John C. McCarthy 0002

dblp:36/423 · also John McCarthy 0002 · DBLP profile ↗
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52ranked-venue papers
13as first author
11since 2021 · last 2026
0000-0003-2878-1921ORCID · verified

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

Human-computer interaction and ubiquitous computing · 47 · 12 first-author · 9 since 2021Security and privacy · 3 · 1 since 2021Systems, architecture and hardware · 1 · 1 first-authorSoftware engineering, systems software and programming languages · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1
YearPublicationVenuePosition
2026 Human-centric security for smart homes: A scoping review
abstract
Smart home technologies, like cameras, door locks, and speakers, are increasingly used in our everyday lives. However, their continuous data collection and internet connectivity pose various security risks. While research on smart home security has mainly focused on technological aspects, human experience and societal factors also play a crucial role. Various human and social factors, such as user experience with smart home devices, security design processes, and government regulations, are intertwined and influence each other, affecting smart home security. It is therefore important to understand and consider these interconnected factors in technology design to secure homes that contain increasingly connected devices. This scoping review provides an overview of current human-centered studies (N=102) on smart home security, which aims to help researchers and practitioners better navigate this field. We present a conceptual framework that outlines key challenges in ensuring smart home security with a synthesis of insights on contributing human factors. We then summarize general security design principles and map existing user-centred security approaches in smart homes, and highlight research directions for future investigation. Beyond mapping existing studies, the review reveals a growing emphasis on engaging multiple stakeholders, especially smart home users, in shaping human-centered security.
Wanling Cai, Liliana Pasquale, Kushal Ramkumar, John C. McCarthy 0002, Bashar Nuseibeh, Gavin Doherty
Comput. Secur.4
2026 "It can feel uncomfortable to say something, but it's for the best of the group": Examining Moderator Practices in Online Pregnancy Loss Communities CSCW027
abstract
Online pregnancy loss communities can allow users to locate valuable support and information after experiencing a loss. However, platform users also face challenges in learning how to safely engage with the emotive content and diverse experiences present in these communities. This raises questions about how these online communities are currently moderated. However, the practices and experiences of online pregnancy loss community moderators have not yet been examined in past research. This study sought to examine how moderators currently work to protect and maintain online pregnancy loss communities, and to determine how community moderation could potentially be improved in these online spaces. To address these research aims, ten semi-structured interviews were conducted with moderators of online pregnancy loss communities located across different online forums and social media platforms. A reflexive thematic analysis was conducted to analyse this interview data. Our findings show that moderators worked to foster supportive and inclusive communities by carefully removing inappropriate or insensitive posts, providing direct informational and emotional support to members, and creating separate online spaces to bring together members with specific experiences. While platform features and the support of charity organisations helped moderators to engage in these practices, we also identified factors which limited moderator performance. Reflecting on these findings, we discuss how many of the moderator practices specifically align with a trauma-informed approach, which could usefully inform the work of moderators in other online support contexts. We also outline research directions and sociotechnical implications for improving online pregnancy loss community moderation in the future.
Stephanie Murphy, Doireann Peelo, Kellie Morrissey, John C. McCarthy 0002, Sarah Foley
Proc. ACM Hum. Comput. Interact.4
2025 'Take Everything With a Pinch of Salt': Learning to Navigate Fitness on Social Media
abstract
Emerging evidence from other disciplines indicates that women's engagement with fitness content and communities on social media can have both positive and negative impacts, with particular concerns arising around misinformation, body image and privacy. To investigate this further, we conducted a three-step data collection process, including a qualitative survey (n=97), in depth interviews (n=17), and a process of shared looking (n=10) with our female participants. We then used thematic analysis to understand users' experiences navigating fitness content online. Our paper delineates three themes focusing on 1) Qualities and Characteristics of Trust, 2) Working with the Algorithm, and 3) Competence and Capacity for Control. Based on these findings, we present design considerations that might improve women's experience of navigating fitness content online.
Doireann Peelo, Stephanie Murphy, Sarah Foley, John C. McCarthy 0002, Kellie Morrissey
Proc. ACM Hum. Comput. Interact.4
2025 Sharing, Support-Seeking, and Managing Safety: A Qualitative Study of Online Platform Engagement After Pregnancy Loss
abstract
Online social platforms can provide important benefits to users following pregnancy loss. However, while research to date has provided insights into the opportunities and challenges of online platform use after pregnancy loss, we have a limited understanding of how users actively work to navigate these environments in order to successfully share their experiences, seek support, and protect themselves online. Therefore, this study aimed to develop a comprehensive understanding of online platform engagement after pregnancy loss, by examining how users manage their experiences and make decisions across platforms. We recruited 92 participants who had experienced pregnancy loss, through a qualitative online survey and semi-structured interviews. A reflexive thematic analysis was then conducted. Our findings demonstrate how participants actively worked to locate relevant pregnancy loss content, to share such content only with desired audiences, and to find safe online pregnancy loss spaces. However, users also struggled to manage algorithm-driven content, upsetting audience reactions, and discomfort in online pregnancy loss spaces. As these challenges could lead to emotional distress and potential re-traumatisation among this population, this raises key concerns for their safety and wellbeing online. In response to this, we discuss the implications of our study for supporting safer online platform engagement within future CSCW research and practice, specifically from the perspective of trauma-informed care.
