EDBT 2026 Demo / reviewers in the wild / expert
Paul Marshall
dblp:52/3813
· DBLP profile ↗
61ranked-venue papers
10as first author
19since 2021 · last 2026
0000-0003-2950-8310ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 57 · 7 first-author · 18 since 2021Artificial intelligence and machine learning · 2 · 2 since 2021Systems, architecture and hardware · 2 · 2 first-authorSoftware engineering, systems software and programming languages · 1 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Let's Make a Community [of Practice]: Using Community-Based Participatory Design to Support InterdependenceabstractIn line with the shift toward dementia-friendly communities, HCI research is increasingly exploring holistic ways to support people living with dementia as active community members. However, less is known about how existing community networks influence technology design and effectiveness. This paper analyses Community-Based Participatory Design (CBPD) workshops conducted with individuals living with dementia, their spouses, and program coordinators through Wenger’s Communities of Practice Framework. We demonstrate how participants’ interactions created a community of practice through their: engagement in creating mutual meaning, alignment around a common purpose, and imagination in envisioning new possibilities for inclusion. Our findings highlight the agency of participants as they worked to create inclusive experiences for themselves and others. Our findings additionally demonstrated how community boundaries create systemic barriers that lead to non-participation. We argue Wenger’s framework offers a roadmap for designing technologies that foster person-to-person interdependence, helping to build more genuinely inclusive communities. Elaine Czech, Dan Bennett, Grace Jane Stangroome, Vanessa Aisyahsari Hanschke, Amy Ingold, Paul Marshall, Oussama Metatla |
CHI | 6 |
| 2026 | Uncertainty and Risk at the Point of Care: Implications of Patient-Generated ECGs and Algorithmic Interpretations for Clinical Decision Making
Rachel Keys, Aisling Ann O'Kane, Paul Marshall, Graham Stuart |
CHI | 3 |
| 2026 | Leveraging everyday mobile communication platforms for inclusive and accessible user studies: A WhatsApp case studyabstractTraditionally conducted in person, user research is increasingly shifting to remote methods that leverage everyday communication technologies. Although video conferencing platforms such as Zoom have proved successful in supporting distributed user research, they also pose challenges for low resource settings, including high costs, scalability concerns, and the need for stable internet connectivity. In response, we explore how widely adopted alternative mobile messaging platforms might support flexible, on-the-go, and accessible research. Using WhatsApp as a user study platform, we conducted a two-year study on designing technologies for collaborative Type 2 diabetes (T2D) care in Port Harcourt, Nigeria. We conducted interviews, surveys, design workshops, and think-aloud prototype evaluations with 112 participants in total. We found that while WhatsApp can effectively support diverse research activities, its use requires adaptable study designs that accommodate app updates and participant preferences. This paper provides practical guidance on using mobile messaging platforms like WhatsApp for user research, including mitigating ethical risks, fostering multimodal interaction, and managing disruptions and participant dynamics. We argue that leveraging popular mobile platforms is an ethical, inclusive, and situated approach that might broaden participation in the design and evaluation of interactive technologies. • Distributed research methods for understanding lived experiences using WhatsApp. • Mobile messaging applica:ons support data collec:on in low resource regions. • WhatsApp can be used for interviews, surveys, design workshops and think-aloud protocol sessions, but with certain considera:ons. • Provides a framework for human-computer interac:on and social science researchers to facilitate data collec:on across a large group. Oritsetimeyin Arueyingho, Aisling Ann O'Kane, Paul Marshall, Jonah Sydney Aprioku |
Int. J. Hum. Comput. Stud. | 3 |
| 2026 | "I've Become More Myself": Challenges and Benefits of Engaging with ADHD Short-Form Video Content and CommunitiesabstractShort-Form Video Content (SFVC) platforms like TikTok, Instagram, and YouTube Shorts have become important spaces for ADHD adults to share experiences. However, much existing research focuses on the challenges these platforms pose for ADHDers, including accentuating sleep problems and attention difficulties. This article presents an interview study with 32 ADHDers who articulated a more nuanced relationship with SFVC. It explores how engaging with ADHD communities on these platforms impacted ADHDers’ self-understanding, emotional well-being, and both online and offline relationships. ADHDers worked to maintain their agency in this attention economy, managing their experiences and intent through information seeking, self-regulation, handling misinformation, and curating algorithms. Findings are described under three themes: (1) Cultural Stigma and ADHD Perceptions Contextualize Engagement; (2) How ADHD SFVC Affects ADHDers’ Emotions and Contextual Behaviors; and (3) Broader Impacts on ADHD Relationships, Stigma, and Self-Perception. Challenging existing narratives, this work highlights the value of these communities for ADHDers. Nathalie Alexandra Tcherdakoff, Anna Louise Cox, Jon Bird, Paul Marshall |
