EDBT 2026 Demo / reviewers in the wild / expert
Kenton O'Hara
dblp:47/6825 · also Kenton P. O'Hara
· DBLP profile ↗
59ranked-venue papers
21as first author
2since 2021 · last 2026
0000-0001-8915-4572ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 59 · 21 first-author · 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
39 papers |
Collaborative and social computing · 31% Interaction techniques and input · 26% Health and well-being technologies · 15% | |
| Artificial intelligence
1 paper |
Trustworthy machine learning · 77% Language models and text generation · 23% |
Topics — the 30 heaviest of 64, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Health and well-being technologies › health informatics
clinical decision support |
0.7 | 1 | 2023 | Framing Machine Learning Opportunities for Hypotension Prediction in Perioperative Care: A Socio-technical Perspective: Socio-technical perspectives on hypotension prediction · ACM Trans. Comput. Hum. Interact. 2023 |
Interaction techniques and input
touch interaction |
0.5 | 2 | 2017 | Collaborating around Digital Tabletops: Children's Physical Strategies from India, the UK and Finland · ACM Trans. Comput. Hum. Interact. 2017 Pre-Touch Sensing for Mobile Interaction · CHI 2016 |
Interaction techniques and input
mobile interaction |
0.5 | 4 | 2018 | Pre-Touch Sensing for Mobile Interaction · CHI 2016 Text in Talk: Lightweight Messages in Co-Present Interaction · ACM Trans. Comput. Hum. Interact. 2018 Consuming video on mobile devices · CHI 2007 |
Interaction techniques and input
cross-device interaction |
0.4 | 1 | 2020 | Proxemics Beyond Proximity: Designing for Flexible Social Interaction Through Cross-Device Interaction · CHI 2020 |
Interaction techniques and input
touchless interaction |
0.4 | 3 | 2013 | On the naturalness of touchless: Putting the "interaction" back into NUI · ACM Trans. Comput. Hum. Interact. 2013 Interaction proxemics and image use in neurosurgery · CHI 2012 Exploring the potential for touchless interaction in image-guided interventional radiology · CHI 2011 |
Machine learning › Trustworthy machine learning
fairness and bias |
0.3 | 1 | 2018 | Let's Talk About Race: Identity, Chatbots, and AI · CHI 2018 |
Collaborative and social computing › social interaction
co-located interaction |
0.3 | 1 | 2018 | Text in Talk: Lightweight Messages in Co-Present Interaction · ACM Trans. Comput. Hum. Interact. 2018 |
Human-AI interaction
conversational agents |
0.3 | 1 | 2018 | Let's Talk About Race: Identity, Chatbots, and AI · CHI 2018 |
Collaborative and social computing › communication technologies
emergency communication |
0.3 | 1 | 2018 | The Benefits and Challenges of Video Calling for Emergency Situations · CHI 2018 |
Collaborative and social computing
family interaction |
0.3 | 2 | 2016 | Commensality and the Social Use of Technology during Family Mealtime · ACM Trans. Comput. Hum. Interact. 2016 TableTalk: integrating personal devices and content for commensal experiences at the family dinner table · UbiComp 2016 |
Interaction techniques and input › surface computing
tabletop interaction |
0.3 | 2 | 2017 | Collaborating around Digital Tabletops: Children's Physical Strategies from India, the UK and Finland · ACM Trans. Comput. Hum. Interact. 2017 The effects of interaction techniques on talk patterns in collaborative peer learning around interactive tables · CHI 2011 |
Collaborative and social computing › online communities
online health communities |
0.3 | 1 | 2026 | Design Opportunities at the Intersection of Sexual and Reproductive Health, Cystic Fibrosis, and Technology · CHI 2026 |
Collaborative and social computing
family technology |
0.3 | 1 | 2017 | Celebratory Technology to Orchestrate the Sharing of Devices and Stories during Family Mealtimes · CHI 2017 |
Human-robot interaction › multi-robot systems › spatial formation
proxemics |
0.3 | 1 | 2017 | Sensitizing Concepts for Socio-spatial Literacy in HCI · CHI 2017 |
Collaborative and social computing › audience experience
audience engagement |
0.2 | 1 | 2016 | Office Social: Presentation Interactivity for Nearby Devices · CHI 2016 |
Interaction techniques and input › gesture input
mid-air gesture interaction |
0.2 | 1 | 2016 | PathSync: Multi-User Gestural Interaction with Touchless Rhythmic Path Mimicry · CHI 2016 |
Collaborative and social computing › social media
self-presentation |
0.2 | 1 | 2016 | The Tyranny of the Everyday in Mobile Video Messaging · CHI 2016 |
Collaborative and social computing › team collaboration › healthcare collaboration
clinical teamwork |
0.2 | 1 | 2023 | Framing Machine Learning Opportunities for Hypotension Prediction in Perioperative Care: A Socio-technical Perspective: Socio-technical perspectives on hypotension prediction · ACM Trans. Comput. Hum. Interact. 2023 |
Design research and methods
human-food interaction |
0.2 | 1 | 2014 | Designing for human-food interaction: An introduction to the special issue on 'food and interaction design' · Int. J. Hum. Comput. Stud. 2014 |
Collaborative and social computing › computer-mediated communication
instant messaging |
0.2 | 1 | 2014 | Everyday dwelling with WhatsApp · CSCW 2014 |
User interface design and tools
natural user interface |
0.2 | 1 | 2013 | On the naturalness of touchless: Putting the "interaction" back into NUI · ACM Trans. Comput. Hum. Interact. 2013 |
Interaction techniques and input › post-WIMP interaction › embodied interaction
somaesthetic interaction |
0.2 | 1 | 2013 | Bodily interaction in the dark · CHI 2013 |
Collaborative and social computing
computer-supported cooperative work |
0.2 | 2 | 2016 | Understanding collective play in an urban screen game · CSCW 2008 TableTalk: integrating personal devices and content for commensal experiences at the family dinner table · UbiComp 2016 |
Ubiquitous computing and smart environments › location-based services
location-based experiences |
0.2 | 2 | 2008 | Understanding geocaching practices and motivations · CHI 2008 Social practices in location-based collecting · CHI 2007 |
Interaction techniques and input › spatial interaction
proxemic interaction |
0.1 | 1 | 2012 | Interaction proxemics and image use in neurosurgery · CHI 2012 |
Collaborative and social computing
co-located collaboration |
0.1 | 1 | 2020 | Proxemics Beyond Proximity: Designing for Flexible Social Interaction Through Cross-Device Interaction · CHI 2020 |
Wearable and physiological sensing
brain-computer interface |
0.1 | 1 | 2011 | Embodiment in brain-computer interaction · CHI 2011 |
Collaborative and social computing › collaborative learning
computer-supported collaborative learning |
0.1 | 1 | 2011 | The effects of interaction techniques on talk patterns in collaborative peer learning around interactive tables · CHI 2011 |
Collaborative and social computing › computer-supported cooperative work
distributed collaboration |
0.1 | 1 | 2011 | Blended interaction spaces for distributed team collaboration · ACM Trans. Comput. Hum. Interact. 2011 |
Collaborative and social computing › video conferencing
video calling |
0.1 | 1 | 2018 | The Benefits and Challenges of Video Calling for Emergency Situations · CHI 2018 |
Methods — techniques the papers use, named apart from their topics