Stephanie Murphy, Ava Hickey, Doireann Peelo, Kellie Morrissey, John C. McCarthy 0002, Sarah Foley
Proc. ACM Hum. Comput. Interact.5
2025 Diagnosing Unknown Attacks in Smart Homes Using Abductive Reasoning
abstract
Security attacks are rising, as evidenced by the number of reported vulnerabilities. Among them, unknown attacks, including new variants of existing attacks, technical blind spots or previously undiscovered attacks, challenge enduring security. This is due to the limited number of techniques that diagnose these attacks and enable the selection of adequate security controls. In this paper, we propose an automated technique that detects and diagnoses unknown attacks by identifying the class of attack and the violated security requirements, enabling the selection of adequate security controls. Our technique combines anomaly detection to detect unknown attacks with abductive reasoning to diagnose them. We first model the behaviour of the smart home and its requirements as a logic program in Answer Set Programming (ASP). We then apply Z-Score thresholding to the anomaly scores of an Isolation Forest trained using unlabeled data to simulate unknown attack scenarios. Finally, we encode the network anomaly in the logic program and perform abduction by refutation to identify the class of attack and the security requirements that this anomaly may violate. We demonstrate our technique using a smart home scenario, where we detect and diagnose anomalies in network traffic.We evaluate the precision, recall and F1-score of the anomaly detector and the diagnosis technique against 18 attacks from the ground truth labels provided by two datasets, CICIoT2023 and IoT-23. Our experiments show that the anomaly detector effectively identifies anomalies when the network traces are strong indicators of an attack. When provided with sufficient contextual data, the diagnosis logic effectively identifies true anomalies, and reduces the number of false positives reported by anomaly detectors. Finally, we discuss how our technique can support the selection of adequate security controls.
Kushal Ramkumar, Wanling Cai, John C. McCarthy 0002, Gavin Doherty, Bashar Nuseibeh, Liliana Pasquale
IEEE Trans. Software Eng.3
2024 Designing for Dissensus: Socially Engaged Art to access experience and support participation
abstract
For social justice-oriented design, pluralistic participatory practices are recognised as important. This paper explores Socially Engaged Art (SEA) as one such practice, which uses dialogical inquiry to address social justice issues. We describe a case study of SEA-informed digital storytelling workshops in a rurban community in Ireland. The workshops aimed to support diverse adolescent participants in identifying and critiquing place-based social issues with a view to imagining alternative and inclusive futures. SEA was instrumental in uncovering contradictory and hidden experiences of community life. We propose incorporating SEA into design processes to: i) challenge assumptions around identity and belonging; ii) recognise diverse experiences; and iii) breakdown social-engagement barriers. As we ask questions on what design is for, who should design, and why design matters, SEA can centre marginalised experiences, support polyvocal participation and help develop participant agency to work towards more equitable futures in rapidly changing environments.
Maria Murray, Nadia Pantidi, John C. McCarthy 0002
Conference on Designing Interactive Systems3
2024 Agency, Power and Confrontation: the Role for Socially Engaged Art in CSCW with Rurban Communities in Support of Inclusion
Maria Murray, Nadia Pantidi, John C. McCarthy 0002
Comput. Support. Cooperative Work.3
2024 Socially Engaged Art Approaches to CSCW with Young People in Rurban Communities
abstract
Abstract The rapidly expanding rural community (often called rurban) is a new place for CSCW with unique sociogeographic characteristics that give rise to the need for adapted participatory practices. Socially Engaged Art (SEA) offers pluralistic and critical approaches to participative rurban CSCW to meet this need. This paper provides a case study of SEA-informed CSCW in an Irish rurban community. An online digital art summer school was delivered to young residents of Northrock using freely available digital collaboration and creation tools. Young people in rurban communities are navigating personal, social and political issues in a complex and evolving environment. In this summer school, SEA was applied to explore these issues through the creation and sharing of digital art on participant experiences and hopes for the future. The summer school hoped to promote critical thinking, confrontational dialogue and greater mutual understanding. We found that rapid creation and critique of a range of digital art expressions of social issues accessed nuanced and contradictory experiences, bringing them into dialogue with each other while supporting mutual understanding and new perspectives on rurban place and identity as they evolve. We propose integrating SEA into CSCW with young people in liminal and transitional communities such as the rurban to explore complex lived experiences in pursuit of more equitable futures and sustainable community expansion. We also draw attention to the usefulness of readily available digital and online tools in supporting CSCW in creative workshop situations.
Maria Murray, Geertje Slingerland, Nadia Pantidi, John C. McCarthy 0002
Comput. Support. Cooperative Work.4
2024 Keeping Fit & Staying Safe: A Systematic Review of Women's Use of Social Media for Fitness
Doireann Peelo, Stephanie Murphy, Sarah Foley, John C. McCarthy 0002, Kellie Morrissey
Int. J. Hum. Comput. Stud.4
2022 Participatory Design Going Digital: Challenges and Opportunities for Distributed Place-Making
abstract
Abstract COVID-19 has urged researchers to explore new options for distributed participatory design, as physical meetings and workshops became unfeasible. This situation posed new challenges but also opportunities, in particular with respect to engagement and inclusion. This paper focuses on distributed PD with Irish teenagers to support place-making during this period: to build relationships with each other and the community. In a two-week online summer school, teenagers explored a concern or highlighted a unique aspect of their local community and designed digital artworks in response. Activities and materials were designed to support reflection, empowerment, inclusiveness, emergence, and playfulness for participatory place-making. Analysis of the summer school provides insights and guidance on the design of online PD for engaging experiences, especially in the context of place-making.
