we found that support from an AI image generator during ideation leads to higher fixation on an initial example. Participants who used AI produced fewer ideas, with less variety and lower originality compared to a baseline. Our qualitative analysis suggests that the effectiveness of co-ideation with AI rests on participants’ chosen approach to prompt creation and on the strategies used by participants to generate ideas in response to the AI’s suggestions. We discuss opportunities for designing generative AI systems for ideation support and incorporating these AI tools into ideation workflows.
Samangi Wadinambiarachchi, Ryan Kelly 0001, Saumya Pareek, Qiushi Zhou, Eduardo Velloso
CHI2
2024 Designing for Inclusive Experiences: Investigating Opportunities for Supporting Older Adults in Community-based Social Programs
abstract
Community-based social programs, such as interest groups and outings, provide valuable ways for older adults to maintain social connectedness. To understand how technology can be designed to support older adults in such programs, we conducted a four-month field study with a local community centre, involving: (1) observations of social program sessions, (2) interviews with staff, and (3) co-design workshops with staff and program participants. We found that staff used technologies in a situated way to make social programs more inclusive for older adults. Technology promoted incidental social interactions and group learning, but also excluded participants from some activities. Participants believed that future technologies to support community-based social programs should be designed to enable efficient communication, promote flexible interactions, and maintain the flow of social activities. We argue that technology interventions in this setting should not become the focus of an activity but instead support social interactions triggered by existing activities.
Yushan Xing, Ryan Kelly 0001, Melissa J. Rogerson, Jenny Waycott, Kashifa Aslam
CHI2
2024 Older Adults Imagining Future Technologies in Participatory Design Workshops: Supporting Continuity in the Pursuit of Meaningful Activities
abstract
Recent innovations in digital technology offer significant opportunities for older adults to engage in meaningful activities. To investigate older adults’ perceptions of using existing and emerging technologies for meaningful activities, we conducted three participatory design workshops and follow-up interviews with adults aged over 65. The workshops encompassed discussions on existing technologies for meaningful activities, demonstrations of emerging technologies such as VR, AR, and AI, and design activities including prototyping and storyboarding. Our findings show that while participants had diverse interpretations of meaningful activities, they sought to use technologies to support continuity in the pursuit of these activities. Specifically, participants highlighted the importance of safe aging at home, which provides a pathway for meaningful activities in later life. We further discuss participants’ discerning attitudes when assessing the use of different technologies for meaningful activities and several values and attributes they desire when envisioning future technologies, including simplicity, positivity, proactivity, and integration.
Wei Zhao 0045, Ryan Kelly 0001, Melissa J. Rogerson, Jenny Waycott
CHI2
2024 Addressing attentional issues in augmented reality with adaptive agents: Possibilities and challenges
abstract
Recent work on augmented reality (AR) has explored the use of adaptive agents to overcome attentional issues that negatively impact task performance. However, despite positive technical evaluations, adaptive agents have shown no significant improvements to user task performance in AR. Furthermore, previous works have primarily evaluated such agents using abstract tasks. In this paper, we develop an agent that observes user behaviour and performs appropriate actions to mitigate attentional issues in a realistic sense-making task in AR. We employ mixed methods to evaluate our agent in a between-subject experiment (N=60) to understand the agent’s effect on user task performance and behaviour. While we find no significant improvements in task performance, our analysis revealed that users’ preferences and trust in the agent affected their receptiveness of the agent’s recommendations. We discuss the pitfalls of autonomous agents and highlight the need to shift from designing better Human–AI interactions to better Human–AI collaborations.
Brandon Victor Syiem, Ryan Kelly 0001, Tilman Dingler, Jorge Gonçalves 0001, Eduardo Velloso
Int. J. Hum. Comput. Stud.2
2024 "More Than Just Holding the iPad": Family Members' Perspectives on the Work of Video Calling in Aged Care
abstract
Video calls are increasingly being adopted to enable older adults living in long-term residential care (aged care homes) to remain socially connected with friends and family. However, care home residents often require extensive support to participate effectively in video calls. Despite growing interest in examining the work involved in facilitating technology use in care homes, the role of caregivers---comprising family members and staff---in facilitating video calls has received limited attention. Drawing on data from a study of family members' experiences in Australia, we analysed the essential work activities required to make video calls function in residential aged care. We show how video calling is underpinned by the development of relationships between families and staff, and how video calling requires considerable work in preparation, facilitation, and troubleshooting. We discuss how video calling systems for care homes might be designed to alleviate unwanted work, lowering the burden of call participation for residents, families, and care staff.