ACM Trans. Comput. Hum. Interact. | 4 |
| 2025 | Bridging Context and Culture: Designing Cross-Cultural Solutions for Type 2 Diabetes Care in NigeriaabstractCulturally sensitive design is crucial for developing inclusive technologies, particularly in resource-constrained settings. However, such approaches often oversimplify culture and face challenges in cross-cultural relevance. This study addresses these issues by exploring how participatory design can be both culturally grounded and adaptable across subcultures within African communities. We conducted 13 distributed design workshops with 19 participants, including people with Type 2 Diabetes (T2D), caregivers, and pharmacists, from diverse ethnic groups in Port Harcourt, Nigeria. These workshops informed the design of a mobile health prototype featuring interactive flows in Pidgin English, collaborative care tools, peer support groups, and a calorie prediction feature. The prototype was evaluated by 30 participants through think-aloud sessions and interviews. Findings highlight that while some features aligned with local cultural norms, others were less effective across sociocultural boundaries, even within the same city. We offer insights and methodological guidance for developing digital health tools that are locally relevant and regionally adaptable. Oritsetimeyin Arueyingho, Aisling Ann O'Kane, Paul Marshall, Jonah Sydney Aprioku, Helena Webb, Rachael Shivam |
Conference on Designing Interactive Systems | 3 |
| 2025 | Operationalising Rawlsian Ethics for Fairness in Norm Learning AgentsabstractSocial norms are standards of behaviour common in a society. However, when agents make decisions without considering how others are impacted, norms can emerge that lead to the subjugation of certain agents. We present RAWL·E, a method to create ethical norm-learning agents. RAWL·E agents operationalise maximin, a fairness principle from Rawlsian ethics, in their decision-making processes to promote ethical norms by balancing societal well-being with individual goals. We evaluate RAWL·E agents in simulated harvesting scenarios. We find that norms emerging in RAWL·E agent societies enhance social welfare, fairness, and robustness, and yield higher minimum experience compared to those that emerge in agent societies that do not implement Rawlsian ethics. Jessica Woodgate, Paul Marshall, Nirav Ajmeri |
AAAI | 2 |
| 2025 | Rethinking Lived Experience in Chronic Illness: Navigating Bodily Doubt with Consumer Technology in Atrial Fibrillation Self-CareabstractConsumer technology is increasingly used to support the self-care of atrial fibrillation (AF), a chronic heart condition that affects physical, emotional, and mental health due to its unpredictability, symptoms, and complications. Through interviews with 29 adults self-tracking while living with AF, we found that consumer technology enabled participants to outsource bodily awareness to their ’digitised heart,’ facilitating innovative pill-in-pocket interventions and empowering negotiation in shared decision-making. Drawing on phenomenology, we introduce ’Bodily Doubt’ to explain how uncertainty about the body shapes the use of technology in chronic illness and how the use of technology influences uncertainty. Technology mediates ’Bodily Doubt’ both by providing reassurance and exacerbating it, particularly when technology fails to adapt to disease progression. Our findings have implications for understanding how technology influences the lived experience of illness, challenging experiential concepts of lived experience in self-tracking and design that foregrounds the experience of the lived body. Rachel Keys, Paul Marshall, Graham Stuart, Aisling Ann O'Kane |
CHI | 2 |
| 2025 | The Work to Make a Heat Pump Work - Investigation into the Adoption of Domestic Heat Pumps through Social Practice and Complex SystemsabstractTo reach net-zero greenhouse gas emissions by 2050, the UK government is replacing domestic gas boilers with heat pumps, necessitating an understanding of the challenges faced by users in adopting this new technology. We surveyed 50 early adopters of heat pumps and conducted 23 follow-up interviews to explore their experiences of installation and adaptation. Using Thematic Analysis, we identified key themes within the framework of social practice theory, highlighting important implications for enhancing heat pump installation and adoption processes. Our findings suggest that improved infrastructural support, user education, and adaptive design can enhance engagement and satisfaction, shaping future policy and design strategies for renewable home energy systems. We aim to further understanding on the complexities of heat pump adoption and offer strategies to support a smoother transition to sustainable heating within the home. Sarah Wilkie, Qiushuo Cheng, Cicely Mathews, Abdelrahman Otify, Fin J. Schofield, Ellen Weir, Paul Marshall, Aisling Ann O'Kane |