Geertje Slingerland, Maria Murray, Stephan G. Lukosch, John C. McCarthy 0002, Frances M. T. Brazier
Comput. Support. Cooperative Work.4
2021 Rural Islandness as a Lens for (Rural) HCI
abstract
This article contributes to research that aims to better understand and describe the rural context for rural computing. We argue that the particularities of rurality are heightened by the experience of ‘islandness’. We report on our experiences of engaging on one small island as islanders established community radio using a novel platform. Data comes from 12 semi-structured interviews with community members and ethnographic field notes assembled through eight researcher visits to the island. Transcripts and notes were analysed using thematic analysis. We discuss how rural islandness as a socio-cultural lens influenced technology appropriation and factors to support participation. We explore the elements of rural islandness that can be used as an analytic tool for rural HCI and HCI more broadly, through three main contributions of rural islandness that we believe have not yet been sufficiently explored in HCI. These are (1) separateness, (2) pushing things ahead, and (3) publics and rural pluralities.
Sarah Robinson, Nicola J. Bidwell, Roberto Cibin, Conor Linehan, Laura Maye, John C. McCarthy 0002, Nadia Pantidi, Maurizio Teli
ACM Trans. Comput. Hum. Interact.6
2020 Student Engagement in Sensitive Design Contexts: A Case Study in Dementia Care
abstract
There is a growing body of HCI work that seeks to understand and enhance the lived experience of people with dementia. The majority of this work involves researchers working alongside people with dementia and their carers, focused on the design project outcomes. In order to enrich the social context of this work, we explore broadening participation to include student volunteers. To encourage mutually engaging experiences in this design context, careful consideration of how to support both students and people with dementia is needed. In this paper, we present two case- studies of co-design projects between students and people with dementia. Our findings detail the use of design methods to reconfigure the role of the residents in care contexts and the students learning process. We discuss the project learning outcomes as well as practical and ethical considerations to support the use of design methods to support mutual engagement in sensitive contexts.
Sarah Foley, Nadia Pantidi, John C. McCarthy 0002
CHI3
2020 Considerations for Implementing Technology to Support Community Radio in Rural Communities
abstract
Rural communities often lack platforms to support civic engagement and local deliberation. Community radio is intended to facilitate such functions, yet, radio technologies can be expensive and complex to use. To tackle this challenge, low-barrier radio technologies are becoming available. We argue that technology to support civic engagement and local deliberation are important, and design of such platforms must take into consideration specific community needs. We contribute by exploring the needs of three rural European communities. Findings indicate that communities are now distributed beyond place. Platforms for deliberation must include both hyper-local and geographically dispersed populations. Rural values of accountability, reliability and maintaining social harmony are important design considerations. Community radio platforms should support geographically distributed community connections, sharing of health and emergency information, preservation of heritage and as a space for advocacy and civic action.
Laura Maye, Sarah Robinson, Nadia Pantidi, Liana Ganea, Oana Ganea, Conor Linehan, John C. McCarthy 0002
CHI7
2019 Care and Design: An Ethnography of Mutual Recognition in the Context of Advanced Dementia
abstract
While there have been considerable developments in designing for dementia within HCI, there is still a lack of empirical understanding of the experience of people with advanced dementia and the ways in which design can support and enrich their lives. In this paper, we present our findings from a long-term ethnographic study, which aimed to gain an understanding of their lived experience and inform design practices for and with people with advanced dementia in residential care. We present our findings using the social theory of recognition as an analytic lens to account for recognition in practice and its challenges in care and research. We discuss how we, as the HCI community, can pragmatically engage with people with advanced dementia and propose a set of considerations for those who wish to design for and with the values of recognition theory to promote collaboration, agency and social identity in advanced dementia care.
Sarah Foley, Nadia Pantidi, John C. McCarthy 0002
CHI3
2019 Printer Pals: Experience-Centered Design to Support Agency for People with Dementia
abstract
Whereas there have been significant improvements in the quality of care provided for people with dementia, limited attention to the importance for people with dementia being enabled to make positive social contributions within care home contexts can restrict their sense of agency. In this paper we describe the design and deployment of 'Printer Pals' a receipt-based print media device, which encourages social contribution and agency within a care home environment. The design followed a two-year ethnography, from which the need for highlighting participation and supporting agency for residents within the care home became clear. The residents use of Printer Pals mediated participation in a number of different ways, such as engaging with the technology itself, offering shared experiences and participating in co-constructive and meaningful ways, each of which is discussed. We conclude with a series of design consideration to support agentic and caring interactions through inclusive design practices.
Sarah Foley, Daniel Welsh, Nadia Pantidi, Kellie Morrissey, Thomas Nappey, John C. McCarthy 0002
CHI6
2019 The Struggle for Recognition in Advanced Dementia: Implications for Experience-Centered Design
abstract
Focusing on the person with advanced dementia as a social being presents a new opportunity for Experience-Centered Design (ECD), opening design to appreciate the agency and intentional actions of the person with advanced dementia. If Human-Computer Interaction is to shift from the predominantly assistive approach to a focus on experience, a theoretical framing that emphasizes the relational nature of selfhood is needed. In this article, we present Recognition Theory—a social theory based on an inter-subjectivist account of the struggle for recognition—to extend ECD approaches for advanced dementia. Focusing on people with advanced dementia, we examine recognition as a social and ethical perspective for establishing and maintaining self. We present a framework for design based on research with people with advanced dementia, experience-centered engagement and social identity, that will support designers to craft opportunities for mutual recognition in the design process and the practice of making.