field study · 1.1qualitative study · 1.0user study · 0.8socio-technical study · 0.7machine learning prediction · 0.7interviews · 0.7observational study · 0.6interview study · 0.5conversation analysis · 0.5design prototyping · 0.4conceptual analysis · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Design Opportunities at the Intersection of Sexual and Reproductive Health, Cystic Fibrosis, and TechnologyabstractSex differences in cystic fibrosis (CF) affect symptom manifestation, severity, and life expectancy. Female hormonal fluctuations, both cyclical and lifelong, can exacerbate lung function issues, increase susceptibility to chronic infections, and lead to earlier mortality. With recent advances in modulator therapy, people with CF are living longer and encountering later phases of female sexual and reproductive health (SRH), from pregnancy to menopause. This longevity introduces new convergences between SRH and CF management. While technological innovations have begun to address aspects of female SRH and chronic condition management, they often overlook the unique complexities of these intersecting issues. Our qualitative study examines the experiences of people with CF across different female SRH, from menstruation to menopause, exploring their daily challenges and interactions with care. We discuss pluralistic approaches to FemTech, online communities, AI, and clinical technologies, providing implications for technologies to address the complexities of the intersection of CF and SRH. Cicely Mathews, Kenton O'Hara, Jamie Duckers, Aisling Ann O'Kane |
CHI | 2 |
| 2023 | Framing Machine Learning Opportunities for Hypotension Prediction in Perioperative Care: A Socio-technical Perspective: Socio-technical perspectives on hypotension predictionabstractHypotension during perioperative care, if undetected or uncontrolled, can lead to serious clinical complications. Predictive machine learning models, based on routinely collected EHR data, offer potential for early warning of hypotension to enable proactive clinical intervention. However, while research has demonstrated the feasibility of such machine learning models, little effort is made to ground their formulation and development in socio-technical context of perioperative care work. To address this, we present a study of collaborative work practices of clinical teams during and after surgery with specific emphasis on the organisation of hypotension management. The findings highlight where predictive insights could be usefully deployed to reconfigure care and facilitate more proactive management of hypotension. We further explore how the socio-technical insights help define key parameters of machine learning prediction tasks to align with the demands of collaborative clinical practice. We discuss more general implications for the design of predictive machine learning in hospital care. Pratik Ghosh, Karen L. Posner, Stephanie L. Hyland, Wil van Cleve, Melissa Bristow, Dustin R. Long, Konstantina Palla, Bala Nair, Christine Fong, Ronald Pauldine, Monica S. Vavilala, Kenton O'Hara |
ACM Trans. Comput. Hum. Interact. | 12 |
| 2020 | Proxemics Beyond Proximity: Designing for Flexible Social Interaction Through Cross-Device InteractionabstractCross-device interactions enable ad hoc sharing of content and control in co-located collaboration. Cross-device research often draws from proxemics theory for designing interactions based on detection of spatial relations such as distance and orientation between people and devices. However, detection of human-human or human-device proximity also constrains flexibility in co-located social interaction. We suggest a proxemics-based approach to designing flexible cross-device interactions. From observations in a field study, we articulate how co-located sharing practices are shaped by the interplay between everyday mobile devices and the physical environment. Based on these insights, we present three cross-device prototypes as proofs-of-concept, demonstrating three design sensitivities for considering proxemics beyond proximity; incorporating features in the environment, enabling flexibility in interpersonal distance and orientation, and providing multiple alternative action possibilities. Drawing from characteristics of our prototypes, we discuss concrete proposals for designing cross-device interactions to enable flexible social interaction. Jens Emil Grønbæk, Mille Skovhus Knudsen, Kenton O'Hara, Peter Gall Krogh, Jo Vermeulen, Marianne Graves Petersen |
CHI | 3 |
| 2019 | Exploring the Potential for Technology to Improve Cystic Fibrosis Care Provision: Patient and Professional PerspectivesabstractHealth care systems increasingly promote self-management of chronic conditions outside of traditional clinical environments, often through technologies which help to support patient self-care and engagement with medical professionals. We investigate specialist care provision in cystic fibrosis (CF), a life-shortening genetic condition, to understand the experiences of those living with it and of professionals who provide such care. Our work highlights how the motivations for the use of technology in this context are often intrinsically linked to the nature of CF itself and the constraints that the condition imposes on care provision. These include the high burden associated with self-management and clinic attendance; the ever-present risk of infection and a subsequent decline in health; and patients who are often very well-informed and actively engaged in their care. In exploring enablers and barriers to technology in this context, we highlight the importance of considering its integration into the chronic care cycles, practices, and structures of CF care. Sunil Rodger, Kenton O'Hara |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2018 | The Benefits and Challenges of Video Calling for Emergency SituationsabstractIn the coming years, emergency calling services in North America will begin to incorporate new modalities for reporting emergencies, including video-based calling. The challenge is that we know little of how video calling systems should be designed and what benefits or challenges video calling might bring. We conducted observations and contextual interviews within three emergency response call centres to investigate these points. We focused on the work practices of call takers and dispatchers. Results show that video calls could provide valuable contextual information about a situation and help to overcome call taker challenges with information ambiguity, location, deceit, and communication issues. Yet video calls have the potential to introduce issues around control, information overload, and privacy if systems are not designed well. These results point to the need to think about emergency video calling along a continuum of visual modalities ranging from audio calls accompanied with images or video clips to one-way video streams to two-way video streams where camera control and camera work need to be carefully designed. Carman Neustaedter, Brennan Jones, Kenton O'Hara, Abigail Sellen |
CHI | 3 |
| 2018 | Let's Talk About Race: Identity, Chatbots, and AIabstractWhy is it so hard for chatbots to talk about race? This work explores how the biased contents of databases, the syntactic focus of natural language processing, and the opaque nature of deep learning algorithms cause chatbots difficulty in handling race-talk. In each of these areas, the tensions between race and chatbots create new opportunities for people and machines. By making the abstract and disparate qualities of this problem space tangible, we can develop chatbots that are more capable of handling race-talk in its many forms. Our goal is to provide the HCI community with ways to begin addressing the question, how can chatbots handle race-talk in new and improved ways? Ari Schlesinger, Kenton O'Hara, Alex S. Taylor |
CHI | 2 |