COMPASS | 7 |
| 2025 | Creatively Supporting Mental Wellbeing: A Tangible Toolkit to Scaffold Self-Tracking through Mindful ColouringabstractPaper-based journaling remains ubiquitous and provides significant potential to support mental wellbeing and inform the design of digital mental health interventions. However, it remains unclear how tangible tools can be designed to facilitate creative and artistic journaling practices. We present the design and evaluation of a tangible toolkit comprising a set of laser-cut stencils and an example-based how-to guide on self-tracking mood through mindful colouring. Drawing on the findings of a two-week field study with university students from diverse backgrounds, we demonstrate how the tangible toolkit scaffolded personally meaningful expression of mood and lived experience. Participant’s visual accounts illustrate creative stencil appropriation and individual colouring preferences in documenting and understanding mood, emotions, and feelings in daily life. Based on this understanding, we suggest shifts towards more tangible mental health approaches to support people in expressing and exploring their felt experiences in creative ways. Jingxin Yu, Amid Ayobi, Paul Marshall, Aisling Ann O'Kane |
TEI | 3 |
| 2025 | Context-Driven Collaborative Care: An Afro-Centred Perspective on Technology and Design Opportunities for Managing Type 2 Diabetes in NigeriaabstractThe high prevalence of Type 2 Diabetes in Nigeria demands sustained community care involving complementary care providers, pharmacists, primary healthcare providers, and caregivers. However, there is limited information on the collaborative provision of T2D care among these stakeholders, the contextual factors affecting their roles, and their use of technology. Recognizing the role of caregivers, the accessibility of pharmacists in communities, and the vital contributions of collaboration to long-term disease care, this study adopts an Afro-Centered approach using Port Harcourt, Nigeria, as a case study to generate insights into collaborative care and identify design opportunities. By engaging with 51 participants, we explored the context-driven nature of diabetes care, including the socio-cultural influences on pharmacists, families, and access to health information. Our findings highlight current diabetes care practices and underscore the importance of tailoring digital interventions to address these contextual needs. Oritsetimeyin Arueyingho, Aisling Ann O'Kane, Paul Marshall, Jonah Sydney Aprioku |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2024 | Data Ethics Emergency Drill: A Toolbox for Discussing Responsible AI for Industry TeamsabstractResearchers urge technology practitioners such as data scientists to consider the impacts and ethical implications of algorithmic decisions. However, unlike programming, statistics, and data management, discussion of ethical implications is rarely included in standard data science training. To begin to address this gap, we designed and tested a toolbox called the data ethics emergency drill (DEED) to help data science teams discuss and reflect on the ethical implications of their work. The DEED is a roleplay of a fictional ethical emergency scenario that is contextually situated in the team’s specific workplace and applications. This paper outlines the DEED toolbox and describes three studies carried out with two different data science teams that iteratively shaped its design. Our findings show that practitioners can apply lessons learnt from the roleplay to real-life situations, and how the DEED opened up conversations around ethics and values. Vanessa Aisyahsari Hanschke, Dylan Rees, Merve Alanyali, David Hopkinson, Paul Marshall |
CHI | 5 |
| 2024 | "I think it saved me. I think it saved my heart": The Complex Journey From Self-Tracking With Wearables To DiagnosisabstractDespite their nonclinical origins, wearables are emerging as valuable tools in supporting the diagnosis of cardiovascular disease, one of the leading causes of death worldwide. Diagnostic data once only available via a cardiologist is now available to consumers simply by wearing a smartwatch, so understanding how smartwatches currently support diagnosis is important for healthcare providers and for the designers of increasingly sophisticated personal informatics technology. We conducted a qualitative study comprising interviews and analysis of posts on an online community of accounts of smartwatch assisted cardiac diagnosis. Our findings reveal how smartwatches bridge a current gap in clinical diagnostic modalities, facilitating a diagnostic journey instigated and shaped by the interplay of self-collected data, bodily self-awareness, and increasing clinical acceptance. These insights focus attention on the consequences of the democratisation of health data, with ethical and design implications for health providers, consumer electronic companies, and third-party application designers. Rachel Keys, Paul Marshall, Graham Stuart, Aisling Ann O'Kane |