Ryan Kelly 0001, Yushan Xing, Steven Baker 0001, Jenny Waycott
Proc. ACM Hum. Comput. Interact.1
2023 Engaging with Nature through Technology: A Scoping Review of HCI Research
abstract
Technological progress has often been measured by the extent to which it shields and protects us from the harshness of nature. At the same time, it has long been recognised that our resulting disengagement from nature negatively affects our wellbeing and impedes awareness of our vital dependence on natural environments. To understand how HCI has considered the possibilities that digital technology offers for engaging with nature, we conducted a scoping review encompassing more than 20 years of HCI research on nature engagement. We compare the orientations, motivations, and methodologies of different threads within this growing body of work. We show how HCI research has enabled varied forms of direct and indirect engagement with nature, and we develop a typology of the roles proposed for technology in this work. We highlight promising and under-utilised approaches to designing for nature engagement and discuss directions for future research.
Sarah Ellen Webber, Ryan Kelly 0001, Greg Wadley, Wally Smith
CHI2
2023 Older Adults Using Technology for Meaningful Activities During COVID-19: An Analysis Through the Lens of Self-Determination Theory
abstract
Restrictions during the COVID-19 pandemic significantly affected people's opportunities to engage in activities that are meaningful to their lives. In response to these constraints, many people, including older adults, turned to digital technologies as alternative ways to pursue meaningful activities. These technology-mediated activities, however, presented new challenges for older adults’ everyday use of technology. In this paper, we investigate how older adults used digital technologies for meaningful activities during COVID-19 restrictions. We conducted in-depth interviews with 40 older adults and analyzed the interview data through the lens of self-determination theory (SDT). Our analysis shows that using digital technologies for meaningful activities can both support and undermine older people's three basic psychological needs for autonomy, competence, and relatedness. We argue that future technologies should be designed to empower older adults’ content creation, engagement in personal interests, exploration of technology, effortful communication, and participation in beneficent activities.
Wei Zhao 0045, Ryan Kelly 0001, Melissa J. Rogerson, Jenny Waycott
CHI2
2023 "Keeping the Program Going": Technology Use by Community Organizations to Support the Social Connectedness of Older Adults During the COVID-19 Pandemic
abstract
Social programs run by community organizations provide an important outlet for social connectedness among older adults. However, these programs were disrupted by the COVID-19 pandemic restrictions. In this study, we aimed to understand how community organizations used digital technologies to continue running social programs online for older adults during COVID-19. We conducted semi-structured interviews with 12 staff members from local councils, libraries, community groups and care providers. We found that the use of technology benefited organizations by revealing new program delivery opportunities, and by strengthening their social bonds with older adults. However, organizations experienced challenges when transitioning social programs online. Some organizations lacked financial and human resources to support online programs; staff needed to upskill themselves and put significant effort into transferring older adults online; and it was difficult to replicate in-person experiences in online settings. Staff developed ad-hoc strategies to help older adults participate by providing extra guidance and training to increase digital literacy, and by offering accessible technical support. We discuss the significance of continuing online social programs beyond the pandemic and the importance of scaffolding to enable the online participation of older people in social programs. We outline design considerations for technology-mediated social programs run by community organizations.
Yushan Xing, Ryan Kelly 0001, Melissa J. Rogerson, Jenny Waycott
Proc. ACM Hum. Comput. Interact.2
2022 To type or to speak? The effect of input modality on text understanding during note-taking
abstract
Though recent technological advances have enabled note-taking through different modalities (e.g., keyboard, digital ink, voice), there is still a lack of understanding of the effect of the modality choice on learning. In this paper, we compared two note-taking input modalities—keyboard and voice—to study their effects on participants’ understanding of learning content. We conducted a study with 60 participants in which they were asked to take notes using voice or keyboard on two independent digital text passages while also making a judgment about their performance on an upcoming test. We built mixed-effects models to examine the effect of the note-taking modality on learners’ text comprehension, the content of notes and their meta-comprehension judgement. Our findings suggest that taking notes using voice leads to a higher conceptual understanding of the text when compared to typing the notes. We also found that using voice triggers generative processes that result in learners taking more elaborate and comprehensive notes. The findings of the study imply that note-taking tools designed for digital learning environments could incorporate voice as an input modality to promote effective note-taking and higher conceptual understanding of the text.