| 2018 | Beyond Presentation: Shared Slideware Control as a Resource for Collocated CollaborationabstractTraditional models of slideware assume one presenter controls attention through slide navigation and pointing while a passive audience views the action. This paradigm limits group interactions, curtailing opportunities for attendees to use slides to participate in a collaborative discourse. However, as slideware permeates contexts beyond simple one-to-many presentations, there are growing efforts to shift the dynamics of collocated interactions. Technologies exist to shift the one-to-many information control paradigm to variations that extend functions to multiple attendees. But there is limited detailed research on how to design such multi-person attentional control and facilitate collocated interactions without disrupting existing work practices. We report on a detailed naturalistic case of using presentation in a design meeting, where participants used Office Social, an experimental slideware technology that enabled open access to shared interaction with slides across multiple devices. We explore how the design of Office Social supported informal collaboration. Our video-based analysis reveals how the orderly structures of conversational turn-taking and bodily conduct were used in conjunction with the affordances of the socio-technical ecosystem to organize collective activity. We suggest that supporting collocated interactions should take account of the existing conversational methods for achieving orderly collaboration rather than superimposing prescriptive technological methods of order. Debaleena Chattopadhyay, Francesca Salvadori, Kenton O'Hara, Sean Rintel |
Hum. Comput. Interact. | 3 |
| 2018 | Text in Talk: Lightweight Messages in Co-Present InteractionabstractWhile lightweight text messaging applications have been researched extensively, new messaging applications such as iMessage, WhatsApp, and Snapchat offer some new functionality and potential uses. Moreover, the role messaging plays in interaction and talk with those who are co-present has been neglected. In this article, we draw upon a corpus of naturalistic recordings of text message reading and composition to document the face-to-face life of text messages. Messages, both sent and received, share similarities with reported speech in conversation; they can become topical resource for local conversation–supporting verbatim reading aloud or adaptive summaries. Yet with text messages, their verifiability creates a distinctive resource. Similarly, in message composition, what to write may be discussed with collocated others. We conclude with discussion of designs for messaging in both face-to-face, and remote, communication. Barry Brown 0001, Kenton O'Hara, Moira McGregor, Donald McMillan |
ACM Trans. Comput. Hum. Interact. | 2 |
| 2017 | Celebratory Technology to Orchestrate the Sharing of Devices and Stories during Family MealtimesabstractWhile the idea of "celebratory technologies" during family mealtimes to support positive interactions at the dinner table is promising, there are few studies that investigate how these technologies can be meaningfully integrated into family practices. This paper presents the deployment of Chorus - a mealtime technology that orchestrates the sharing of personal devices and stories during family mealtimes, explores related content from all participants' devices, and supports revisiting previously shared content. A three-week field deployment with seven families shows that Chorus augments family interactions through sharing contents of personal and familial significance, supports togetherness and in-depth discussion by combining resources from multiple devices, helps to broach sensitive topics into familial conversation, and encourages participation from all family members including children. We discuss implications of this research and reflect on design choices and opportunities that can further enhance the family mealtime experience. Hasan Shahid Ferdous, Frank Vetere, Hilary Davis 0001, Bernd Ploderer, Kenton O'Hara, Rob Comber, Geremy Farr-Wharton |
CHI | 5 |
| 2017 | Sensitizing Concepts for Socio-spatial Literacy in HCIabstractPeople inherently share spaces with other people. Congenitally, interactive technologies and ubiquitous environments shape our opportunities for enacting social relations. Proxemics and Spatial Sharing have been suggested as foundations for our understanding of the socio-spatial aspects of computing. By tandeming these theoretical perspectives in a set of cases in the office domain, we develop a contribution comprised of 3 key sensitizing concepts: Proxemic Malleability, Proxemic Threshold and Proxemic Gravity articulating socio-spatial qualities at the interplay between interactive systems, spaces, interior elements and co-located people. The sensitizing concepts qualify interaction designers in considering proxemic consequences of technology design; they serve both as analytic lenses and as generative instruments in a design process. The proposed sensitizing concepts and the theoretical work of the paper contribute to enhanced Socio-spatial literacy in HCI. Peter Gall Krogh, Marianne Graves Petersen, Kenton O'Hara, Jens Emil Grønbæk |
CHI | 3 |
| 2017 | Collaborating around Digital Tabletops: Children's Physical Strategies from India, the UK and FinlandabstractWe present a study of children collaborating around interactive tabletops in three different countries: India, the United Kingdom and Finland. Our data highlights the key distinctive physical strategies used by children when performing collaborative tasks during this study. Children in India employ dynamic positioning with frequent physical contact and simultaneous object movement. Children in the UK tend to prefer static positioning with minimal physical contact and simultaneous object movement. Children in Finland use a mixture of dynamic and static positioning with minimal physical contact and object movement. Our findings indicate the importance of understanding collaboration strategies and behaviours when designing and deploying interactive tabletops in heterogeneous educational environments. We conclude with a discussion on how designers of tabletops for schools can provide opportunities for children in different countries to define and shape their own collaboration strategies for small group learning that take into account their different classroom practices. Izdihar Jamil, Calkin Suero Montero, Mark J. Perry, Kenton O'Hara, Abhijit Karnik, Kaisa Pihlainen, Mark T. Marshall, Swathi Jha, Sriram Subramanian |
ACM Trans. Comput. Hum. Interact. | 4 |
| 2016 | PathSync: Multi-User Gestural Interaction with Touchless Rhythmic Path MimicryabstractIn this paper, we present PathSync, a novel, distal and multi-user mid-air gestural technique based on the principle of rhythmic path mimicry; by replicating the movement of a screen-represented pattern with their hand, users can intuitively interact with digital objects quickly, and with a high level of accuracy. We present three studies that each contribute (1) improvements to how correlation is calculated in path-mimicry techniques necessary for touchless interaction, (2) a validation of its efficiency in comparison to existing techniques, and (3) a demonstration of its intuitiveness and multi-user capacity 'in the wild'. Our studies consequently demonstrate PathSync's potential as an immediately legitimate alternative to existing techniques, with key advantages for public display and multi-user applications. Marcus Carter, Eduardo Velloso, John Downs, Abigail Sellen, Kenton O'Hara, Frank Vetere |
CHI | 5 |
| 2016 | Office Social: Presentation Interactivity for Nearby DevicesabstractSlide presentations have long been stuck in a one-to-many paradigm, limiting audience engagement. Based on the concept of smartphone-based remote control of slide navigation, we present Office Social-a PowerPoint plugin and companion smartphone app that allows audience members qualified access to slides for personal review and, when the presenter enables it, public control over slide navigation. We studied the longitudinal use of Office Social across four meetings of a workgroup. We found that shared access and regulated control facilitated various forms of public and personal audience engagement. We discuss how enabling ad-hoc aggregation of co-proximate devices reduces 'interaction costs' and leads to both opportunities and challenges for presentation situations. Debaleena Chattopadhyay, Kenton O'Hara, Sean Rintel, Roman Rädle |
CHI | 2 |