CHI | 2 |
| 2024 | Challenges and Opportunities for the Design of Inclusive Digital Mental Health Tools: Understanding Culturally Diverse Young People's ExperiencesabstractMental health issues affect approximately 13% of people aged 10-24 years old worldwide. In Western countries (e.g. USA, UK, Australia), mental health issues are particularly prominent in Culturally and Linguistically Diverse (CALD) individuals, yet they are disproportionately affected in relation to service provision. Despite demand, there is a significant lack of literature explicitly exploring the design of digital mental health tools for CALD populations. Our study engaged five professionals working in CALD mental health, to gain insights into challenges for service access and provision, and then engaged 41 CALD young people to explore their experiences. We contribute a set of unique insights into the barriers that CALD young people face when seeking help, and their needs for future digital mental health tools. We also provide design recommendations for future researchers on how they might better support the inclusion of CALD communities in the design of digital health tools. Ewan Soubutts, Pranita Shrestha, Brittany I. Davidson, Chengcheng Qu, Charlotte Mindel, Aaron Sefi, Paul Marshall, Roisin McNaney |
CHI | 7 |
| 2023 | Computational Notebooks as Co-Design Tools: Engaging Young Adults Living with Diabetes, Family Carers, and Clinicians with Machine Learning ModelsabstractEngaging end user groups with machine learning (ML) models can help align the design of predictive systems with people's needs and expectations. We present a co-design study investigating the benefits and challenges of using computational notebooks to inform ML models with end user groups. We used a computational notebook to engage young adults, carers, and clinicians with an example ML model that predicted health risk in diabetes care. Through co-design workshops and retrospective interviews, we found that participants particularly valued using the interactive data visualisations of the computational notebook to scaffold multidisciplinary learning, anticipate benefits and harms of the example ML model, and create fictional feature importance plots to highlight care needs. Participants also reported challenges, from running code cells to managing information asymmetries and power imbalances. We discuss the potential of leveraging computational notebooks as interactive co-design tools to meet end user needs early in ML model lifecycles. Amid Ayobi, Jacob Hughes, Christopher J. Duckworth, Jakub J. Dylag, Sam Gordon James, Paul Marshall, Matthew Guy, Anitha Kumaran, Adriane Chapman, Michael J. Boniface, Aisling Ann O'Kane |
CHI | 6 |
| 2023 | Co-designing opportunities for Human-Centred Machine Learning in supporting Type 1 diabetes decision-makingabstractType 1 Diabetes (T1D) self-management requires hundreds of daily decisions. Diabetes technologies that use machine learning have significant potential to simplify this process and provide better decision support, but often rely on cumbersome data logging and cognitively demanding reflection on collected data. We set out to use co-design to identify opportunities for machine learning to support diabetes self-management in everyday settings. However, over nine months of interviews and design workshops with 15 people with T1D, we had to re-assess our assumptions about user needs. Our participants reported confidence in their personal knowledge and rejected machine learning based decision support when coping with routine situations, but highlighted the need for technological support in the context of unfamiliar or unexpected situations (holidays, illness, etc.). However, these are the situations where prior data are often lacking and drawing data-driven conclusions is challenging. Reflecting this challenge, we provide suggestions on how machine learning and other artificial intelligence approaches, e.g., expert systems, could enable decision-making support in both routine and unexpected situations. Katarzyna Stawarz, Dmitri S. Katz, Amid Ayobi, Paul Marshall, Taku Yamagata, Raúl Santos-Rodríguez, Peter A. Flach, Aisling Ann O'Kane |
Int. J. Hum. Comput. Stud. | 4 |
