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William Simm

dblp:19/8574 · also Will Simm · DBLP profile ↗
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8ranked-venue papers
4as first author
0since 2021 · last 2019
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 7 · 4 first-authorSoftware engineering, systems software and programming languages · 1Databases, data management, data science and information retrieval · 1Applied, interdisciplinary, general and emerging computing · 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
3 papers
Health and well-being technologies · 40% Ubiquitous computing and smart environments · 25% Wearable and physiological sensing · 20%
Software engineering, system software, and programming languages
1 paper
Requirements engineering and software design · 100%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Energy systems and smart grids · 100%

Topics — the 9 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Health and well-being technologies › mental health technology
anxiety self-regulation
0.212016
Anxiety and Autism: Towards Personalized Digital Health · CHI 2016
Health and well-being technologies
mental health technology
0.212016
Anxiety and Autism: Towards Personalized Digital Health · CHI 2016
Ubiquitous computing and smart environments › smart buildings
energy consumption feedback
0.212015
Tiree Energy Pulse: Exploring Renewable Energy Forecasts on the Edge of the Grid · CHI 2015
Requirements engineering and software design › design process
design thinking
0.212015
The Role of Design Thinking and Physical Prototyping in Social Software Engineering · ICSE (2) 2015
Collaborative and social computing › civic engagement
public participation
0.112010
VoiceYourView: collecting real-time feedback on the design of public spaces · UbiComp 2010
Accessibility and assistive technology › autism
assistive technology for autism
0.112016
Anxiety and Autism: Towards Personalized Digital Health · CHI 2016
Energy systems and smart grids › energy forecasting
renewable energy forecasting
0.112015
The Role of Design Thinking and Physical Prototyping in Social Software Engineering · ICSE (2) 2015
Ubiquitous computing and smart environments › smart buildings
home energy management
0.112015
Tiree Energy Pulse: Exploring Renewable Energy Forecasts on the Edge of the Grid · CHI 2015
Ubiquitous computing and smart environments
public displays
0.012010
VoiceYourView: collecting real-time feedback on the design of public spaces · UbiComp 2010