Anam Ahmad Khan, Sadia Nawaz, Joshua Newn, Ryan Kelly 0001, Jason M. Lodge, James Bailey 0001, Eduardo Velloso
CHI4
2022 The Role of Staff in Facilitating Immersive Virtual Reality for Enrichment in Aged Care: An Ethic of Care Perspective
abstract
Immersive virtual reality (VR) is being used as an enriching experience for people living in residential aged care, or nursing homes, where care staff play a critical role supporting clients to use VR. In HCI research concerned with technology use in aged care, however, the role of formal caregivers has received limited attention. We conducted interviews with 11 caregivers working in care homes that have implemented VR as part of the social program offered to residents. Our findings highlight tensions between the opportunities created by the immersive VR experience and the risks and challenges full immersion presents for people in aged care. In this paper, we draw on an ethics of care framework to make visible the care practices involved in facilitating VR in aged care homes, highlighting the care required to ensure that older adults experience benefits when using immersive VR, while risks and challenges are carefully managed.
Jenny Waycott, Ryan Kelly 0001, Steven Baker 0001, Bárbara Barbosa Neves, Kong Saoane Thach, Reeva Lederman
CHI2
2022 Reading Between the Lies: A Classification Scheme of Types of Reply to Misinformation in Public Discussion Threads
abstract
Online misinformation is a fiendish problem. Demonstrably false information propagates faster and more widely than truth and this has heralded a technological arms race. One possible mechanism for addressing misinformation is social: there is evidence seeing misinformation being challenged can ‘inoculate’ a reader against it. To date, no research has examined how discussions sparked by misinformation play out; What are the different ways in which people reply to posts containing misinformation? How does the discussion flow in each case? Are there differences between platforms? We address these questions through an inductive qualitative analysis of discussion threads on three public discussion platforms (Twitter, YouTube and two news sites) and on three topics (COVID, Brexit and climate change). We present a classification scheme of types of replies to misinformation, and show that replies show different patterns between platforms. Knowing how people reply to posts that contain misinformation enriches our knowledge of ‘human misinformation interaction,’ and provides an understanding of how socio-technical factors in platform design can reduce the risk of misinformation spreading.
George Buchanan 0001, Ryan Kelly 0001, Stephann Makri, Dana McKay
CHIIR2
2022 Understanding Older Adults' Participation in Online Social Activities: Lessons from the COVID-19 Pandemic
abstract
Restrictions arising from the COVID-19 pandemic have limited opportunities for older people to participate in face-to-face organised social activities. Many organisations moved these activities online, but little is known about older adults' experiences of participating in those activities. This paper reports an investigation of older adults' experiences of participating in social activities that they used to attend in-person, but which were moved online because of strict lockdown restrictions. We conducted in-depth interviews with 40 older adults living independently (alone or with others). Findings from a reflexive thematic analysis show that online social activities were important during the pandemic for not only staying connected to other people but also helping older adults stay engaged in meaningful activities, including arts, sports, cultural, and civic events. Online activities provided older adults with opportunities to connect with like-minded people; share care, encouragement, and support; participate in civic agendas; learn knowledge and develop new skills; and experience entertainment, distraction, and mental stimulation. Our participants had diverse perceptions of the transition from in-person to online social activities. Based on the findings, we present a taxonomy of multi-layered meaningful activities for older adults' digital social participation and highlight implications for future technology design.
Wei Zhao 0045, Ryan Kelly 0001, Melissa J. Rogerson, Jenny Waycott
Proc. ACM Hum. Comput. Interact.2
2021 Avatar-Mediated Communication in Social VR: An In-depth Exploration of Older Adult Interaction in an Emerging Communication Platform
abstract
While HCI researchers have begun designing personalised VR experiences for older adults, there has been limited research examining the use of social VR - where users interact via avatars in a virtual environment. Avatar-mediated communication (AMC) is a crucial component of the social VR experience, but older users’ experience with AMC is poorly understood. We conducted a five-month study with 16 older adults evaluating a co-designed social VR prototype. Results show that AMC in social VR was seen as medium that supported introverted users to express themselves and was viewed as offering advantages when discussing sensitive topics. Our study provides new insights into how older adults view AMC in social VR as a communication medium and we contribute six design reflections, based on our results, that highlight the steps that can be taken to ensure that AMC in social VR can meet the communication needs of older users.