| 2022 | Designing for Care Ecosystems: a Literature Review of Technologies for Children with ADHDabstractThis paper presents a systematic review of HCI literature focusing on children with ADHD, the prevailing mental health diagnosis in children. Its aim is to (i) chart the state-of-the-art in this domain (e.g. methods used), (ii) identify the ways the HCI community has addressed the needs of children with ADHD (e.g. technologies deployed), and (iii) describe the involvement of the various stakeholders playing a role in their everyday experiences (i.e. their care ecosystem). Our findings show limited engagement of the care ecosystem in the design, development and user studies of current technologies, and shortcomings in designing for multiple ecosystem stakeholders, despite their crucial role. We also find that most HCI contributions are systems aiming to address ADHD-related symptoms. Based on our findings, we provide suggestions for further research and design considerations for future systems that empower and promote the well-being of children with ADHD, while considering their care ecosystem. Evropi Stefanidi, Johannes Schöning, Sebastian S. Feger, Paul Marshall, Yvonne Rogers, Jasmin Niess |
IDC | 4 |
| 2022 | "Just like meeting in person" - Examination of interdependencies in dementia-friendly virtual activitiesabstractMany dementia-friendly social programs were adapted to online delivery due to the COVID pandemic. Hasty adaptations make it unclear how to design these programs to capture the benefits of online delivery and face-to-face interactions. To understand the complexities of program delivery, we interviewed program coordinators and held focus groups with people living with dementia (PLWD) and their informal carers. We applied an interdependence framework to examine how the relationships between individuals affect program benefits. We found that interdependencies within an organization related to finances and networking are key and that organizational and individual interdependencies converge during program delivery. Our findings suggest these two interdependencies could influence one another more effectively if technology, like video conferencing, were designed to account for it. We discuss how an expanded notion of interdependency for the design of technology helps expand inclusivity in accessible social programs. Elaine Czech, Paul Marshall, Oussama Metatla |
ASSETS | 2 |
| 2021 | What do Teens Make of Personal Informatics?: Young People's Responses to Self-Tracking Practices for Self-Determined MotivesabstractPersonal informatics (PI) technologies allow users to collect data about aspects of their lifestyle like mood or step count. Though teens increasingly encounter and use such technologies, little is known about how they ascribe meaning to their own PI activities. We report a qualitative study of the PI experiences of eighteen teens (aged 14 – 17). Following a learning phase focused on interpreting PI data, participants chose a personal goal that interested them and a PI tool to track it for 4-8 weeks in everyday contexts. Participants proved to be competent, flexible users of PI tools, tracking a range of meaningful life factors, from ‘worries’ to ‘exercise’; they valued learning about ‘natural patterns’ in their lives and were motivated to manage their emotions and evaluate whether they were doing the right thing. Our findings contribute to understanding how young people can engage in appropriation and interpretation of PI data – suggesting opportunities for educational interventions and design. Kyrill Potapov, Asimina Vasalou, Victor R. Lee, Paul Marshall |
CHI | 4 |
| 2021 | Co-Designing Personal Health? Multidisciplinary Benefits and Challenges in Informing Diabetes Self-Care TechnologiesabstractCo-design is a widely applied design process with well-documented values, including mutual learning and collective creativity. However, the real-world challenges of conducting multidisciplinary co-design research to inform the design of self-care technologies are not well established. We provide a qualitative account of a multidisciplinary project that aimed to co-design machine learning applications for Type 1 Diabetes (T1D) self-management. Through interviews, we identify not only perceived social, technological and strategic benefits of co-design but also organisational, translational and pragmatic design challenges: participants with T1D experienced difficulties in co-designing systems that met their individual self-care needs as part of group activities; HCI and AI researchers described challenges resulting from applying co-design outcomes to data-driven ML work; and industry collaborators highlighted academic data sharing regulations as cross-organisational challenges that can impede co-design efforts. Based on this understanding, we discuss opportunities for supporting multidisciplinary collaborations and aligning individual health needs with collaborative co-design activities. Amid Ayobi, Katarzyna Stawarz, Dmitri S. Katz, Paul Marshall, Taku Yamagata, Raúl Santos-Rodríguez, Peter A. Flach, Aisling Ann O'Kane |
Proc. ACM Hum. Comput. Interact. | 4 |
