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Simon Holland

dblp:02/338 · DBLP profile ↗
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17ranked-venue papers
7as first author
1since 2021 · last 2024
0000-0001-5930-519XORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 14 · 7 first-authorSoftware engineering, systems software and programming languages · 2Artificial intelligence and machine learning · 1 · 1 since 2021

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
4 papers
Health and well-being technologies · 32% User interface design and tools · 21% Usability and user experience research · 21%
Interdisciplinary, comprehensive, and emerging computing
2 papers
Computing education · 100%

Topics — the 9 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction › creative expression
digital musical instruments
0.412019
Nonlinear dynamical processes in musical interactions: Investigating the role of nonlinear dynamics in supporting surprise and exploration in interactions with digital musical instruments · Int. J. Hum. Comput. Stud. 2019
User interface design and tools › user interface design
decision support interfaces
0.312018
Designing for Diabetes Decision Support Systems with Fluid Contextual Reasoning · CHI 2018
Health and well-being technologies › chronic illness management
diabetes self-management
0.312018
Data, Data Everywhere, and Still Too Hard to Link: Insights from User Interactions with Diabetes Apps · CHI 2018
Human-robot interaction
musical interaction
0.112019
Nonlinear dynamical processes in musical interactions: Investigating the role of nonlinear dynamics in supporting surprise and exploration in interactions with digital musical instruments · Int. J. Hum. Comput. Stud. 2019
Computing education
learning environment
0.021999
Exploiting Smalltalk Modules in a Customizable Programming Environment · ICSE 1999
OU LearningWorks: A Customized Programming Environment for Smalltalk Modules · ICSE 1999
Computing education
distance education
0.011999
Exploiting Smalltalk Modules in a Customizable Programming Environment · ICSE 1999
Interaction techniques and input
direct manipulation
0.011999
Direct Combination · CHI 1999
Programming languages and type systems › object-oriented programming
smalltalk
0.021999
Exploiting Smalltalk Modules in a Customizable Programming Environment · ICSE 1999
OU LearningWorks: A Customized Programming Environment for Smalltalk Modules · ICSE 1999
User interface design and tools › interaction design
interaction styles
0.011999
Direct Combination · CHI 1999