Steven Baker 0001, Jenny Waycott, Romina Carrasco, Ryan Kelly 0001, Anthony Jones 0001, Jack Lilley, Briony Dow, Frances Batchelor, Thuong N. Hoang, Frank Vetere
CHI4
2021 "It's About Missing Much More Than the People": How Students use Digital Technologies to Alleviate Homesickness
abstract
Homesickness, which refers to feelings of distress caused by separation from home, is prevalent among university-aged students. Chronic homesickness can exacerbate mood problems, erode academic performance and lead to dropout from school. The present research examines how students use digital technologies to resolve the experience of missing home. Qualitative interviews and diaries with 50 students at major Australian universities revealed that technologies play a significant role in alleviating homesickness. Specifically, students use technologies to acquire social contact, find help and support, build co-presence to recreate their home, connect with culture, experience distant places, and regulate emotions. However, the use of technology sometimes led to increased emotional labour, frequent exposure to homesickness triggers, and heightened perceptions of distance. We conclude by discussing possible design implications for new technologies that allow students to alleviate homesickness by experiencing their home from afar.
Ryan Kelly 0001, Yueyang Cheng, Dana McKay, Greg Wadley, George Buchanan 0001
CHI1
2021 Impact of Task on Attentional Tunneling in Handheld Augmented Reality
abstract
Attentional tunneling describes a phenomenon in Augmented Reality (AR) where users excessively focus on virtual content while neglecting their physical surroundings. This leads to the concern that users could neglect hazardous situations when using AR applications. However, studies have often confounded the role of the virtual content with the role of the associated task in inducing attentional tunneling. In this paper, we disentangle the impact of the associated task and of the virtual content on the attentional tunneling effect by measuring reaction times to events in two user studies. We found that presenting virtual content did not significantly increase user reaction times to events, but adding a task to the content did. This work contributes towards our understanding of the attentional tunneling effect on handheld AR devices, and highlights the need to consider both task and context when evaluating AR application usage.
Brandon Victor Syiem, Ryan Kelly 0001, Jorge Gonçalves 0001, Eduardo Velloso, Tilman Dingler
CHI2
2021 "Who Wants to Know all this Stuff?!": Understanding Older Adults' Privacy Concerns in Aged Care Monitoring Devices
abstract
Abstract Aged care monitoring devices (ACMDs) enable older adults to live independently at home. But to do so, ACMDs collect and share older adults’ personal information with others, potentially raising privacy concerns. This paper presents a detailed account of the different privacy problems in ACMDs that concern older adults. We report findings from interviews and a focus group conducted with older adults who are ageing in place. Using Daniel Solove’s privacy taxonomy to categorize privacy concerns, our analysis suggests that older adults are concerned about the potential for ACMDs to give rise to six problems: surveillance, secondary use of data, breach of confidentiality, disclosure, decisional interference and disturbing others. Other findings indicate that participants are worried about their ability to impose control over collection and management of their personal details and are willing to only accept privacy trade-offs during emergencies. We provide recommendations for ACMD developers and future directions to address findings from this research.
Sami Alkhatib, Ryan Kelly 0001, Jenny Waycott, George Buchanan 0001, Marthie Grobler, Shuo Wang 0012
Interact. Comput.2
2021 GAVIN: Gaze-Assisted Voice-Based Implicit Note-taking
abstract
Annotation is an effective reading strategy people often undertake while interacting with digital text. It involves highlighting pieces of text and making notes about them. Annotating while reading in a desktop environment is considered trivial but, in a mobile setting where people read while hand-holding devices, the task of highlighting and typing notes on a mobile display is challenging. In this article, we introduce GAVIN, a gaze-assisted voice note-taking application, which enables readers to seamlessly take voice notes on digital documents by implicitly anchoring them to text passages. We first conducted a contextual enquiry focusing on participants’ note-taking practices on digital documents. Using these findings, we propose a method which leverages eye-tracking and machine learning techniques to annotate voice notes with reference text passages. To evaluate our approach, we recruited 32 participants performing voice note-taking. Following, we trained a classifier on the data collected to predict text passage where participants made voice notes. Lastly, we employed the classifier to built GAVIN and conducted a user study to demonstrate the feasibility of the system. This research demonstrates the feasibility of using gaze as a resource for implicit anchoring of voice notes, enabling the design of systems that allow users to record voice notes with minimal effort and high accuracy.