| 2020 | LifeMosaic: co-design of a personal informatics tool for youthabstractWhile a growing number of technologies offer personal data to the user, little is known about how such tools can be harnessed for and by adolescents. Prior work has focused on implementations, in which youth experience is subordinated to the prescribed aims of adults. Few studies have engaged with the concerns and motives of the young people themselves. Co-design can be a powerful method for exploring beyond such limits, informing design that reflects the voices and values of the designed-for population. This paper presents a case study exploring the design of a personal informatics app (LifeMosaic) by a group of 14 to 16-year-olds. LifeMosaic lets users set any focus they personally care about and track it using colours and stickers. The design was shaped through youth concerns around privacy, social support, flexibility and self-expression as well as the desire to support mental wellbeing. This work illustrates new opportunities and understandings for personal informatics with youth: framing the data as mediating transindividual meaning making. Kyrill Potapov, Paul Marshall |
IDC | 2 |
| 2020 | Trackly: A Customisable and Pictorial Self-Tracking App to Support Agency in Multiple Sclerosis Self-CareabstractSelf-tracking is an important part of self-care. However, predefined self-tracking approaches can impede people's agency in managing their health. We investigated a customisable and pictorial self-tracking approach in multiple sclerosis self-management by implementing and conducting a field study of Trackly: a prototype app that supports people in defining and colouring pictorial trackers, such as body shapes. We found that participants utilised the elements of Trackly designed to support agentive behaviour: they defined personally meaningful tracking parameters in their own words, and particularly valued being able to flexibly colour in and make sense of their pictorial trackers. Having been able to support their individual self-care intentions with Trackly, participants reported a spectrum of interrelated experiences of agency, including a sense of ownership, identity, self-awareness, mindfulness, and control. Our findings demonstrate the importance of supporting people's individual needs and creative capacities to foster mindful and personally meaningful engagement with health and wellbeing data. Amid Ayobi, Paul Marshall, Anna Louise Cox |
CHI | 2 |
| 2020 | Life-swap: how discussions around personal data can motivate desire for changeabstractAbstract Personal informatics technologies support the collection of and reflection on personal data, but enabling people to learn from and act on this data is still an on-going challenge. Sharing and discussing data is one way people can learn from it, but as yet, little research explores how peer discourses around data can shape understandings and promote action. We ran 3 workshops with 5-week follow-ups, giving 18 people the opportunity to swap their data and discuss it with another person. We found that these workshops helped them to recontextualise and to better understand their data, identify new strategies for changing their behaviour and motivated people to commit to changes in the future. These findings have implications for how personal informatics tools could help people identify opportunities for change and feel motivated to try out new strategies. Rowanne Fleck, Marta E. Cecchinato, Anna Louise Cox, Daniel Harrison, Paul Marshall, Jea Hoo Na, Anya Skatova |
Pers. Ubiquitous Comput. | 5 |
| 2019 | HawkEye - Deploying a Design Fiction ProbeabstractThis paper explores how a design fiction can be designed to be used as a pragmatic user-centred design method to generate insights on future technology use. We built HawkEye, a design fiction probe that embodies a future fiction of dementia care. To learn how participants respond to the probe, we employed it with eight participants for three weeks in their own homes as well as evaluating it with six HCI experts in sessions of 1.5h. In addition to presenting the probe in detail, we share insights into the process of building it and discuss the utility of design fiction as a tool to elicit empathetic and rich discussions about potential outcomes of future technologies. Renee Noortman, Britta Friederike Schulte, Paul Marshall, Saskia Bakker, Anna Louise Cox |
CHI | 3 |
| 2019 | Places for News: A Situated Study of Context in News Consumption
Yuval Cohen, Marios Constantinides, Paul Marshall |
INTERACT (2) | 3 |
| 2018 | Flexible and Mindful Self-Tracking: Design Implications from Paper Bullet JournalsabstractDigital self-tracking technologies offer many potential benefits over self-tracking with paper notebooks. However, they are often too rigid to support people's practical and emotional needs in everyday settings. To inform the design of more flexible self-tracking tools, we examine bullet journaling: an analogue and customisable approach for logging and reflecting on everyday life. Analysing a corpus of paper bullet journal photos and related conversations on Instagram, we found that individuals extended and adapted bullet journaling systems to their changing practical and emotional needs through: (1) creating and combining personally meaningful visualisations of different types of trackers, such as habit, mood, and symptom trackers; (2) engaging in mindful reflective thinking through design practices and self-reflective strategies; and (3) posting photos of paper journals online to become part of a self-tracking culture of sharing and learning. We outline two interrelated design directions for flexible and mindful self-tracking: digitally extending analogue self-tracking and supporting digital self-tracking as a mindful design practice. Amid Ayobi, Tobias Sonne, Paul Marshall, Anna Louise Cox |