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

participatory design · 0.7co-development · 0.5case study · 0.2field deployment · 0.2speech recognition · 0.1natural language processing · 0.1
YearPublicationVenuePosition
2019 Examining Interdependencies and Constraints in Co-Creation
abstract
This paper reports on the first year of a three-year-long co-creation project with older adults. We focus our analysis on one particular workshop in which participants stopped designing and began to think about promoting the app we were co-creating. The workshop proved uniquely important for examining assumptions we had made about how and why the co-creation process would be successful. This paper concedes flaws in these assumptions and in the execution of the methodology as a way of illuminating dynamics that act on research projects in ways that are antithetical to effective co-creation. Reporting on the unexpected results of our participant engagements, we reveal new insights into the challenges in executing co-creation methodology.
Bran Knowles, Christopher Bull 0001, Nigel Davies 0001, William Simm, Oliver Bates, Niall Hayes
Conference on Designing Interactive Systems4
2016 Anxiety and Autism: Towards Personalized Digital Health
abstract
For many people living with conditions such as autism, anxiety manifests so powerfully it has a big impact on quality of life. By investigating the suitability of truly customizable wearable health devices we build on prior research that found each experience of anxiety in people with autism is unique, so 'one-suits all' solutions are not suitable. In addition, users desire agency and control in all aspects of the system. The participative approach we take is to iteratively co-develop prototypes with end users. Here we describe a case study of the co-development of one prototype, a digital stretch wristband that records interaction for later reflection called Snap. Snap has been designed to sit within a platform that allows the distributed and sustainable design, manufacture and data analysis of customizable digital health technologies. We contribute to HCI with (1) lessons learned from a DIY co-development process that follows the principles of modularity, participation and iteration and (2) the potential impact of technology in self-management of anxiety and the broader design implications of addressing unique anxiety experiences.
William Simm, Maria Angela Ferrario, Adrian Gradinar, Marcia T. Smith, Stephen Forshaw, Ian C. Smith, Jon Whittle 0001
CHI1
2016 On the Role of Digital Consultation Tools in Public Space Design: A Case Study
abstract
Organizations increasingly rely on digital tools, such as social media, to harvest public opinion on a variety of issues ranging from brand reputations to political debates. One area in which digital tools have great potential is in consultation on design of public spaces. Public organizations are expected to consult with users of a public space before, during and after occupancy. Digital tools could increase the effectiveness of this consultation because: (i) they are available 24 h and do not rely on the presence of researchers and (ii) data are collected and analysed using automated methods, allowing faster decision-making. Despite these potential advantages, little is understood about how digital and non-digital consultations compare in practice. This paper reports on a live trial with a prototype digital consultation tool called VoiceYourView, which was co-designed with stakeholders and used to canvass opinion on the refurbishment of a major metropolitan library. Over 6 weeks, we used a variety of methods to collect comment from 600 users. VoiceYourView solicits opinion in unprompted form—it does not ask specific questions as in a survey—so users can say anything they like at any time. VoiceYourView carries out real-time analysis of data collected and uses public display screens to summarize comments-to-date in situ. Our research methods focused on observational studies conducted ‘in the wild’: this allowed us to capture user interactions with VoiceYourView in a realistic setting. Our findings indicate that VoiceYourView encouraged more positive feedback than non-digital methods. We also find that positive comments in general contain less actionable information than negative comments, and unprompted comments have similar actionable content to prompted comments. We suggest that this pattern in soliciting more (traditionally difficult to obtain) positive comments with VoiceYourView versus traditional survey methods implies that digital consultation tools of this type can complement existing channels.
William Simm, Maria Angela Ferrario, Jon Whittle 0001, Ryan Davenport, Jane M. Binner, Katerina Frankova, Laurence Garton, Andrée Woodcock, Busayawan Lam, Therese Lawlor-Wright
Interact. Comput.1
2015 Tiree Energy Pulse: Exploring Renewable Energy Forecasts on the Edge of the Grid
abstract
In many parts of the world, the electricity supply industry makes the task of dealing with unpredictable spikes and dips in production and demand invisible to consumers, maintaining a seemingly unlimited supply. A future increase in reliance on time-variable renewable sources of electricity may lead to greater fluctuations in supply. We engaged remote islanders as equal partners in a research project that investigated through technology-mediated enquiry the topic of synchronising energy consumption with supply, and together built a prototype renewable energy forecast display. A number of participants described a change in their practices, saving high energy tasks for times when local renewable energy was expected to be available, despite having no financial incentive to do so. The main contributions of this paper are in: 1) the results of co-development sessions exploring systems supporting synchronising consumption with supply and 2) the findings arising from the deployment of the prototype.
William Simm, Maria Angela Ferrario, Adrian Friday, Peter Newman, Stephen Forshaw, Mike Hazas, Alan J. Dix
CHI1
2015 The Role of Design Thinking and Physical Prototyping in Social Software Engineering
abstract
Social Software Engineering (Social SE), that is SE aiming to promote positive social change, is a rapidly emerging area. Here, software and digital artefacts are seen as tools for social change, rather than end products or 'solutions'. Moreover, Social SE requires a sustained buy-in from a range of stakeholders and end-users working in partnership with multidisciplinary software development teams often at a distance. This context poses new challenges to software engineering: it requires both an agile approach for handling uncertainties in the software development process, and the application of participatory, creative design processes to bridge the knowledge asymmetries and the geographical distances in the partnership. This paper argues for the role of design thinking in Social SE and highlights its implications for software engineering in general. It does so by reporting on the contributions that design thinking -- and in particular physical design -- has brought to (1) the problem space definition, (2) user requirements capture and (3) system feature design of a renewable energy forecasting system developed in partnership with a remote Scottish Island community.
Peter Newman, Maria Angela Ferrario, William Simm, Stephen Forshaw, Adrian Friday, Jon Whittle 0001
ICSE (2)3
2014 Prototyping 'clasp': implications for designing digital technology for and with adults with autism
abstract
This paper presents Clasp, a novel tactile anxiety management, communication and peer support tool developed with, by and for adults diagnosed with High Functioning Autism (HFA). Clasp connects a tactile anxiety coping device to a smartphone, which records and communicates anxiety levels for self-feedback and reflection. By adopting an iterative prototyping approach, we gained a deep insight into anxiety experienced by adults with HFA and evaluated the role of digital technology in its management. The paper describes our development approach, which we argue is unique to this multidisciplinary and multiorganizational design context involving hard-to-reach and vulnerable groups. Finally, we reflect on lessons learned from this process and share a set of design implications for the future development of digital tools that, like Clasp, are specifically designed with, by and for adults with HFA.
William Simm, Maria Angela Ferrario, Adrian Gradinar, Jon Whittle 0001
Conference on Designing Interactive Systems1
2012 Understanding Actionable Knowledge in Social Media: BBC Question Time and Twitter, a Case Study
Maria Angela Ferrario, William Simm, Jon Whittle 0001, Paul Rayson, Maria Terzi, Jane M. Binner
ICWSM2
2010 VoiceYourView: collecting real-time feedback on the design of public spaces
abstract
This paper reports on VoiceYourView, a kind of intelligent kiosk, which uses speech recognition and natural language processing to gather the public's creative input on the public space designs. Over a six week period, VoiceYourView was deployed in a public space and 2000 design critiques were collected from 600 people. The paper shows that people are capable of providing creative input on their environment using unstructured speech or text and that a good proportion of these comments are actionable. The paper also investigates the use of public displays to auto-summarize comments left by the public so far. Although there is anecdotal evidence that this encourages participation, an experiment found that filtering comments (e.g., to display only positive responses) had no effect on what people had to say.
Jon Whittle 0001, William Simm, Maria Angela Ferrario, Katerina Frankova, Laurence Garton, Andrée Woodcock, Baseerit Nasa, Jane M. Binner, Aom Ariyatum
UbiComp2