Sarah Foley, John C. McCarthy 0002, Nadia Pantidi
ACM Trans. Comput. Hum. Interact.2
2018 From Her Story, to Our Story: Digital Storytelling as Public Engagement around Abortion Rights Advocacy in Ireland
abstract
Despite the divisive nature of abortion within the Republic of Ireland and Northern Ireland, where access to safe, legal abortion is severely restricted, effecting legislative reform demands widespread public support. In light of a building pro-choice counter-voice, this work contributes to a growing body of HCI research that takes an activist approach to design. We report findings from four design workshops with 31 pro-choice stakeholders across Ireland in which we positioned an exploratory protosite, HerStoryTold, to engender critical conversations around the use of sensitive abortion narratives as a tool for engagement. Our analysis shows how digital storytelling can help reject false narratives and raise awareness of the realities of abortion laws. It suggests design directions to curate narratives that provoke empathy, foster polyvocality, and ultimately expand the engaged community. Furthermore, this research calls for designers to actively support community mobilization through providing 'stepping stones' to activism.
Lydia Michie, Madeline Balaam, John C. McCarthy 0002, Timur Osadchiy, Kellie Morrissey
CHI3
2018 Ticket to Talk: Supporting Conversation between Young People and People with Dementia through Digital Media
abstract
We explore the role of digital media in supporting intergenerational interactions between people with dementia and young people. Though meaningful social interaction is integral to quality of life in dementia, initiating conversation with a person with dementia can be challenging, especially for younger people who may lack knowledge of someone's life history. This can be further compounded without a nuanced understanding of the nature of dementia, along with an unfamiliarity in leading and maintaining conversation. We designed a mobile application - Ticket to Talk - to support intergenerational interactions by encouraging young people to collect media relevant to individuals with dementia to use in conversations with people with dementia. We evaluated Ticket to Talk through trials with two families, a care home, and groups of older people. We highlight difficulties in using technologies such as this as a conversational tool, the value of digital media in supporting intergenerational interactions, and the potential to positively shape people with dementia's agency in social settings.
Daniel Welsh, Kellie Morrissey, Sarah Foley, Roisin McNaney, Christos Salis, John C. McCarthy 0002, John Vines
CHI6
2017 The Value of Experience-Centred Design Approaches in Dementia Research Contexts
abstract
Experience-Centred Design (ECD) has been applied in numerous HCI projects to call attention to the particular and dialogical nature of people's experiences with technology. In this paper, we report on ECD within the context of publicly-funded, long-stay residential dementia care, where the approach helped to highlight aspects of participants' felt experience, and informed sensitive and meaningful design responses. This study contributes an extended understanding of the quality of experience and the means of making sense in dementia, as well as unpicking the potential of ECD to support enriched experience and contextual meaning-making for people with dementia. Finally, we delineate what it is about Experience-Centred Design that differentiates the approach from other often-used approaches in designing in dementia contexts: 1) explorative thinking, 2) working within 'cuttings-out of time and space', 3) careful yet expressive methodology and documentation, and 4) working together to imagine futures. We end with considerations of how the contributions of this research may extend to other experience-centred projects in challenging settings.
Kellie Morrissey, John C. McCarthy 0002, Nadia Pantidi
CHI2
2017 Commentary: Making Interactivity Meaningful for Contemporary HCI
abstract
In their article “The Meaning of Interactivity—Some Proposals for Definitions and Measures” (2017), Janlert and Stolterman work toward a systematic analysis of the notion of increasing interactivit...
John C. McCarthy 0002, Peter C. Wright
Hum. Comput. Interact.1
2016 'I'm a rambler, I'm a gambler, I'm a long way from home': The Place of Props, Music, and Design in Dementia Care
abstract
This paper presents an ethnographic study exploring the role of props and music in dementia care in order to engage participants and inform design. Our findings extend current understandings of participation to reveal that a more nuanced view of participation is required when designing in the dementia context. Our work suggests that participation in music sessions for people with dementia is about touch and intimacy, connection via movement, shifting roles, materiality and using props to disengage. We discuss these themes, their implications for Experience-Centered Design and offer a set of future directions in designing for and with people with dementia that underpin the participation of people with dementia in a meaningful and enriching way.
Kellie Morrissey, Gavin Wood, David Philip Green, Nadia Pantidi, John C. McCarthy 0002
Conference on Designing Interactive Systems5
2016 Challenges for Designing new Technology for Health and Wellbeing in a Complex Mental Healthcare Context
abstract
This paper describes the challenges and lessons learned in the experience-centered design (ECD) of the Spheres of Wellbeing, a technology to promote the mental health and wellbeing of a group of women, suffering from significant mental health problems and living in a medium secure hospital unit. First, we describe how our relationship with mental health professionals at the hospital and the aspirations for person-centric care that we shared with them enabled us, in the design of the Spheres, to innovate outside traditional healthcare procedures. We then provide insights into the challenges presented by the particular care culture and existing services and practices in the secure hospital unit that were revealed through our technology deployment. In discussing these challenges, our design enquiry opens up a space to make sense of experience living with complex mental health conditions in highly constrained contexts within which the deployment of the Spheres becomes an opportunity to think about wellbeing in similar contexts.
