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Avelie Stuart

dblp:183/2532 · DBLP profile ↗
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6ranked-venue papers
0as first author
3since 2021 · last 2025
0000-0001-7711-6149ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3 · 2 since 2021Artificial intelligence and machine learning · 2 · 1 since 2021Software engineering, systems software and programming languages · 1

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
Design research and methods · 83% Personal fabrication and tangible interfaces · 12% Collaborative and social computing · 5%
Network and information security
1 paper
Privacy and data protection · 50% Usable security · 50%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Design research and methods
participatory design
0.812024
Reflections on using the story completion method in designing tangible user interfaces · Int. J. Hum. Comput. Stud. 2024
Design research and methods › research methodology
story completion method
0.812024
Reflections on using the story completion method in designing tangible user interfaces · Int. J. Hum. Comput. Stud. 2024
Privacy and data protection
online social networks
0.312017
Learning to share: engineering adaptive decision-support for online social networks · ASE 2017
Usable security
privacy control
0.312017
Learning to share: engineering adaptive decision-support for online social networks · ASE 2017
Personal fabrication and tangible interfaces › tangible interaction
tangible interaction design
0.212024
Reflections on using the story completion method in designing tangible user interfaces · Int. J. Hum. Comput. Stud. 2024
Collaborative and social computing
social networks
0.112017
Learning to share: engineering adaptive decision-support for online social networks · ASE 2017