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

interviews · 0.7nonlinear dynamical analysis · 0.4user-interaction sessions · 0.3survey · 0.3design exploration · 0.0
YearPublicationVenuePosition
2024 Democratizing Clinical Movement Analysis: Assessing the Versatility of MoJoXlab with Open-protocol Inertial Sensors
abstract
This study evaluated the versatility of the MoJoXlab in conducting clinical movement analysis using inertial sensors from various manufacturers, including low-cost, non-proprietary, and open-protocol wearable options. Data were collected from 15 healthy participants who performed a range of clinically relevant activities and exercises using two sets of sensors. Dynamic time warping analysis of the sensor signals suggested that the collected dataset could be used for further algorithm development. The findings demonstrate that the current iteration of MoJoXlab can perform movement analysis using quaternions from sensors of any manufacturer. However, the accuracy of the resulting joint angles is not yet suitable for clinical applications across all sensor types, and only Xsens and NGIMU sensors are currently supported. This study also explored the potential for reducing the number of sensors required by MoJoXlab, which currently uses seven sensors to calculate joint angles for three joints (hip, knee and ankle) on both sides of the body. The creation of a comprehensive databank for lower limb movement analysis algorithms was an additional outcome of this work. Further research and development are necessary to expand MoJoXlab’s support for multiple sensor manufacturers and improve the accuracy of joint angle calculations for clinical applications.
Riasat Islam, Mohamed Bennasar, Mohammad Al-Amri, Simon Holland, Paul Mulholland, Blaine A. Price
KES4
2019 Nonlinear dynamical processes in musical interactions: Investigating the role of nonlinear dynamics in supporting surprise and exploration in interactions with digital musical instruments
Tom Mudd, Simon Holland, Paul Mulholland
Int. J. Hum. Comput. Stud.2
2018 Data, Data Everywhere, and Still Too Hard to Link: Insights from User Interactions with Diabetes Apps
abstract
For those with chronic conditions, such as Type 1 diabetes, smartphone apps offer the promise of an affordable, convenient, and personalized disease management tool. However, despite significant academic research and commercial development in this area, diabetes apps still show low adoption rates and underwhelming clinical outcomes. Through user-interaction sessions with 16 people with Type 1 diabetes, we provide evidence that commonly used interfaces for diabetes self-management apps, while providing certain benefits, can fail to explicitly address the cognitive and emotional requirements of users. From analysis of these sessions with eight such user interface designs, we report on user requirements, as well as interface benefits, limitations, and then discuss the implications of these findings. Finally, with the goal of improving these apps, we identify 3 questions for designers, and review for each in turn: current shortcomings, relevant approaches, exposed challenges, and potential solutions.
Dmitri S. Katz, Blaine A. Price, Simon Holland, Nicholas Sheep Dalton
CHI3
2018 Designing for Diabetes Decision Support Systems with Fluid Contextual Reasoning
abstract
Type 1 diabetes is a potentially life-threatening chronic condition that requires frequent interactions with diverse data to inform treatment decisions. While mobile technologies such as blood glucose meters have long been an essential part of this process, designing interfaces that explicitly support decision-making remains challenging. Dual-process models are a common approach to understanding such cognitive tasks. However, evidence from the first of two studies we present suggests that in demanding and complex situations, some individuals approach disease management in distinctive ways that do not seem to fit well within existing models. This finding motivated, and helped frame our second study, a survey (n=192) to investigate these behaviors in more detail. On the basis of the resulting analysis, we posit Fluid Contextual Reasoning to explain how some people with diabetes respond to particular situations, and discuss how an extended framework might help inform the design of user interfaces for diabetes management.
Dmitri S. Katz, Blaine A. Price, Simon Holland, Nicholas Sheep Dalton
CHI3
2012 Kolab: appropriation & improvisation in mobile tangible collaborative interaction
abstract
Current design guidelines for conventional tangible systems suggest that the representational significance of tangible tokens is an important consideration in the design of tangible interaction, especially in collaborative contexts. Such advice might be assumed to imply that nomadic tangible systems that employ improvised tokens are liable to have highly impaired usability. In this paper we describe a proof of concept experiment for Kolab, a nomadic tangible interaction system that permits any surface to be appropriated as a collaborative tabletop, and which affords the use of a wide range of appropriated artifacts as improvised tangibles. We demonstrate an approach for realizing the necessary interaction techniques combining tangibles and hand gestures using a fusion of image and depth sensing. We present the results of a user study showing that while users' choices of artifacts were seen to follow an unexpected pattern, various artifacts were appropriated and improvised as tangibles, and the system was found to be both usable and well able to support user collaboration.
Nicholas Sheep Dalton, Gordon MacKay, Simon Holland
Conference on Designing Interactive Systems3
2010 Feeling the beat where it counts: fostering multi-limb rhythm skills with the haptic drum kit
abstract
This paper introduces a tool known as the Haptic Drum Kit, which employs four computer-controlled vibrotactile devices, one attached to each wrist and ankle. In the applications discussed here, haptic pulses are used to guide the playing, on a drum kit, of rhythmic patterns that require multi-limb co-ordination. The immediate aim is to foster rhythm skills and multi-limb coordination. A broader aim is to systematically develop skills in recognizing, identifying, memorizing, retaining, analyzing, reproducing, and composing polyphonic rhythms. We consider the implications of three different theories for this approach: the work of the music educator Dalcroze (1865-1950 [1]; the entrainment theory of human rhythm perception and production [2,3]; and sensory motor contingency theory [4]. In this paper we report on a design study; and identify and discuss a variety of emerging design issues. The study demonstrates that beginning drummers are able to learn intricate drum patterns from haptic stimuli alone
Simon Holland, Anders J. Bouwer, Mathew Dalgelish, Topi M. Hurtig
TEI1
2009 Running up Blueberry Hill: prototyping whole body interaction in harmony space
abstract
Musical harmony is considered to be one of the most abstract and technically difficult parts of music. It is generally taught formally via abstract, domain-specific concepts, principles, rules and heuristics. By contrast, when harmony is represented using an existing interactive desktop tool, Harmony Space, a new, parsimonious, but equivalently expressive, unified level of description emerges. This focuses not on abstract concepts, but on concrete locations, objects, areas and trajectories.