CHI | 3 |
| 2017 | Calming Children When Drawing Blood Using Breath-based BiofeedbackabstractBlood sampling is a common and necessary procedure in the treatment and diagnosis of a variety of diseases. However, it often results in painful and stressful experiences for children. Designed together with domain experts, ChillFish is a breath-controlled biofeedback game technology with bespoke airflow sensor that aims to calm children during blood sampling procedures. An experimental pilot study was conducted in which 20 children aged 6-11 were assigned to one of two conditions involving either passive distraction (watching a video) or active distraction using the ChillFish prototype. Medical staff rated ChillFish significantly more useful in facilitating the blood sampling procedure compared to passive distraction. Qualitative feedback from patients, parents, and medical staff identified aspects that impact the acceptance of breath-based active distraction. Our study highlights the potential of non-pharmacological assistive technology tools to reduce fear and pain for children undergoing painful or stressful medical treatment. Tobias Sonne, Timothy Merritt 0001, Paul Marshall, Johanne J. Lomholt, Jörg Müller 0001, Kaj Grønbæk |
Conference on Designing Interactive Systems | 3 |
| 2017 | Quantifying the Body and Caring for the Mind: Self-Tracking in Multiple SclerosisabstractConsumer health technologies have an enormous potential to transform the self-management of chronic conditions. However, it is unclear how individuals use self-tracking technologies to manage them. This in-depth interview study explores self-tracking practices in multiple sclerosis (MS), a complex neurological disease that causes physical, cognitive, and psychological symptoms. Our findings illustrate that when faced the unpredictable and degenerative nature of MS, individuals regained a sense of control by intertwining self-care practices with different self-tracking technologies. They engaged in disease monitoring, fitness tracking, and life journaling to quantify the body and care for the mind. We focus attention on the role of emotional wellbeing and the experience of control in self-tracking and managing MS. Finally, we discuss in which ways self-tracking technologies could support the experiential nature of control and foster mindful experiences rather than focusing only on tracking primary disease indicators. Amid Ayobi, Paul Marshall, Anna Louise Cox, Yunan Chen 0001 |
CHI | 2 |
| 2017 | A City in Common: A Framework to Orchestrate Large-scale Citizen Engagement around Urban IssuesabstractCitizen sensing is an approach that develops and uses lightweight technologies with local communities to collect, share and act upon data. In doing so it enables them to become more aware of how they can tackle local issues. We report here on the development and uptake of the 'City- Commons Framework for Citizen Sensing', a conceptual model that builds on Participatory Action Research with the aim of playing an integrating role: outlining the processes and mechanisms for ensuring sensing technologies are co-designed by citizens to address their concerns. At the heart of the framework is the idea of a city commons: a pool of community-managed resources. We discuss how the framework was used by communities in Bristol to measure and monitor the problem of damp housing. Mara Balestrini, Yvonne Rogers, Carolyn Hassan, Javi Creus, Martha King, Paul Marshall |
CHI | 6 |
| 2017 | Exploring Social Interaction With a Tangible Music InterfaceabstractThis article presents a video-based field study of the Reactable, a tabletop tangible user interface (TUI) for music performance, in a hands-on science centre. The goal was to investigate visitors’ social interactions in a public setting. We describe liminality and cross-group interaction, both synchronous with fluid transitions and overlaps in use between groups and asynchronous. Our findings indicate the importance of: (i) facilitating smooth transitions and overlaps between groups and (ii) supporting not only synchronous but also asynchronous group interaction. We discuss the lessons learned on how best to enable liminal situations in the design of interactive tabletops and TUIs for social interaction and particularly collaborative tangible music in public museum settings. Anna Xambó, Eva Hornecker, Paul Marshall, Sergi Jordà, Chris Dobbyn, Robin C. Laney |
Interact. Comput. | 3 |
