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Lydia Harkin

dblp:248/4034 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2025
0000-0003-0511-5934ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 2 · 2 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
1 paper
Design research and methods · 87% Personal fabrication and tangible interfaces · 13%

Topics — the 3 heaviest of 3, 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
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

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

systematic review · 0.8questionnaire study · 0.8
YearPublicationVenuePosition
2025 Instagram engagement and well-being: the mediating role of appearance anxiety
abstract
Previous research into social networking site (SNS) use and well-being has predominantly focused on time spent online.However, this can often lead to the underestimation of behaviours associated with SNS use, such as how users engage with SNS platforms.This study aimed to investigate the relationship between SNS engagement patterns, namely active, passive and problematic usage patterns, and their relationship with anxiety, depression and self-esteem.Appearance anxiety was also examined as a mediating factor between Instagram engagement patterns and the selected well-being patterns.A sample of 290 participants reported their SNS engagement in a cross-sectional psychometric survey.Associations were investigated with markers for depression, anxiety, self-esteem, and appearance anxiety.Problematic use was associated with symptoms of anxiety and depression, and active use was negatively associated with depression.Appearance anxiety was revealed as a significant mediator for passive use on anxiety and depression, as well as for problematic use on anxiety and depression.Findings indicate problematic and passive usage patterns to have negative impacts regarding anxiety and depression symptomology, in addition to highlighting the role of appearance anxiety on well-being outcomes, contributing towards a better understanding of the underlying mechanisms associated with Instagram usage and well-being.
Francesca C. Ryding, Lydia Harkin, Daria J. Kuss
Behav. Inf. Technol.2
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.5