Anam Ahmad Khan, Joshua Newn, Ryan Kelly 0001, Namrata Srivastava, James Bailey 0001, Eduardo Velloso
ACM Trans. Comput. Hum. Interact.3
2020 Reflexive VR Storytelling Design Beyond Immersion: Facilitating Self-Reflection on Death and Loneliness
abstract
This research examines the reflexive dimensions of cinematic virtual reality (CVR) storytelling. We created Anonymous, an interactive CVR piece that employs a reflexive storytelling method. This method is based on distancing effects and is used to elicit audience awareness and self-reflection about loneliness and death. To understand the audience's experiences, we conducted in-depth interviews to study which design factors and elements prompted reflexive thoughts and feelings. Our findings highlight how the audience experience was impacted by four reflexive dimensions: abstract and minimal aesthetics, everyday materials and textures, the restriction of control, and multiple, disembodied points of view. We use our findings to discuss how these dimensions can inform the design of VR storytelling experiences that provoke self and social reflection.
Sojung Bahng, Ryan Kelly 0001, Jon McCormack
CHI2
2020 Enhancing Visitor Experience or Hindering Docent Roles: Attentional Issues in Augmented Reality Supported Installations
abstract
Studies using augmented reality (AR) technology have suggested that users focus excessively on the virtual content in the AR environment at the expense of the physical world around them. This has implications related to the design of installations that aim to incorporate the user's physical environment as part of the AR experience. To better understand how user attention is managed in an AR environment, we present an observational study of Rewild Our Planet, a multi-modal installation that combined video, audio, a human docent and mobile AR to promote awareness about environmental issues. We found that, while AR was successful in engaging visitors, it drew attention away from other modalities within the installation. This impacts the work of the human docent and affects how visitors absorb information presented in the installation. Based on these observations, we present guidelines to inform the design of future AR-supported installations with the aim of minimizing or taking advantage of the observed attentional issues.
Brandon Victor Syiem, Ryan Kelly 0001, Eduardo Velloso, Jorge Gonçalves 0001, Tilman Dingler
ISMAR2
2020 The benefits and challenges of using crowdfunding to facilitate community-led projects in the context of digital civics
Daniel Gooch, Ryan Kelly 0001, Alexandra Stiver, Janet van der Linden, Marian Petre, Mike Richards, Anna Klis-Davies, Jessica Mackinnon, Robbie Macpherson, Clare Walton
Int. J. Hum. Comput. Stud.2
2020 School's Back: Scaffolding Reminiscence in Social Virtual Reality with Older Adults
abstract
Social virtual reality (social VR) is an emerging technology that has the potential to support unique social experiences for groups of older adults. In this paper we explore the use of social VR to support group reminiscence, an activity that has been shown to have a positive impact on the lives of older adults. We developed School Days, a bespoke social VR application that enables groups of geographically dispersed older adults to meet in a virtual environment to reminisce about their school experiences. We conducted a user study over the course of 5 months with 16 participants aged 70--81 to evaluate how School Days supported reminiscence. In this paper, we focus on how the use of reminiscence scaffolding features in School Days impacted on the older adults' ability to participate more fully in the reminiscence activities. Our results illustrate the value of social VR for connecting older adults over distance, and contribute new knowledge of how virtual environments can be designed to scaffold reminiscence; how techniques such as 3D conversation starters and individual artefacts can be used to scaffold reminiscence; and how pre-recorded holographic stories (Avacasts) can be used to introduce new perspectives and prompt self-reflection. We contribute five design reflections aimed at guiding the design of future reminiscence tools in social VR.
Steven Baker 0001, Ryan Kelly 0001, Jenny Waycott, Romina Carrasco, Roger Bell, Zaher Joukhadar, Thuong N. Hoang, Elizabeth Ozanne, Frank Vetere
Proc. ACM Hum. Comput. Interact.2
2019 Biometric Mirror: Exploring Ethical Opinions towards Facial Analysis and Automated Decision-Making
abstract
Facial analysis applications are increasingly being applied to inform decision-making processes. However, as global reports of unfairness emerge, governments, academia and industry have recognized the ethical limitations and societal implications of this technology. Alongside initiatives that aim to formulate ethical frameworks, we believe that the public should be invited to participate in the debate. In this paper, we discuss Biometric Mirror, a case study that explored opinions about the ethics of an emerging technology. The interactive application distinguished demographic and psychometric information from people's facial photos and presented speculative scenarios with potential consequences based on their results. We analyzed the interactions with Biometric Mirror and media reports covering the study. Our findings demonstrate the nature of public opinion about the technology's possibilities, reliability, and privacy implications. Our study indicates an opportunity for case study-based digital ethics research, and we provide practical guidelines for designing future studies.