| 2016 | Pre-Touch Sensing for Mobile InteractionabstractTouchscreens continue to advance including progress towards sensing fingers proximal to the display. We explore this emerging pre-touch modality via a self-capacitance touchscreen that can sense multiple fingers above a mobile device, as well as grip around the screen's edges. This capability opens up many possibilities for mobile interaction. For example, using pre-touch in an anticipatory role affords an "ad-lib interface" that fades in a different UI--appropriate to the context--as the user approaches one-handed with a thumb, two-handed with an index finger, or even with a pinch or two thumbs. Or we can interpret pre-touch in a retroactive manner that leverages the approach trajectory to discern whether the user made contact with a ballistic vs. a finely-targeted motion. Pre-touch also enables hybrid touch + hover gestures, such as selecting an icon with the thumb while bringing a second finger into range to invoke a context menu at a convenient location. Collectively these techniques illustrate how pre-touch sensing offers an intriguing new back-channel for mobile interaction. Ken Hinckley, Seongkook Heo, Michel Pahud, Christian Holz 0001, Hrvoje Benko, Abigail Sellen, Richard Banks, Kenton O'Hara, Gavin Smyth, William Buxton |
CHI | 8 |
| 2016 | The Tyranny of the Everyday in Mobile Video MessagingabstractThis paper reports on how asynchronous mobile video messaging presents users with a challenge to doing 'being ordinary'. 53 participants from three countries were recruited to try Skype Qik at launch for two weeks. Some participants embraced Skype Qik as a gift economy, emphasizing a special relationship enacted through crafted self-presentation. However, gift exchange makes up only a small proportion of conversation. Many participants struggled with the self-presentation obligations of video when attempting more everyday conversation. Faced with the 'tyranny of the everyday', many participants reverted to other systems where content forms reflected more lightweight exchange. We argue that designing for fluid control of the obligations of turn exchange is key to mobile applications intended to support everyday messaging. Sean Rintel, Richard Harper 0001, Kenton O'Hara |
CHI | 3 |
| 2016 | TableTalk: integrating personal devices and content for commensal experiences at the family dinner tableabstractThis paper joins the ubiquitous computing scholarship that investigates the use of technologies in collocated shared settings like family mealtime. Family mealtimes are an important site for fostering togetherness, sharing everyday experiences, and nurturing familial ties. While technologies, especially television and personal devices are often criticized for disrupting the social aspects of mealtimes, they are widely available and commonly used nevertheless. In this paper, we explore this tension and present a novel system TableTalk, which transforms personal devices into a communal shared display on the table to enrich mealtime interactions and experience. Our field study shows that TableTalk does not undermine togetherness, but supports familial expectations and experiences by stimulating conversation, reminiscing, bonding, education, and socializing. We discuss how technology that is sensitive to the needs of family interactions can augment the commensal experience and reflect on design choices and opportunities that contribute, rather than disrupt, family mealtimes. Hasan Shahid Ferdous, Bernd Ploderer, Hilary Davis 0001, Frank Vetere, Kenton O'Hara, Geremy Farr-Wharton, Rob Comber |
UbiComp | 5 |
| 2016 | Erratum to: Interactional Order and Constructed Ways of Seeing with Touchless Imaging Systems in Surgery
Kenton O'Hara, Gerardo Gonzalez, Graeme P. Penney, Abigail Sellen, Robert Corish, Helena M. Mentis, Andreas Varnavas, Antonio Criminisi, Mark Rouncefield, Neville Dastur, Tom Carrell |
Comput. Support. Cooperative Work. | 1 |
| 2016 | Assessing Multiple Sclerosis With Kinect: Designing Computer Vision Systems for Real-World UseabstractThe use of depth-sensing computer vision to capture bodily movement is increasingly being exploited in healthcare. Yet, there are few descriptions of how real-world practices influence the design of such applications. To this end, we present the development and empirical evaluation of ASSESS MS, a system to support the clinical assessment of Multiple Sclerosis using Kinect. A key issue for developing machine-learning based systems is the need for standardized data on which statistical inferences can be made. We demonstrate that there are many aspects of clinical practice that are at odds with the need to capture standardized data for a computer vision system. We offer three design guidelines so address these: 1) Standardization is a multi-disciplinary issue and needs to be addressed early in the development process; 2) Tools that provide a view into what the camera “sees” can support the achievement of standardized data capture in real environments; 3) Tools to support standardized data capture should maintain the agency of human interaction. More broadly we show that when considering every day contexts, the traditional focus on measurement accuracy is only a small part of the effort needed to make a technology “work” in practice. Cecily Morrison, Kit Huckvale, Robert Corish, Jonas F. Dorn, Peter Kontschieder, Kenton O'Hara, Antonio Criminisi, Abigail Sellen |
Hum. Comput. Interact. | 6 |
| 2016 | Introduction to Special Issue on Body Tracking and HealthcareabstractThis Special Issue on Body Tracking and Healthcare highlights the exciting possibilities that sensor technologies are opening up in health and well-being. From the assessment and monitoring of medi... Kenton O'Hara, Abigail Sellen, Juan P. Wachs |
Hum. Comput. Interact. | 1 |
| 2016 | Commensality and the Social Use of Technology during Family MealtimeabstractThis article examines familial interactions, which are mediated through information and communication technologies, during domestic mealtimes. We seek to understand how technologies are used and negotiated among family members and the influence of technology on commensality. We conducted an observational study of six families. The findings showed how technologies are integrated into the mealtime activities. Our study identifies domestic circumstances where background technologies are raised to the foreground, visible devices are hidden, unwanted distractions become desired, and ordinary technologies are integrated into mealtime experiences. We identify four patterns of arrangement between technologies and family members during mealtimes, and we discuss how technologies contribute to mealtime satiety and commensality. Finally, we present implications of our findings and directions for technological advancements focusing on the social and celebratory nature of family mealtimes. Hasan Shahid Ferdous, Bernd Ploderer, Hilary Davis 0001, Frank Vetere, Kenton O'Hara |
ACM Trans. Comput. Hum. Interact. | 5 |
| 2015 | Wireless Smartphone Mirroring in Video Calls
Henrik Sørensen, Kenton O'Hara, Phil Gosset, Jesper Kjeldskov |
INTERACT (3) | 2 |
| 2014 | Collaborating with computer vision systems: an exploration of audio feedbackabstractComputer visions (CV) systems are increasingly finding new roles in domains such as healthcare. These collaborative settings are a new challenge for CV systems, requiring the design of appropriate interaction paradigms. The provision of feedback, particularly of what the CV system can 'see,' is a key aspect, and may not always be possible to present visually. We explore the design space for audio feedback for a scenario of interest, the clinical assessment of Multiple Sclerosis using a CV system. We then present a mixed-methods experimental study aimed at providing some first insights into the challenges and opportunities of designing audio feedback of this kind. Specifically, we compare audio feedback that differentiates which body parts the CV system can see to audio feedback that is undifferentiated. The findings reveal that it is not enough to simply convey that something might be out of view of the camera as what the camera can 'see' depends on the specific configuration of participants and the peculiarities of the skeleton inference algorithms. The results highlight the importance of providing feedback which more naturally conveys spatial information in developing CV systems for collaborative use. Cecily Morrison, Neil Smyth, Robert Corish, Kenton O'Hara, Abigail Sellen |