Anja Thieme, John C. McCarthy 0002, Paula Johnson, Stephanie Phillips, Jayne Wallace, Siân E. Lindley, Karim Ladha, Daniel Jackson 0002, Diana Nowacka, Ashur Rafiev, Cassim Ladha, Thomas Nappey, Mathew Kipling, Peter C. Wright, Thomas D. Meyer, Patrick Olivier
CHI2
2015 Creative and Opportunistic Use of Everyday Music Technologies in a Dementia Care Unit
abstract
This paper describes everyday technologies in use in a long-term dementia care ward, and ways in which these technologies facilitated creative expression for residents within. Drawing on ethnographic research focusing on participation in creative activities for people with dementia living in care, the paper details how residents engaged with technologies (such as television) in a passive way (spending hours sitting in front of the TV without engaging with others around them), and in an active way (singing and dancing to music played via stereo and record player). Findings from this research emphasise the importance for interaction design for dementia in appreciating the role of active creative participation in sustaining personhood in dementia. Given a lack of both time and resources in publicly-funded care homes, we also highlight the value of opportunistic design in the field.
Kellie Morrissey, John C. McCarthy 0002
Creativity & Cognition2
2015 Making the Invisible Visible: Design to Support the Documentation of Participatory Arts Experiences
abstract
We explore how digital technology might support the documentation of experiences of participatory arts engagement. During a fourteen session workshop series, we worked with artists, project managers, support workers and participants to explore the integration of digital media capture and presentation technologies into participatory arts workshops, and the implications that this would have for the experiences and practices of key stakeholders involved. We contribute insight into the social and practical challenges faced when using digital technology to create documentation of participatory arts. Our findings highlight the importance of situating documentation, sense making and re-telling of experiences in sensitive contexts such as participatory arts within the practices of skilled interpreters that are mindful of the complexities involved.
Jonathan Hook, Rachel Clarke 0001, John C. McCarthy 0002, Kate Anderson, Jane Dudman, Peter C. Wright
CHI3
2015 i4Toys: Video technology in toys for improved access to play, entertainment, and education
abstract
Toys have a very important role in society. Play is a vitally part of every child's life, providing not only entertainment but also influencing the psychological, physiological and social development of a child. Throughout the years, toys have reflected every generation's advances in technology. In this paper wireless technologies, low power computing and sensing are used to expand the capabilities of existing toys. The proposed framework is a first step towards vision enabled gesture recognition, emotion assessment, as well as providing useful physiological feedback such as temperature change or allergic reactions. The toys are equipped with versatile interfaces which allow children with a wide range of disabilities to interact with them. The solution retrofits low cost toy robots with state of the art sensors (PiR, temperature, and microphone), processing capabilities, and wireless technology. A computer vision system for location and control of the toys has also been also developed. This allows one or more toys to work in conjunction with a remote camera to interact with their environment. Two deployment scenarios are presented showing the feasibility of the platform. The first deployment involves using the thermal imaging and PiR sensors to detect "Santa" and capture a thermal recording of him. The second deployment involves using a fixed camera in a room for real time tracking and control of toys. The aim is to provide a platform which can provide robot-human and robot-robot interactions using vision sensors.
Fiona Edwards Murphy, Michelle Donovan, Tristan Jezequel, Alex Jaeger, John C. McCarthy 0002, Emanuel M. Popovici
ISTAS7
2015 Social Media As a Resource for Understanding Security Experiences: A Qualitative Analysis of #Password Tweets
Paul Dunphy, Vasillis Vlachokyriakos, Anja Thieme, James Nicholson, John C. McCarthy 0002, Patrick Olivier
SOUPS5
2014 A data access framework for integration to facilitate efficient building operation
abstract
Building Automation and Control Systems (BACs) are used to manage the day-to-day functions, operation and maintenance of a huge diversity of equipment within facilities of varying size and function. These systems are developed by a large number of hardware and software manufacturers who produce proprietary products designed to solve specific problems. As a result a number of different BACS can be operating within a single facility controlling various devices and producing significant quantities of data. This data can prove difficult to access due to the proprietary nature of the individual applications, thereby limiting the potential for a holistic view of a facilities operation and limiting the scope for big data analytics. This paper proposes the implementation of a Data Access Framework to coalesce the disparate information sources that can exist within a facility via OPC into a tagged database with particular focus on Heating Ventilation and Air Conditioning (HVAC) as a test case.
John C. McCarthy 0002, Dominic T. J. O'Sullivan
ETFA1
2014 Understanding the Experience-Centeredness of Privacy and Security Technologies
abstract
The joint study of computer security, privacy and human-computer interaction (HCI) over the last two decades has shaped a research agenda focused upon usable privacy & security. However, in HCI research more generally there has long been an awareness of the need to understand and design for user experience, in recognition of the complex and multi-faceted role that technology now plays in our lives. In this paper we add to the growing discussion by introducing the notion of experience-centered privacy and security. We argue that in order to engage users of technology around issues related to experiences of privacy and security, research methods are required that may be outside of the normal repertoire of methods that we typically call upon. We describe three projects that developed non-typical research methods to reveal experiential insights into user interactions with privacy and security-related technologies. We conclude by proposing a research agenda that begins to illustrate how the discourse and methods of experience-centered design might serve to provide valuable alternative perspectives on new and enduring user-facing privacy and security problems.