Simon Holland, Paul Marshall, Jon Bird, Nicholas Sheep Dalton, Richard Morris, Nadia Pantidi, Yvonne Rogers, Andy Clark
TEI1
2004 Mobile HCI and Sound
Simon Holland, Robert Day, Grégory Leplâtre, Alistair D. N. Edwards
Mobile HCI1
2002 Direct Combination: A New User Interaction
Simon Holland, David R. Morse, Henrik Gedenryd
Mobile HCI1
2002 AudioGPS: Spatial Audio Navigation with a Minimal Attention Interface
Simon Holland, David R. Morse, Henrik Gedenryd
Pers. Ubiquitous Comput.1
1999 Direct Combination
abstract
This paper reports on Direct Combination, a new user interaction technique. Direct Combination may be viewed variously as: a systematic extension to Direct Manipulation; a concise navigational framework to help users find the operations they need; and as a framework to make a greater range and variety of operations available to the user, without overburdening user or interface designer. While Direct Combination may be seen as an extension of Direct Manipulation, it may also be applied to a wide range of user interaction styles, including even command line interfaces. Examples from various hypothetical systems and from an implemented system are presented. This paper argues that Direct Combination is applicable not just to problem seeking or design oriented domains (where the technique originated) but is generally applicable. A variety of new interaction styles for Direct Combination are presented. The generalisation of Direct Combination to the n-dimensional case is presented.
Simon Holland, Daniel V. Oppenheim
CHI1
1999 OU LearningWorks: A Customized Programming Environment for Smalltalk Modules
abstract
when it is closed.The core image is never permanently We have exploited and adapted Goldberg's LearningWorks changed; new classes are kept in LearningBooks.framework to produce an environment with new programming tools, visualization tools, and system simulations.The environment is designed to be used via plug-in modules, called LearningBooks, sets of classes and persistent objects, for which we have developed a pedagogic standard that includes, for example, an HTML browser and various
Mark Woodman, Robert Griffiths 0002, Malcolm Macgregor, Simon Holland
ICSE4
1999 Exploiting Smalltalk Modules in a Customizable Programming Environment
abstract
This paper describes how we have extended a module structure of the Smalltalk LearningWorks to provide a programming environment deigned for very large scale technology transfer. The ‘module’ is what we have termed the LearningBook, a set of classes and persistent objects, including an HTML browser, programming and visualization tools, and microworlds. The context for this development is a distance learning university course in object technology which has enrolled over 5,100 mature students in its first year – making it the largest such course in the world. While promoting a systems building approach, we have successfully added support for programming in the small and the needs of the isolated novice. Two principles have applied: (i) the programming environment and its modules fit into a consistent framework for personal management of study and (ii) details of complex facilities, such as the class library, are progressively disclosed as knowledge and sophistication grow. The paper shows how these principles have guided the exploitation of LearningBook modules. To provide context, relevant academic background is given. Early informal feedback is reported and a project currently underway to observe in detail how thousands of learners use the Smalltalk programming environment is sketched.
Mark Woodman, Robert Griffiths 0002, Malcolm Macgregor, Simon Holland, Hugh Robinson
ICSE4
1997 Avoiding object misconceptions
abstract
This paper identifies and describes a number of misconceptions observed in students learning about object technology. It identifies simple, concrete, measures course designers and teachers can take to avoid these misconceptions arising. The context for this work centres on an introductory undergraduate course and a postgraduate course. Both these courses are taught by distance education. These courses both use Smalltalk as an introduction to object technology. More particularly, the undergraduate course uses Smalltalk as a first programming language.Distance education can limit the amount and speed of individual feedback that can be given in the early stages of learning. For this reason, particular attention has been paid to characterizing measures for avoiding elementary misconceptions seen in beginning learners. At the same time we also address some misconceptions observed in postgraduate students. The pedagogical issues discussed are of particular importance when devising an extended series of examples for teaching or assessment, or when designing a visual microworld to be used for teaching purposes.
Simon Holland, Robert Griffiths 0002, Mark Woodman
SIGCSE1
1997 The object shop - Using CD-ROM multimedia to introduce object concepts
abstract
This paper describes key features of a new multimedia CD-ROM pack produced by television makers in collaboration with computer science educators --- by the BBC for the Open University Computing Department. The pack, The Object Shop, forms an early component of an undergraduate course which introduces object-oriented computing and software development to students new to computing. Building on the results of empirical evaluation, The Object Shop has been designed to help students with no programming experience to understand core object programming concepts. Throughout the CD-ROM, video, animated graphics and an underlying object-oriented simulation of a virtual shopping environment provide an accessible introduction to the central ideas of object-oriented programming. The key power of the multimedia approach is that the student-user is able to gain a sound operational understanding of concepts before learning the details of programming code or syntax. Users can continually monitor their progress through a series of task-based, assessed exercises.
Mark Woodman, Robert Griffiths 0002, Simon Holland, Andrew Law
SIGCSE3
1996 From software user to software author: an initial pedagogy for introductory object-oriented computing
abstract
We describe an initial pedagogy for an introductory computing and programming course which adheres to the object-oriented paradigm.Students must satisfy a prerequisite to be competent users of GUI operating systems and simple applications.The paper explains how their prior knowledge and skills are used to consider abstract object-oriented models of the systems they know before embarking on Smalltalk programming.A novel programming and learning environment which constrains visibility of Smalltalk is described.
Mark Woodman, Simon Holland
ITiCSE2
1996 The joy of software - starting with objects
abstract
This paper briefly describes the evolution and content of the Open University's new introductory course in Computing which has been designed for delivery internationally to over 3500 students per year. It replaces a conventional procedural programming course and introduces computing through object technology---specifically, through Smalltalk. Unlike its predecessor it is being designed to be accessible by non-computing majors and with an intention to address the gender imbalance in our student population. Multimedia technologies are used in the delivery of this distance learning course which is being developed by the course team for presentation in 1997.
Mark Woodman, Gordon Davies, Simon Holland
SIGCSE3