Niels Wouters, Ryan Kelly 0001, Eduardo Velloso, Katrin Wolf 0001, Hasan Shahid Ferdous, Joshua Newn, Zaher Joukhadar, Frank Vetere
Conference on Designing Interactive Systems2
2019 A Tale of Two Perspectives: A Conceptual Framework of User Expectations and Experiences of Instructional Fitness Apps
abstract
We present a conceptual framework grounded in both users' reviews and HCI theories, residing between practices and theories as a form of intermediate-level knowledge in interaction design. Previous research has examined different forms of intermediary knowledge such as conceptual structures, strong concepts, and bridging concepts. Within HCI, these forms are generic and rise either from theories or particular instances. In this work, we created and evaluated a conceptual framework for a specific domain (instructional fitness apps). We first extracted the particular instances using users' online reviews and conceptualised them as an expectations and experiences framework. Second, within the framework, we evaluated the artefact related constructs using Norman's design principles. Third, we evaluated beyond the artefact related constructs using distributed cognition theory. We present an analysis of such intermediate-level knowledge with the aim of informing future designs.
Ahed Aladwan, Ryan Kelly 0001, Steven Baker 0001, Eduardo Velloso
CHI2
2019 Patient Perspectives on Self-Management Technologies for Chronic Fatigue Syndrome
abstract
Chronic Fatigue Syndrome (CFS) is a debilitating medical condition that is characterized by a range of physical, cognitive and social impairments. This paper investigates CFS patients' perspectives on the potential for technological support for self-management of their symptoms. We report findings from three studies in which people living with CFS 1) prioritized symptoms that they would like technologies to address, 2) articulated their current approaches to self-management alongside challenges they face, and 3) reflected on their experiences with three commercial smartphone apps related to symptom management. We contribute an understanding of the specific needs of the ME/CFS population and the ways in which they currently engage in self-management using technology. The paper ends by describing five high-level design recommendations for ME/CFS self-management technologies.
Tabby Davies, Simon L. Jones, Ryan Kelly 0001
CHI3
2019 Can Mobile Augmented Reality Stimulate a Honeypot Effect?: Observations from Santa's Lil Helper
abstract
In HCI, the honeypot effect describes a form of audience engagement in which a person's interaction with a technology stimulates passers-by to observe, approach and engage in an interaction themselves. In this paper we explore the potential for honeypot effects to arise in the use of mobile augmented reality (AR) applications in urban spaces. We present an observational study of Santa's Lil Helper, a mobile AR game that created a Christmas-themed treasure hunt in a metropolitan area. Our study supports a consideration of three factors that may impede the honeypot effect: the presence of people in relation to the game and its interactive components; the visibility of gameplay in urban space; and the extent to which the game permits a shared experience. We consider how these factors can inform the design of future AR experiences that are capable of stimulating honeypot effects in public space.
Ryan Kelly 0001, Hasan Shahid Ferdous, Niels Wouters, Frank Vetere
CHI1
2019 Interrogating Social Virtual Reality as a Communication Medium for Older Adults
abstract
A growing body of research is examining the way that virtual reality (VR) technology might enrich the lives of older adults. However, no studies have yet examined how this technology---combining head mounted displays, motion tracking, avatars, and virtual environments---might contribute to older adult wellbeing by facilitating greater social participation (social VR). To address this gap, we conducted three workshops in which 25 older adults aged 70 to 81 explored the utility of social VR as a medium for communicating with other older adults. Participants first created embodied avatars that were controlled through natural gestures, and subsequently used these avatars in two high-fidelity social VR prototypes. Findings from the workshops provide insight into older adults' design motivations when creating embodied avatars for social VR; their acceptance of social VR as a communication tool; and their views on how social VR might play a beneficial role in their lives. Outcomes from the workshops also illustrate the critical importance our participants placed onbehavioural anthropomorphism ---the embodied avatars' ability to speak, move, and act in a human-like manner--- alongsidetranslational factors, which encapsulate issues relating to the way physical movements are mapped to the embodied avatar and the way in which errors in these mappings may invoke ageing stereotypes. Findings demonstrate the critical role that these characteristics might play in the success of future social VR applications targeting older users. We translate our findings into a set of design considerations for developing social VR systems for older adults, and we reflect on how our participants' experiences can inform future research on social virtual reality.