Paul Dunphy, John Vines, Lizzie Coles-Kemp, Rachel Clarke 0001, Vasillis Vlachokyriakos, Peter C. Wright, John C. McCarthy 0002, Patrick Olivier
NSPW7
2014 When noise becomes voice: designing interactive technology for crowd experiences through imitation and invention
Rune Veerasawmy, John C. McCarthy 0002
Pers. Ubiquitous Comput.2
2013 Digital portraits: photo-sharing after domestic violence
abstract
This paper explores how technology could support the re-building of lives after domestic violence. We worked in the context of a women's centre where women are accessing support after leaving abusive relationships. The paper contributes a feminist participatory arts action research approach to studying photo-sharing practices and helps to frame an understanding of the ongoing tensions in the construction of self with others that the women experience. We argue that the affirmation of new bonds, control in sharing the process of 'moving on', and supporting discursive negotiations of privacy are important considerations for design focused on interpersonal social processes around the use of digital technology.
Rachel Clarke 0001, Peter C. Wright, Madeline Balaam, John C. McCarthy 0002
CHI4
2013 Waves: exploring idiographic design for live performance
abstract
We explore whether idiographic design, a category of interaction design that focuses upon responding to detailed personal accounts of individuals' practices, can be used to support interaction designers in responding to the complex and multifaceted design space posed by live performance. We describe and reflect upon the application of an idiographic approach during the design of Waves, an interface for live VJ performance. This approach involved a close and dialogical engagement with the practices and experiences of an individual live performer, during a series of semi-structured interviews and then the discussion and iteration of an evolving prototypical design. Reflection on the experience of applying this approach highlights idiographic design as a practical means to support interaction designers in proposing innovative designs that respond sensitively to the kinds of subtle and complex issues that underpin people's lived and felt experiences of live performance and, potentially, many other domains.
Jonathan Hook, John C. McCarthy 0002, Peter C. Wright, Patrick Olivier
CHI2
2013 Design to promote mindfulness practice and sense of self for vulnerable women in secure hospital services
abstract
In the field of mental health care technologies, very limited attention has been given to the design of interventions for individuals who undergo treatment for severe mental health problems in intense care contexts. Exploring novel designs to engage vulnerable psychiatric patients in therapeutic skills practice and expanding on the potential of technology to promote mental health, the paper introduces the design concept of the Spheres of Wellbeing. A set of interactive artifacts is developed specifically for women with a dual diagnosis of a Learning Disability and Borderline Personality Disorder, living in the medium secure services of a forensic hospital in the UK. The women present a difficult to treat group due to extremely challenging behaviors and a fundamental lack of motivation to engage in therapy. The Spheres are designed to assist the women in practices of mindfulness, to help them tolerate emotional distress and to strengthen their sense of self, all of which are vital components of their specialist treatment Dialectical Behavioral Therapy (DBT). The Spheres are intended to supplement the therapy of the women and to contribute to our understanding of designing technology to enhance mental wellbeing and quality of life more generally.
Anja Thieme, Jayne Wallace, Paula Johnson, John C. McCarthy 0002, Siân E. Lindley, Peter C. Wright, Patrick Olivier, Thomas D. Meyer
CHI4
2013 Configuring participation: on how we involve people in design
abstract
The term 'participation' is traditionally used in HCI to describe the involvement of users and stakeholders in design processes, with a pretext of distributing control to participants to shape their technological future. In this paper we ask whether these values can hold up in practice, particularly as participation takes on new meanings and incorporates new perspectives. We argue that much HCI research leans towards configuring participation. In exploring this claim we explore three questions that we consider important for understanding how HCI configures participation; Who initiates, directs and benefits from user participation in design? In what forms does user participation occur? How is control shared with users in design? In answering these questions we consider the conceptual, ethical and pragmatic problems this raises for current participatory HCI research. Finally, we offer directions for future work explicitly dealing with the configuration of participation.
John Vines, Rachel Clarke 0001, Peter C. Wright, John C. McCarthy 0002, Patrick Olivier
CHI4
2013 Making design probes work
abstract
Probes have been adopted with great enthusiasm in both Design and HCI. The heterogeneity with which they have been used in practice reflects how the method has proved elusive for many. Originators and commentators of probes have discussed misinterpretations of the method, highlighting the lack of accounts that describe in detail the design of probes and their use with participants. This paper discusses our particular use of Design Probes as directed craft objects that are both tools for design and tools for exploration across a number of projects, spanning a decade, centered on self-identity and personal significance. In offering an example of what a framework for probe design and use might look like, we attempt to address the identified lacuna, providing a synthetic account of probe design and use over an extended period and conceptualizing the relationship between the properties of probes and their use in design projects.
Jayne Wallace, John C. McCarthy 0002, Peter C. Wright, Patrick Olivier
CHI2
2013 A design-led inquiry into personhood in dementia
abstract
Writers and practitioners in dementia care have invoked personhood to offer potential for preserving the agency of people living with dementia. In this context we use personhood to explore how relationships bring agentive potential to experience-centered design through a co-creative, design-led inquiry with Gillian, a woman living with dementia, and John her husband. We designed bespoke probes to empathically engage the couple in the design of both jewellery and digital jewellery to support Gillian's personhood. Our design activity addressed the relationships involved in the context of Gillian's family life and the progression of her illness and how they could be mediated technologically. Reminiscence became, through Gillian and John's own hands, acts of sense making and legacy. The process of design became the way of conducting the inquiry and the designed artifacts became ways of posing questions to make sense of our experiences together.