Conference on Designing Interactive Systems | 4 |
| 2014 | Quick and dirty: streamlined 3D scanning in archaeologyabstractCapturing data is a key part of archaeological practice, whether for preserving records or to aid interpretation. But the technologies used are complex and expensive, resulting in time-consuming processes associated with their use. These processes force a separation between ongoing interpretive work and capture. Through two field studies we elicit more detail as to what is important about this interpretive work and what might be gained through a closer integration of capture technology with these practices. Drawing on these insights, we go on to present a novel, portable, wireless 3D modeling system that emphasizes "quick and dirty" capture. We discuss its design rational in relation to our field observations and evaluate this rationale further by giving the system to archaeological experts to explore in a variety of settings. While our device compromises on the resolution of traditional 3D scanners, its support of interpretation through emphasis on real-time capture, review and manipulability suggests it could be a valuable tool for the future of archaeology. Jarrod Knibbe, Kenton O'Hara, Angeliki Chrysanthi, Mark T. Marshall, Peter Bennett 0001, Graeme Earl, Shahram Izadi, Mike Fraser 0001 |
CSCW | 2 |
| 2014 | Everyday dwelling with WhatsAppabstractIn this paper, we present a study of WhatsApp, an instant messaging smartphone application. Through our interviews with participants, we develop anthopologist Tim Ingold's notion of dwelling, and discuss how use of WhatsApp is constitutive of a felt-life of being together with those close by. We focus on the relationship "doings" in WhatsApp and how this togetherness and intimacy are enacted through small, continuous traces of narrative, of tellings and tidbits, noticings and thoughts, shared images and lingering pauses; this is constitutive of dwelling. Further, we discuss how an intimate knowing of others in these relationships, through past encounters and knowledge of coming together in the future, pertain to the particular forms of relationship engagements manifest through the possibilities presented in WhatsApp. We suggest that this form of sociality is likely to be manifest in other smartphone IM-like applications. Kenton O'Hara, Michael Massimi, Richard Harper 0001, Simon Rubens, Jessica Morris |
CSCW | 1 |
| 2014 | Interactional Order and Constructed Ways of Seeing with Touchless Imaging Systems in Surgery
Kenton O'Hara, Gerardo Gonzalez, Graeme P. Penney, Abigail Sellen, Robert Corish, Helena M. Mentis, Andreas Varnavas, Antonio Criminisi, Mark Rouncefield, Neville Dastur, Tom Carrell |
Comput. Support. Cooperative Work. | 1 |
| 2014 | Designing for human-food interaction: An introduction to the special issue on 'food and interaction design'
Rob Comber, Jaz Hee-jeong Choi, Jettie Hoonhout, Kenton O'Hara |
Int. J. Hum. Comput. Stud. | 4 |
| 2013 | Bodily interaction in the darkabstractIn light of the growing interest in designing for new body-movement based interfaces through somaesthetics and somatic awareness, we created a sound-based interaction using the Microsoft Kinect device, which is performed in the dark. The absence of visual feedback led participants to deeply focus on the movement of their bodies, and to have a different awareness of their bodies and the space around them. The notable difference between performing this interaction in light and dark suggests that non-visual based interfaces are a fruitful area to explore in somaesthetic interaction. Linden Vongsathorn, Kenton O'Hara, Helena M. Mentis |
CHI | 2 |
| 2013 | Leisure-Based Reading and the Place of E-Books in Everyday Life
Annika Hupfeld, Abigail Sellen, Kenton O'Hara, Tom Rodden |
INTERACT (2) | 3 |
| 2013 | Dynamic Spatial Positioning: Physical Collaboration around Interactive Table by Children in India
Izdihar Jamil, Kenton O'Hara, Mark J. Perry, Abhijit Karnik, Mark T. Marshall, Swathi Jha, Sriram Subramanian |
INTERACT (4) | 2 |
| 2013 | F-Formations in Cooking Together: A Digital Ethnography Using YouTube
Jeni Paay, Jesper Kjeldskov, Mikael B. Skov, Kenton O'Hara |
INTERACT (4) | 4 |
| 2013 | On the naturalness of touchless: Putting the "interaction" back into NUIabstractresearch-article On the naturalness of touchless: Putting the "interaction" back into NUI Authors: Kenton O'hara Microsoft Research, Cambridge, UK Microsoft Research, Cambridge, UKView Profile , Richard Harper Microsoft Research, Cambridge, UK Microsoft Research, Cambridge, UKView Profile , Helena Mentis Microsoft Research, Cambridge, UK Microsoft Research, Cambridge, UKView Profile , Abigail Sellen Microsoft Research, Cambridge, UK Microsoft Research, Cambridge, UKView Profile , Alex Taylor Microsoft Research, Cambridge, UK Microsoft Research, Cambridge, UKView Profile Authors Info & Claims ACM Transactions on Computer-Human InteractionVolume 20Issue 1March 2013 Article No.: 5pp 1–25https://doi.org/10.1145/2442106.2442111Published:11 April 2013Publication History 72citation2,167DownloadsMetricsTotal Citations72Total Downloads2,167Last 12 Months94Last 6 weeks9 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 SiteGet Access Kenton O'Hara, Richard Harper 0001, Helena M. Mentis, Abigail Sellen, Alex S. Taylor |
ACM Trans. Comput. Hum. Interact. | 1 |
| 2012 | The role of physical controllers in motion video gamingabstractSystems that detect the unaugmented human body allow players to interact without using a physical controller. But how is interaction altered by the absence of a physical input device? What is the impact on game performance, on a player's expectation of their ability to control the game, and on their game experience? In this study, we investigate these issues in the context of a table tennis video game. The results show that the impact of holding a physical controller, or indeed of the fidelity of that controller, does not appear in simple measures of performance. Rather, the difference between controllers is a function of the responsiveness of the game being controlled, as well as other factors to do with expectations, real world game experience and social context. Dustin Freeman, Otmar Hilliges, Abigail Sellen, Kenton O'Hara, Shahram Izadi, Kenneth R. Wood |
Conference on Designing Interactive Systems | 4 |
| 2012 | Group interaction on interactive multi-touch tables by children in IndiaabstractInteractive tables provide multi-touch capabilities that can enable children to collaborate face-to-face simultaneously. In this paper we extend existing understanding of children's use of interactive tabletops by examining their use by school children in a school in Delhi, India. In the study, we explore how the school children exhibit particular types of collaboration strategies and touch input techniques when dealing with digital objects. In particular, we highlight a number of behaviours of interest, such as how the children would move the same digital object on the table together. We also discuss how the children work in close proximity to each other and dynamically organize their spatial positions in order to work together, as well as establish territory and control. We go on to examine some of the finger-based interaction and manipulation strategies that arise in these contexts. Finally, the paper considers the implications of such behaviours for the deployment of tabletop applications in these particular educational contexts. Izdihar Jamil, Mark J. Perry, Kenton O'Hara, Abhijit Karnik, Mark T. Marshall, Swathi Jha, Sriram Subramanian |
IDC | 3 |