Steven Baker 0001, Ryan Kelly 0001, Jenny Waycott, Romina Carrasco, Thuong N. Hoang, Frances Batchelor, Elizabeth Ozanne, Briony Dow, Jeni Warburton, Frank Vetere
Proc. ACM Hum. Comput. Interact.2
2019 Crowdsourcing Perceptions of Fair Predictors for Machine Learning: A Recidivism Case Study
abstract
The increased reliance on algorithmic decision-making in socially impactful processes has intensified the calls for algorithms that are unbiased and procedurally fair. Identifying fair predictors is an essential step in the construction of equitable algorithms, but the lack of ground-truth in fair predictor selection makes this a challenging task. In our study, we recruit 90 crowdworkers to judge the inclusion of various predictors for recidivism. We divide participants across three conditions with varying group composition. Our results show that participants were able to make informed decisions on predictor selection. We find that agreement with the majority vote is higher when participants are part of a more diverse group. The presented workflow, which provides a scalable and practical approach to reach a diverse audience, allows researchers to capture participants' perceptions of fairness in private while simultaneously allowing for structured participant discussion.
Niels van Berkel, Jorge Gonçalves 0001, Danula Hettiachchi, Senuri Wijenayake, Ryan Kelly 0001, Vassilis Kostakos
Proc. ACM Hum. Comput. Interact.5
2018 Feel My Pain: Design and Evaluation of Painpad, a Tangible Device for Supporting Inpatient Self-Logging of Pain
abstract
Monitoring patients' pain is a critical issue for clinical caregivers, particularly among staff responsible for providing analgesic relief. However, collecting regularly scheduled pain readings from patients can be difficult and time-consuming for clinicians. In this paper we present Painpad, a tangible device that was developed to allow patients to engage in self-logging of their pain. We report findings from two hospital-based field studies in which Painpad was deployed to a total of 78 inpatients recovering from ambulatory surgery. We find that Painpad results in improved frequency and compliance with pain logging, and that self-logged scores may be more faithful to patients' experienced pain than corresponding scores reported to nurses. We also show that older adults may prefer tangible interfaces over tablet-based alternatives for reporting their pain, and we contribute design lessons for pain logging devices intended for use in hospital settings.
Blaine A. Price, Ryan Kelly 0001, Vikram Mehta, Ciaran McCormick, Hanad Ahmed, Oliver Pearce
CHI2
2018 Dealing With Information Overload in Multifaceted Personal Informatics Systems
abstract
Personal informatics systems are tools that capture, aggregate, and analyze data from distinct facets of their users’ lives. This article adopts a mixed-methods approach to understand the problem of information overload in personal informatics systems. We report findings from a 3-month study in which 20 participants collected multifaceted personal tracking data and used a system called Exist to reveal statistical correlations within their data. We explore the challenges that participants faced in reviewing the information presented by Exist, and we identify characteristics that exemplify “interesting” correlations. Based on these findings, we develop automated filtering mechanisms that aim to prevent information overload and support users in extracting interesting insights. Our approach deals with information overload by reducing the number of correlations shown to users by about 55% on average and increases the percentage of displayed correlations rated as interesting to about 81%, representing a 34 percentage point improvement over filters that only consider statistical significance at p < .05. We demonstrate how this curation can be achieved using objective data harvested by the system, including the use of Google Trends data as a proxy for subjective user interest.
Simon L. Jones, Ryan Kelly 0001
Hum. Comput. Interact.2
2018 'It's More Like a Letter': An Exploration of Mediated Conversational Effort in Message Builder
abstract
Communication technologies for maintaining close personal relationships are often designed to be lightweight and easy to use. While these properties allow for relationships to be maintained with speed and efficiency, they may come at the expense of more effortful messages that are constructed with thought, time and care. This raises the question of how communication technologies might be designed to provoke moments of effortful maintenance from their users. To explore this question, we designed and implemented Message Builder, a text-based communication system that encourages relational partners to send increasingly long messages. We report findings from a field trial in which 14 dyads used Message Builder for everyday relational maintenance. While some of the effort-provoking features of Message Builder were described as problematic, we found that the system had value in guiding users towards authentic and meaningful effort investments that were valuable within their individual relationships.