Jayne Wallace, Peter C. Wright, John C. McCarthy 0002, David Philip Green, James Thomas 0002, Patrick Olivier
CHI3
2012 Food for thought: designing for critical reflection on food practices
abstract
This workshop is a continuation and extension to the successful past workshops including [4, 5, 6]. The workshop addresses the opportunities and challenges for the design of digital interactive systems that engage individuals in critical reflection on their everyday food practices -- including designing for engagement in more environmentally aware, socially inclusive, and healthier behaviour. These three themes represent the focus of much recent HCI work related to food. The workshop aims to further the conversation on these themes through understanding specifically how the process of critical reflection can be encouraged by interactive technology. While the focus will be on food as an application area, the intention is to also explore, more generally, how the process of critical reflection can be facilitated through interactive technology. The workshop provides a unique forum to discuss existing theoretical and pragmatic approaches, and to envision novel ways to design technology that encourages sustained critical reflection.
Jaz Hee-jeong Choi, Conor Linehan, Rob Comber, John C. McCarthy 0002
Conference on Designing Interactive Systems4
2011 A VJ centered exploration of expressive interaction
abstract
This paper identifies key themes of expressive interaction for VJs. VJs are visual artists who use digital media to express themselves to an audience during a live audio-visual performance. Those designing for the expressive use of technology can gain insight from an articulation of expressive interaction from the perspective of VJ practice. This is developed using a novel qualitative methodology designed to be sensitive to the subtle and tacit nature of expression. We detail our methodology, present the results of its application to a group of VJs and conclude with a discussion of the implications our findings may have for those wishing to design for VJs, or those in related domains that involve expressive interaction with technology.
Jonathan Hook, David Philip Green, John C. McCarthy 0002, Stuart Taylor, Peter C. Wright, Patrick Olivier
CHI3
2008 Empathy and experience in HCI
abstract
For a decade HCI researchers and practitioners have been developing methods, practices and designs 'for the full range of human experience'. On the one hand, a variety of approaches to design, such as aesthetic, affective, and ludic that emphasize particular qualities and contexts of experience and particular approaches to intervening in interactive experience have become focal. On the other, a variety of approaches to understanding users and user experience, based on narrative, biography, and role-play have been developed and deployed. These developments can be viewed in terms of one of the seminal commitments of HCI, 'to know the user'. Empathy has been used as a defining characteristic of designer-user relationships when design is concerned with user experience. In this article, we use 'empathy' to help position some emerging design and user-experience methodologies in terms of dynamically shifting relationships between designers, users, and artefacts.
Peter C. Wright, John C. McCarthy 0002
CHI2
2008 The enchanting potential of technology: a dialogical case study of enchantment and the Internet
Mórna Ní Chonchúir, John C. McCarthy 0002
Pers. Ubiquitous Comput.2
2008 Editorial
Peter C. Wright, Mark Blythe, John C. McCarthy 0002
Pers. Ubiquitous Comput.3
2008 Aesthetics and experience-centered design
abstract
The aesthetics of human-computer interaction and interaction design are conceptualized in terms of a pragmatic account of human experience. We elaborate this account through a framework for aesthetic experience built around three themes: (1) a holistic approach wherein the person with feelings, emotions, and thoughts is the focus of design; (2) a constructivist stance in which self is seen as continuously engaged and constituted in making sense of experience; and (3) a dialogical ontology in which self, others, and technology are constructed as multiple centers of value. We use this framework to critically reflect on research into the aesthetics of interaction and to suggest sensibilities for designing aesthetic interaction. Finally, a digital jewelery case study is described to demonstrate a design approach that is open to the perspectives presented in the framework and to consider how the framework and sensibilities are reflected in engagement with participants and approach to design.
Peter C. Wright, Jayne Wallace, John C. McCarthy 0002
ACM Trans. Comput. Hum. Interact.3
2006 The experience of enchantment in human-computer interaction
John C. McCarthy 0002, Peter C. Wright, Jayne Wallace, Andrew M. Dearden
Pers. Ubiquitous Comput.1
2005 Technology in Place: Dialogics of Technology, Place and Self
John C. McCarthy 0002, Peter C. Wright
INTERACT1
2000 The paradox of understanding work for design
John C. McCarthy 0002
Int. J. Hum. Comput. Stud.1
2000 Dialogues on function allocation
John C. McCarthy 0002, Enda Fallon, Liam J. Bannon
Int. J. Hum. Comput. Stud.1
1998 Concerns at Work: Designing Useful Procedures
abstract
The conceptual basis for designing procedures is confused by the problematics of characterizing a relation between procedures and work practices. As they emerge from scientific management theory, procedures connote a means of rationalizing and controlling work. However, interpretations of the use of procedures reveal differences in emphasis on the work required to relate procedures to practice, from comprehending to evaluating appropriateness or reasonableness. These evaluations point to a moral character in this work, which we characterize in terms of workers' concerns. Moreover, as conceptual differences in emphasis such as these can prove intractable, we argue that a more productive approach to resolving the problematics would be to evaluate the usefulness of a sensitivity to concerns in designing procedures. Three brief case studies of the use of procedures in safety-critical settings point to workers making judgments when relating procedures to their practice, including judgments of the value of the procedures they were using. These cases also demonstrated the complexity of concerns that were multiple and interacting and that had spatial and temporal characteristics. A review of approaches to work that inform HCI design suggests that activity-based approaches, which contextualize goals and actions in terms of both origins and personal investment, provide the minimum meaningful context required to accommodate concerns. Finally, we present an analysis of the implementation of medical guidelines in Britain that exemplifies the transformation in thinking required to design practically useful procedures: from models of work that emphasize control to those that emphasize commitment, and from conceptualizations of procedures as rationalizing and controlling to conceptualizations of procedures as educational. This analysis features the sensitivity to concerns in this particular case and draws some suggestive lines from what this case reveals about concerns to the kind of contributions a sensitivity to concerns would make to a contextual design process.