| 2012 | Interaction proxemics and image use in neurosurgeryabstractWithin medical settings there is a growing interest in exploring touchless interaction technologies. The primary motivation here is to avoid contact during interaction with data so as to maintain asepsis. However, there is another important property of touchless interaction that has significant implications for their use within such settings -- namely that interaction behaviour is spatially distal from the device being interacted with. To further understand these implications we present fieldwork observations of work practice in neurosurgery theatres. Drawing on the notion of interaction proxemics and the theory of F-formations, our analysis articulates the spatial organization of collaborative work practices and interaction in these settings. From this understanding of spatial practices, we discuss opportunities and difficulties relating to the design of touchless interaction technologies for in surgical settings. Helena M. Mentis, Kenton O'Hara, Abigail Sellen, Rikin Trivedi |
CHI | 2 |
| 2012 | Food for Talk: Phototalk in the Context of Sharing a MealabstractPhotographic mementos are important signifiers of our personal memories. Rather than simply passive representations of memories to "preserved" memories, these photos of the past are actively displayed and consumed in the context of everyday behaviour and social practices. Within the context of these settings, these mementos are invoked in particular ways in order to mobilise particular social relations in the present. Taking this perspective, we explore how photo mementos come to be used in the everyday social setting of sharing meal providing a resource that can be mobilised for particular social relations in these settings. Rather than a simple concern with nutritional consumption, the shared meal is a social event and important cultural site in the organisation of family and social life with culturally specific rhythms, norms, rights and responsibilities. We present a system - 4 Photos - that situates photo mementos within the social concerns of these settings. The system collates photo mementos from those attending the meal and displays them at the dining table to be interacted with by all. Through a fieldwork deployment of the system we explore the social work performed by invoking these personal memory resources in the context of real world settings of shared eating. We highlight particular features of the system that enable this social work to be achieved. Kenton O'Hara, John Helmes, Abigail Sellen, Richard Harper 0001, Martijn ten Bhömer, Elise van den Hoven |
Hum. Comput. Interact. | 1 |
| 2011 | The effects of interaction techniques on talk patterns in collaborative peer learning around interactive tablesabstractThis paper presents the findings of a user study investigating conversational patterns across three conditions of table-based interaction (direct touch interactive table, pantograph interactive table and non-digital table) for different types of educational activities. Findings demonstrate that communication style is significantly affected by interaction techniques. The direct touch technique stimulated conversations based around the topic and pedagogical method. The pantograph technique promoted playfulness and had a higher number of directive utterances between participants, with fewer task-based, group-oriented utterances. The non-digital table promoted reflective forms of task-orientated utterance, encouraged group communication and fostered more equitable participation between members. The findings provide insights into the design of interactive tables to support particular forms of social interaction. Izdihar Jamil, Kenton O'Hara, Mark J. Perry, Abhijit Karnik, Sriram Subramanian |
CHI | 2 |
| 2011 | Exploring the potential for touchless interaction in image-guided interventional radiologyabstractThe growth of image-guided procedures in surgical settings has led to an increased need to interact with digital images under sterile conditions. Traditional touch-based interaction techniques present challenges for managing asepsis in these environments leading to suggestions that new touchless interaction techniques may provide a compelling set of alternatives. In this paper we explore the potential for touchless interaction in image-guided Interventional Radiology (IR) through an ethnographic study. The findings highlight how the distribution of labour and spatial practices of this work are organised with respect to concerns about asepsis and radiation exposure, the physical and cognitive demands of artefact manipulation, patient management, and the construction of "professional vision". We discuss the implications of these key features of the work for touchless interaction technologies within IR and suggest that such issues will be of central importance in considering new input techniques in other medical settings. Rose Johnson, Kenton O'Hara, Abigail Sellen, Claire Cousins, Antonio Criminisi |
CHI | 2 |
| 2011 | Embodiment in brain-computer interactionabstractWith emerging opportunities for using Brain-Computer Interaction (BCI) in gaming applications, there is a need to understand the opportunities and constraints of this interaction paradigm. To complement existing laboratory-based studies, there is also a call for the study of BCI in real world contexts. In this paper we present such a real world study of a simple BCI game called MindFlex®, played as a social activity in the home. In particular, drawing on the philosophical traditions of embodied interaction, we highlight the importance of considering the body in BCI and not simply what is going on in the head. The study shows how people use bodily actions to facilitate control of brain activity but also to make their actions and intentions visible to, and interpretable by, others playing and watching the game. It is the public availability of these bodily actions during BCI that allows action to be socially organised, understood and coordinated with others and through which social relationships can be played out. We discuss the implications of this perspective and findings for BCI. Kenton O'Hara, Abigail Sellen, Richard Harper 0001 |
CHI | 1 |
| 2011 | Meerkat and Tuba: Design Alternatives for Randomness, Surprise and Serendipity in Reminiscing
John Helmes, Kenton O'Hara, Nicolas Villar, Alex S. Taylor |
INTERACT (2) | 2 |
| 2011 | Sketching in software and hardware Bluetooth as a design materialabstractIn any design process, a medium's properties need to be considered. This is generally well established, yet still within interactive systems design, the properties of a technological medium are often glossed over. That is, technologies are often black-boxed without much thought given to how their distinctive material properties open up the design space. In this paper, we experiment with a technology to see what might be gained from intentionally and systematically investigating its properties. Specifically, we look upon Bluetooth from the perspective of being a design material and examine how its properties from that perspective can be used to shape design thinking. Using four example cases or "sketches", we show that Bluetooth's properties, often seen as constraints, can provide useful building blocks for designing interactive systems. Petra Sundström, Alex S. Taylor, Kenton O'Hara |
Mobile HCI | 3 |