Ryan Kelly 0001, Daniel Gooch, Leon Adam Watts
Proc. ACM Hum. Comput. Interact.1
2018 Amplifying Quiet Voices: Challenges and Opportunities for Participatory Design at an Urban Scale
abstract
Many Smart City projects are beginning to consider the role of citizens. However, current methods for engaging urban populations in participatory design (PD) activities are somewhat limited. In this article, we describe an approach taken to empower socially disadvantaged citizens, using a variety of both social and technological tools, in a Smart City project. Through analysing the nature of citizens’ concerns and proposed solutions, we explore the benefits of our approach, arguing that engaging citizens can uncover hyper-local concerns that provide a foundation for finding solutions to address citizen concerns. By reflecting on our approach, we identify four key challenges to utilising PD at an urban scale; balancing scale with the personal, who has control of the process, who is participating and integrating citizen-led work with local authorities. By addressing these challenges, we will be able to truly engage citizens as collaborators in co-designing their city.
Daniel Gooch, Matthew Barker, Lorraine Hudson, Ryan Kelly 0001, Gerd Kortuem, Janet van der Linden, Marian Petre, Rebecca Brown, Anna Klis-Davies, Hannah Forbes, Jessica Mackinnon, Robbie Macpherson, Clare Walton
ACM Trans. Comput. Hum. Interact.4
2017 Demanding by Design: Supporting Effortful Communication Practices in Close Personal Relationships
abstract
The investment of effort into personal communication can be highly meaningful to people, and has particular significance for the mediation of close relationships. This paper presents qualities of effort investment that are seen to be valuable. Furthermore, we consider how these qualities might sensitise designers of communication technologies to the meaningfulness of effort. We report a qualitative study focusing on individual descriptions of meaningful effort invested into everyday correspondence. We encapsulate our findings in the form of five qualities that characterise valued effort: discretionary investment, personal craft, focused time, responsiveness to the recipient, and challenge to a sender's capacities. Drawing on ideas generated in brainstorming sessions, we present two illustrative concepts for new communication technologies, highlighting how our findings can guide the creation of designed artefacts.
Ryan Kelly 0001, Daniel Gooch, Bhagyashree Patil, Leon Adam Watts
CSCW1
2016 Can Visualization of Contributions Support Fairness in Collaboration? Findings from Meters in an Online Game
abstract
In this paper we consider how visualizations might support judgements about fairness in collaborative work. We present a qualitative investigation of meters, existing artefacts that enable awareness of contributions in the online game World of Warcraft. Through in-depth interviews with game players, we draw attention to the value of meters as tools for self-reflection and group evaluation. Yet we also describe problematic consequences that arise as a result of meters, distinguishing their usage as in-the-moment awareness tools from instruments used after the fact to apportion credit and blame. We argue that representations like meters may be enough to provoke initial questions about fairness, but are likely to undermine the efforts of collaborators if they fail to combine a set of indices that reflect important aspects of individual work in the context of team activity. We consider broader lessons for the way in which future designs might aim to support fairness in collaborative systems, pointing to multidimensional mechanisms adapted specifically to real-time or retrospective usage.
Ryan Kelly 0001, Leon Adam Watts, Stephen J. Payne
CSCW1
2014 Collaborative web search in context: a study of tool use in everyday tasks
abstract
Recent research efforts have led to the creation of a number of systems that provide specialised support for collaborative web search. However, the use of these tools has not been studied outside of the laboratory, and as collaborative search becomes increasingly commonplace in everyday life, there is a need to understand whether the support provided by collaborative search systems fits with real-world information seeking practices. In the present study, we deployed two collaborative search tools to pairs of searchers with genuine information needs. We report findings from in-depth interviews conducted after searchers had used their assigned system for an extended period of time. Our findings show how system features were used and appropriated in pursuit of collaboration, throwing light on the way in which collaborative search is conducted in quotidian settings. Theoretical and practical implications of the results are discussed.
Ryan Kelly 0001, Stephen J. Payne
CSCW1
2012 Understanding participation and opportunities for design from an online postcard sending community
abstract
The advent of Internet communication has seen much personal correspondence move from paper-based into digital form. But while the Internet is often associated with the decline in paper-based communication, it also provides opportunities to exchange traditional ephemera in new, exciting ways. We present here an analysis of Postcrossing, an online system that facilitates the sending of non-digital postcards among random strangers. Via a survey study of Postcrossing users, we elicit six key factors that contribute to the Postcrossing experience. We consider how these elements might be carried over into other digital communication technologies.
Ryan Kelly 0001, Daniel Gooch
Conference on Designing Interactive Systems1