John C. McCarthy 0002, Peter C. Wright, Andrew F. Monk, Leon Adam Watts
Hum. Comput. Interact.1
1997 Locating the scene: the particular and the general in contexts for ambulance control
abstract
Article Free Access Share on Locating the scene: the particular and the general in contexts for ambulance control Authors: John C. McCarthy Department of Applied Psychology, University College Cork, Cork, Ireland Department of Applied Psychology, University College Cork, Cork, IrelandView Profile , Peter C. Wright Department of Computer Science, University Of York, York YO1 5DD, England Department of Computer Science, University Of York, York YO1 5DD, EnglandView Profile , Patrick Healey Department of Applied Psychology, University College Cork, Cork, Ireland Department of Applied Psychology, University College Cork, Cork, IrelandView Profile , Andrew Dearden Department of Computer Science, University Of York, York YO1 5DD, England Department of Computer Science, University Of York, York YO1 5DD, EnglandView Profile , Michael D. Harrison Department of Computer Science, University Of York, York YO1 5DD, England Department of Computer Science, University Of York, York YO1 5DD, EnglandView Profile Authors Info & Claims GROUP '97: Proceedings of the 1997 ACM International Conference on Supporting Group WorkNovember 1997 Pages 101–110https://doi.org/10.1145/266838.266874Published:16 November 1997Publication History 12citation505DownloadsMetricsTotal Citations12Total Downloads505Last 12 Months14Last 6 weeks3 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteeReaderPDF
John C. McCarthy 0002, Peter C. Wright, Patrick G. T. Healey, Andrew M. Dearden, Michael D. Harrison
GROUP1
1997 Accountability of work activity in high-consequence work systems: human error in context
John C. McCarthy 0002, Patrick G. T. Healey, Peter C. Wright, Michael D. Harrison
Int. J. Hum. Comput. Stud.1
1995 A requirements space for group-work systems
John C. McCarthy 0002, Peter C. Wright, Michael D. Harrison
INTERACT1
1994 Measuring the quality of computer-mediated communication
abstract
There is a growing literature of experiments whose purpose is to compare different configurations for computer-mediated communication. If the results of these experiments are to be useful they must: ( i ) use the right experimental tasks; and ( ii ) measure the right dependent variables. This paper is concerned with the latter problem which is illustrated using data collected in experimental comparisons of three configurations of a text-based conferencing system. No significant differences were found using a measure of task outcome. This accords with numerous previous findings. However, a numberof process-related dependent variables were devised that did show significant effects. These included common ground, as measured by shared recall, and references to the topic of one message in the next available turn. Another, the use of first and second person pronouns in conversation approached significance. Finally, an approach to the selection of measures for use in studies of computer-mediated communication is commended.
John C. McCarthy 0002, Andrew F. Monk
Behav. Inf. Technol.1
1993 Text-Based On-Line Conferencing: A Conceptual and Empirical Analysis Using a Minimal Prototype
abstract
This article is concerned with an analysis of the requirements for text-based on-line conferencing. From a system perspective, text-based on-line conferencing can be viewed as either message passing or data sharing. These complementary views give rise to different design dimensions. For example, the message-passing view is concerned with granularity, channels, message labels, and so on. The data-sharing view is concerned with the access different individuals have to the text: read only, appending, editing, pointing, and so on. A deliberately sparse prototype was built and placed in this design space. This minimal prototype has limited functionality so that the real problems experienced by users can show through. Relevant literature from disciplines such as social psychology, conversational analysis, and linguistics is briefly reviewed in terms of three generic communication tasks: synchronizing communication, maintaining structural coherence, and maintaining referents. An empirical analysis of subjects' use of the sparse prototype was analyzed to establish the relevance of the generic communication tasks to text-based on-line conferencing. Possible forms that support for these tasks might take are discussed.
John C. McCarthy 0002, Victoria C. Miles, Andrew F. Monk, Michael D. Harrison, Alan J. Dix, Peter C. Wright
Hum. Comput. Interact.1
1991 An experimental study of common ground in text-based communication
abstract
An experiment was performed to examine predictions from Clark's contribution theory of discourse.Pairs were asked to use a text-based synchronous messaging system to solve a problem involving the layout of a bank.Contribution theory suggests that in such text-only communication common ground will be difficult to achieve.This was shown to be the case.A parallel system, where participants could use a common report space in addition to the messaging space, significantly reduced these probIems.The implications for design are discussed in terms of providing additional channels for communicating the results of discussion separate from the conversation itself.
John C. McCarthy 0002, Victoria C. Miles, Andrew F. Monk
CHI1