| 2011 | Blended interaction spaces for distributed team collaborationabstractIn recent years there has been an introduction of sophisticated new video conferencing technologies (e.g., HP Halo, Cisco Telepresence) that have led to enhancements in the collaborative user experience over traditional video conferencing technologies. Traditional video conferencing set-ups often distort the shared spatial properties of action and communication due to screen and camera orientation disparities and other asymmetries. These distortions affect access to the common resources used to mutually organize action and communication. By contrast, new systems, such as Halo, are physically configured to reduce these asymmetries and orientation disparities, thereby minimizing these spatial distortions. By creating appropriate shared spatial geometries, the distributed spaces become “blended” where the spatial geometries of the local space continue coherently across the distributed boundary into the remote site, providing the illusion of a single unified space. Drawing on theories of embodied action and workplace design we discuss the importance of this geometric “blending” of space for distributed collaboration and how this is achieved in systems such as Halo. We then extend these arguments to explore the concept of Blended Interaction Spaces : blended spaces in which interactive groupware is incorporated in ways spatially consistent with the physical geometries of the video-mediated set-up. We illustrate this discussion through a system called BISi that introduces interactive horizontal and vertical multipoint surfaces into a blended video-mediated collaboration space. In presenting this system, we highlight some of the particular challenges of creating these systems arising from the spatial consequences of different interaction mechanisms (e.g., direct touch or remote control) and how they affect movement and spatial configuration of people in these spaces. Kenton O'Hara, Jesper Kjeldskov, Jeni Paay |
ACM Trans. Comput. Hum. Interact. | 1 |
| 2010 | Interactivity and non-interactivity on tabletopsabstractIn the growing field of tabletop computing research, there has been an understandable focus on interactive aspects of tabletop use, in terms of technology, design, and behavioural analysis. In this paper, I highlight the importance of considering also non-interactive aspects of tabletop computing and the mutually dependent relationship between interactive and non-interactive. We illustrate aspects of this relationship using findings from a deployment of an interactive tabletop in a public setting. The findings highlight how consequences of interaction can impact on non-interactive behaviours and intentions and how non-interactive actions can constrain interactive behaviours on the tabletop. In doing this we aim to raise more awareness of the relationship between interactivity and non-interactivity within tabletop computing research. Kenton O'Hara |
CHI | 1 |
| 2010 | Collaboration Within Different Settings: A Study of Co-located and Distributed Multidisciplinary Medical Team Meetings
Toni Robertson, Jane Li, Kenton O'Hara, Susan Hansen |
Comput. Support. Cooperative Work. | 3 |
| 2008 | Understanding geocaching practices and motivationsabstractGeocaching is a location-based activity that has been practiced for a number of years. As a sustained and established activity it represents an important opportunity for understanding everyday practices and motivations that can build up around a location-based activity. We present findings from a field study of everyday geocaching behaviour. In contrast to previous work, we take a broad perspective on the activity focussing beyond the in situ consumption of these experiences. We look too at the practices and motivations surrounding participants' creation of these experiences. Further we examine these behaviours within the social context of the on-line community that provides a significant basis for many of these behaviours. We use the findings to discuss broader implications for the design of future location-based experiences Kenton O'Hara |
CHI | 1 |
| 2008 | Understanding collective play in an urban screen gameabstractIn recent years there has been a growing interest in Urban Screen applications. While there have been several deployments of these technologies in our urban environments, surprisingly little research effort has aimed to explore the detailed material practice of people's engagement and interaction with these urban screen applications. In this paper, we present a study of collaborative game play on large urban displays situated in three city locations in the UK. The study highlights ways in which collaborative play is initiated and coordinated within the context of an urban environment. These experiences are related to physical characteristics of the architectural spaces, the people populating these spaces and the interactive properties of the game itself. The study moves on to discuss issues relating to audience and spectatorship, an inherent feature of interaction in urban environments. The issues of audience and spectatorship are discussed in their own right but also in terms of their relationship to the playing experience. Finally the study considers these interactive experiences in the contexts of being hosted by a professional compere and also with no host present. Through the study we highlight factors to consider in the design of collaborative urban screen applications. Kenton O'Hara, Maxine Glancy, Simon Robertshaw |
CSCW | 1 |
| 2007 | Social practices in location-based collectingabstractThe use of location-based technology to augment visitor experiences has received considerable attention over the years. In this paper, we take an alternative perspective on these kinds of location-based experiences by focussing on the collecting and keeping of location-based content as opposed to simply the in situ consumption of content. We describe a trial of a location-based experience at London zoo in which mobile camera phones were used to access digital content at particular animal enclosures around the zoo. Through the fieldwork we demonstrate ways in which collecting and keeping have important social values over and above simply consuming the content in situ. More specifically, the role of the collection of location-based content in identity work; in developing a sense of challenge and achievement; in defining a sense of group camaraderie; and in creating a playful sense of competition among group members. Further, we see how narratives told around the collected location-based content over time imbue it with additional value. These narratives become part of the resources through which relationships with family and friends get actively constructed. We discuss how these aspects have different design implications from the in-situ consumption model of location-based experiences and tensions this introduces. Kenton O'Hara, Tim Kindberg, Maxine Glancy, Luciana Baptista, Byju Sukumaran, Gil Kahana, Julie Rowbotham |
CHI | 1 |
| 2007 | Consuming video on mobile devicesabstractMobile video is now an everyday possibility with a wide array of commercially available devices, services and content. These technologies promise to transform the way that people can consume video media in their lives beyond the familiar behaviours associated with fixed TV and video technologies. Building upon earlier studies of mobile video, this paper reports on a study using diary techniques and ethnographic interviews to better understand how people are using commercially available mobile video technologies in their everyday lives. Drawing on reported episodes of mobile video behaviour, the study identifies the social motivations and values underpinning these behaviours that help characterise mobile video consumption beyond the simplistic notion of viewing TV to kill time wherever you may be. Implications for adoption and design of mobile video technologies and services are discussed. Kenton O'Hara, April Slayden Mitchell, Alex Vorbau |
CHI | 1 |
| 2007 | Collecting and Sharing Location-based Content on Mobile Phones in a Zoo Visitor Experience
Kenton O'Hara, Tim Kindberg, Maxine Glancy, Luciana Baptista, Byju Sukumaran, Gil Kahana, Julie Rowbotham |
Comput. Support. Cooperative Work. | 1 |