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

systematic review · 0.8questionnaire study · 0.8runtime analysis · 0.6adaptive software architecture · 0.6
YearPublicationVenuePosition
2025 Predicting Loneliness Using Machine Learning and Self-Logged Behavioural Data
abstract
Loneliness is a growing public health concern, particularly among older adults, and has been linked to adverse physical and mental health outcomes. This study presents a machine learning approach to predict levels of loneliness using behavioural and emotional data collected from 124 participants through a mobile phone application over a 71-day period. The dataset includes 27 features derived from self-logged information such as wellbeing scores, mood fluctuations, and time spent in various home locations. Feature selection was applied to identify the most discriminative indicators, with classification and regression models evaluated using both Support Vector Machine (SVM), and Random Forest (RF). We applied feature selection to identify the most discriminative indicators and evaluated both Support Vector Machine (SVM) and Random Forest (RF) models for classification and regression. The highest classification accuracy—69.19% on a 7-point loneliness scale—was achieved using a five-fold SVM with the top 13 features. In the regression task, the best performance was observed using 26 features, resulting in a minimum Mean Squared Error (MSE) of 0.6752. These findings indicate that a selected subset of behavioural and emotional features can offer a meaningful estimation of loneliness levels. This has potential to inform the design of real-time, personalised digital tools aimed at identifying and supporting individuals at risk of loneliness.
Mohamed Bennasar, Dmitri S. Katz, Avelie Stuart, Amel Bennaceur, Daniel Gooch, Arosha K. Bandara, Blaine A. Price, Bashar Nuseibeh
KES3
2024 Reflections on using the story completion method in designing tangible user interfaces
abstract
There are many design techniques to support the co-design of tangible technologies. However, few of these design methods allow the involvement of users at scale and across diverse geographic locations. While popular in psychology, the story completion method (SCM) has only recently started to be adopted within the HCI community. We explore whether SCM can generate meaningful design insights from large, diverse study populations for the design of Tangible User Interfaces (TUIs). Based on the results of two questionnaire studies using SCM, we conclude that the method can be used to generate meaningful design insights. Drawing on a systematic review of 870 TUI papers, we then contextualise the strengths and weaknesses of SCM against commonly used design methods, before reflecting on our experience of using the method across two distinct domains. We discuss the advantages of the method (particularly in terms of the scale and diversity of participation) and the challenges (particularly around constructing meaningful story stems, and developing the correct level of scaffolding to support creativity). We conclude that SCM is particularly suitable to be used in the early stages of the design process to understand the socio-cultural context of deployment.
Daniel Gooch, Arosha K. Bandara, Amel Bennaceur, Emilie Giles, Lydia Harkin, Dmitri S. Katz, Mark Levine, Vikram Mehta, Bashar Nuseibeh, Clifford Stevenson, Avelie Stuart, Catherine V. Talbot, Blaine A. Price
Int. J. Hum. Comput. Stud.11
2023 Towards a Socio-Technical Understanding of Police-Citizen Interactions
Min Zhang 0027, Arosha K. Bandara, Richard Philpot, Avelie Stuart, Zoe Walkington, Camilla Elphick, Lara Frumkin, Graham Pike, Blaine A. Price, Mark Levine, Bashar Nuseibeh
INTERACT (3)4
2020 How are you feeling?: Using Tangibles to Log the Emotions of Older Adults
abstract
The global population is ageing, leading to shifts in healthcare needs. Home healthcare monitoring systems currently focus on physical health, but there is an increasing recognition that psychological wellbeing also needs support. This raises the question of how to design devices that older adults can interact with to log their feelings. We designed three tangible prototypes, based on existing paper-based scales of affect. We report findings from a lab study in which participants used the prototypes to log the emotion from standardised emotional vignettes. We found that the prototypes allowed participants to accurately record identified emotions in a reasonable time. Our participants expressed a perceived need to record emotions, either to share with family/carers or for self-reflection. We conclude that our work demonstrates the potential for in-home tangible devices for recording the emotions of older adults to support wellbeing.
Daniel Gooch, Vikram Mehta, Blaine A. Price, Ciaran McCormick, Arosha K. Bandara, Amel Bennaceur, Mohamed Bennasar, Avelie Stuart, Linda Clare, Mark Levine, Jessica Cohen, Bashar Nuseibeh
TEI8
2019 Knowledge-Based Architecture for Recognising Activities of Older People
abstract
The world is facing an ageing population phenomenon, coupled with health and social problems, which affect older people’s ability to live independently. This situation challenges the viability of health and social services. Smart home technology can play a significant role in easing the pressure on caregivers, as well as reduce the financial costs of health and social services. Activity of Daily Living (ADL) recognition is an essential step to translate sensor data into activities at high semantic levels. Supervised Machine Learning (ML) algorithms are the most commonly used techniques for this application. However, a common problem is a lack of availability of enough annotated data to train these algorithms. Collecting annotated data is expensive, time consuming, and may violate people’s privacy. Intra- and inter-personal variation in performing complex activities is another challenge for an ML-based activity recognition approach. In this paper, a multi-layered knowledge-based architecture for recognising ADL in real-time is proposed. At the first stage, sensor data is pre-processed; events that describe changes in the environment are detected at the second stage, in which the sequence of events is used to recognise more semantically complex activities at the third stage. A new ADL ontology is proposed to model the knowledge related to the sensor platform and the targeted activities as the previously proposed ontologies were either designed to deal with specific sensor data, or they ignored the context environment information which is important in recognising complex activities.
Mohamed Bennasar, Blaine A. Price, Avelie Stuart, Daniel Gooch, Ciaran McCormick, Vikram Mehta, Linda Clare, Amel Bennaceur, Jessica Cohen, Arosha K. Bandara, Mark Levine, Bashar Nuseibeh
KES3
2017 Learning to share: engineering adaptive decision-support for online social networks
abstract
Some online social networks (OSNs) allow users to define friendship-groups as reusable shortcuts for sharing information with multiple contacts. Posting exclusively to a friendship-group gives some privacy control, while supporting communication with (and within) this group. However, recipients of such posts may want to reuse content for their own social advantage, and can bypass existing controls by copy-pasting into a new post; this cross-posting poses privacy risks. This paper presents a learning to share approach that enables the incorporation of more nuanced privacy controls into OSNs. Specifically, we propose a reusable, adaptive software architecture that uses rigorous runtime analysis to help OSN users to make informed decisions about suitable audiences for their posts. This is achieved by supporting dynamic formation of recipient-groups that benefit social interactions while reducing privacy risks. We exemplify the use of our approach in the context of Facebook.
Yasmin Rafiq, Luke Dickens, Alessandra Russo, Arosha K. Bandara, Mu Yang, Avelie Stuart, Mark Levine, Gül Çalikli, Blaine A. Price, Bashar Nuseibeh
ASE6