| 2006 | Everyday practices with mobile video telephonyabstractThe mobile phone allowed people to communicate when and where they wanted, dramatically changing how audio telephony was integrated into daily life. With video telephony services now available on everyday mobile phones, comparable arguments are being made that this will change how people relate to and use video telephony. The mobile and personal natures of mobile phones remove factors that previously hindered use of video telephony. Mobility also brings new challenges and concerns that may hinder use of video telephony in particular contexts. With this in mind, the paper revisits the notion of video telephony but within the context of mobile phones. A study is presented of people's everyday use of mobile video telephony using diary techniques and ethnographic interviews. The study uses real episodes to highlight key motivations and circumstances under which mobile video telephony was and wasn't used. Implications for adoption of design of mobile video phones are discussed. Kenton O'Hara, Alison Black, Matthew Lipson |
CHI | 1 |
| 2004 | Jukola: democratic music choice in a public spaceabstractJukola is an interactive MP3 Jukebox device designed to allow a group of people in a public space to democratically choose the music being played. A public display is used to nominate songs which are subsequently voted on by people in the bar using networked wireless handheld devices. Local bands and artists can also upload their own MP3s to the device over the Web. The paper presents a field trial of the system in a local cafe bar. As well as the value in affording a democratic musical outcome, more importantly the whole process of voting and choice created a rich source of social value and interaction in the form of discussions around music, playful competition, identity management and sense of community. Kenton O'Hara, Matthew Lipson, Marcel Jansen, Axel Unger, Huw Jeffries, Peter James Macer |
Conference on Designing Interactive Systems | 1 |
| 2003 | Social coordination around a situated display applianceabstractAdvances in display technology are creating more opportunities for situating displays in our environment. While these displays share some common design principles with display-based interaction at the desktop PC, situated displays also have unique characteristics and values that raise particular design considerations and challenges. In order to further understand situated display design we present a field study of RoomWizard, an interactive room reservation display appliance designed to be mounted outside meeting rooms. The findings illustrate important ways that individual and social behaviours were oriented around the persistent situated displays. These observed behaviours are discussed in relation to particular design characteristics of RoomWizard. We conclude by highlighting more general themes supporting the design of other situated display technologies. Kenton O'Hara, Mark J. Perry, Simon Lewis |
CHI | 1 |
| 2003 | Display-Based Activity in the Workplace
Mark J. Perry, Kenton O'Hara |
INTERACT | 2 |
| 2002 | Understanding the materiality of writing from multiple sources
Kenton O'Hara, Alex S. Taylor, William M. Newman, Abigail Sellen |
Int. J. Hum. Comput. Stud. | 1 |
| 2001 | Dealing with mobility: understanding access anytime, anywhereabstractThe rapid and accelerating move towards use of mobile technologies has increasingly provided people and organizations with the ability to work away from the office and on the move. The new ways of working afforded by these technologies are often characterized in terms of access to information and people anytime, anywhere. This article presents a study of mobile workers that highlights different facets ofaccessto remote people and information, and different facets ofanytime, anywhere. Four key factors in mobile work are identified: the role of planning, working in "dead time," accessing remote technological and informational resources, and monitoring the activities of remote colleagues. By reflecting on these issues, we can better understand the role of technology and artifacts in mobile work and identify the opportunities for the development of appropriate technological solutions to support mobile workers. Mark J. Perry, Kenton O'Hara, Abigail Sellen, Barry Brown 0001, Richard Harper 0001 |
ACM Trans. Comput. Hum. Interact. | 2 |
| 2000 | A diary study of information capture in working lifeabstractDespite the increasing number of new devices entering the market allowing the capture or recording of information (whether it be marks on paper, scene, sound or moving images), there has been little study of when and why people want to do these kinds of activities. In an effort to systematically explore design requirements for new kinds of information capture devices, we devised a diary study of 22 individuals in a range of different jobs. The data were used to construct a taxonomy as a framework for design and analysis. Design implications are drawn from the framework and applied to the design of digital cameras and hand held scanners. Barry Brown 0001, Abigail Sellen, Kenton O'Hara |
CHI | 3 |
| 1999 | Planning and the user interface: the effects of lockout time and error recovery cost
Kenton O'Hara, Stephen J. Payne |
Int. J. Hum. Comput. Stud. | 1 |
| 1998 | A Diary Study of Work-Related Reading: Design Implications for Digital Reading DevicesabstractArticle A diary study of work-related reading: design implications for digital reading devices Share on Authors: Annette Adler Xerox Palo Alto Research Center, 3333 Coyote Hill Rd., Palo Alto, CA Xerox Palo Alto Research Center, 3333 Coyote Hill Rd., Palo Alto, CAView Profile , Anuj Gujar Xerox Palo Alto Research Center, 3333 Coyote Hill Rd., Palo Alto, CA Xerox Palo Alto Research Center, 3333 Coyote Hill Rd., Palo Alto, CAView Profile , Beverly L. Harrison Xerox Palo Alto Research Center, 3333 Coyote Hill Rd., Palo Alto, CA Xerox Palo Alto Research Center, 3333 Coyote Hill Rd., Palo Alto, CAView Profile , Kenton O'Hara Xerox Research Centre Europe, (formerly Rank Xerox Research Centre) 61 Regent St., Cambridge, CB2 1AB, UK Xerox Research Centre Europe, (formerly Rank Xerox Research Centre) 61 Regent St., Cambridge, CB2 1AB, UKView Profile , Abigail Sellen Xerox Research Centre Europe, (formerly Rank Xerox Research Centre) 61 Regent St., Cambridge, CB2 1AB, UK Xerox Research Centre Europe, (formerly Rank Xerox Research Centre) 61 Regent St., Cambridge, CB2 1AB, UKView Profile Authors Info & Claims CHI '98: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsJanuary 1998 Pages 241–248https://doi.org/10.1145/274644.274679Published:01 January 1998 147citation2,498DownloadsMetricsTotal Citations147Total Downloads2,498Last 12 Months123Last 6 weeks12 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 SiteGet Access Annette Adler, Anuj Gujar, Beverly L. Harrison, Kenton O'Hara, Abigail Sellen |
CHI | 4 |
| 1998 | Student Readers' Use of Library Documents: Implications for Library TechnologiesabstractWe report on a study of graduate students conducting research in libraries, focusing on how they extract and record information as they read. By examining their information recording activities within the context of their work as a whole, it is possible to highlight why students choose particular strategies and styles of recording for what these activities provide both at the time of reading and at subsequent points in time. The implications of these findings for digital library technologies are discussed. Kenton O'Hara, Fiona Smith, William M. Newman, Abigail Sellen |
CHI | 1 |
| 1997 | A Comparison of Reading Paper and On-Line DocumentsabstractWe report on a laboratory study that compares reading from paper to reading on-line.Critical differences have to do with the major advantages paper offers in supporting annotation while reading, quick navigation, and flexibility of spatial layout.These, in turn, allow readers to deepen their understanding of the text, extract a sense of its structure, create a plan for writing, cross-refer to other documents, and interleave reading and writing.We discuss the design implications of these findings for the development of better reading technologies. Kenton O'Hara, Abigail Sellen |
CHI | 1 |