| 2016 | A Follow-up Study of a Successful Assistive Technology for Children with ADHD and Their FamiliesabstractLittle research on assistive technologies for families of children with attention deficit hyperactivity disorder (ADHD) has investigated the long-term impact, after the assistive technology is returned to the researchers. In this paper, we report the outcomes of a follow-up study, conducted four-weeks after a field study of 13 children with ADHD and their families who used an assistive technology designed to help establish and change family practices. We show that some of the positive effects on parent frustration level and conflict level around morning and bedtime routines that we observed in the first phase of the study, continued even after the study period, when the technology was no longer available. We furthermore present insights into family practices in families of children with ADHD and how these could lead to unexpected challenges and implications related to the adoption, use, and outcome of the assistive technology. Tobias Sonne, Paul Marshall, Jörg Müller 0001, Carsten Obel, Kaj Grønbæk |
IDC | 2 |
| 2016 | Changing Family Practices with Assistive Technology: MOBERO Improves Morning and Bedtime Routines for Children with ADHDabstractFamilies of children with Attention Deficit Hyperactivity Disorder (ADHD) often report morning and bedtime routines to be stressful and frustrating. Through a design process involving domain professionals and families we designed MOBERO, a smartphone-based system that assists families in establishing healthy morning and bedtime routines with the aim to assist the child in becoming independent and lowering the parents' frustration levels. In a two-week intervention with 13 children with ADHD and their families, MOBERO significantly improved children's independence and reduced parents' frustration levels. Additionally, use of MOBERO was associated with a 16.5% reduction in core ADHD symptoms and an 8.3% improvement in the child's sleep habits, both measured by standardized questionnaires. Our study highlights the potential of assistive technologies to change the everyday practices of families of children with ADHD. Tobias Sonne, Jörg Müller 0001, Paul Marshall, Carsten Obel, Kaj Grønbæk |
CHI | 3 |
| 2016 | Jokebox: Coordinating Shared Encounters in Public SpacesabstractEye contact is crucial to shared encounters in public spaces. However, most urban technologies that aim to foster social interaction' attention towards the device rather than to those with whom the encounter is shared. We present the design and evaluation of the Jokebox, a lightweight technology that requires two passers-by to coordinate actions to hear a joke. In three in the wild studies at different locations we found that our design supported micro-level coordination in a consistent manner: by encouraging people to make eye contact and by using audible jokes, users engaged in interactions that often led to further conversation and laughter. We describe how opportunities for macro-level coordination were key to the success of the installation, but varied by context. Finally, we present design implications for considering both the micro and macro levels of social coordination. Mara Balestrini, Raymundo Cornejo, Paul Marshall, Monica Tentori, Jon Bird, Yvonne Rogers |
CSCW | 3 |
| 2015 | Display Blindness?: Looking Again at the Visibility of Situated Displays using Eye-trackingabstractObservational studies of situated displays have suggested that they are rarely looked at, and when they are it is typically only for a short period of time. Using a mobile eye tracker during a realistic shopping task in a shopping center, we show that people look at displays more than would be predicted from these observational studies, but still only short glances and often from quite far away. We characterize the patterns of eye-movements that precede looking at a display and discuss some of the design implications for the design of situated display technologies that are deployed in public space. Nicholas Sheep Dalton, Emily Collins 0001, Paul Marshall |
CHI | 3 |
| 2015 | Más Tecnologia, Más Cambio?: Investigating an Educational Technology Project in Rural PeruabstractProviding access to and training in ICTs is seen as key to bridging the digital divide between technology-rich communities and those with poor IT infrastructures. Several projects have focused on providing ICTs for education in developing countries, of which the best known is One Laptop Per Child (OLPC). Although, there has been significant criticism of some of these projects, in particular OLPC, due to its use of a top-down implementation strategy and the limited evidence for its educational benefits, there has been comparatively little analysis of what underlies successful approaches. We aimed to address this deficit by conducting an ethnographic study of community-based projects organised by Blue Sparrow, a small charity that donates refurbished desktop computers to schools in rural Peru, as this organisation has experienced both successes and failures when implementing its educational technology projects. The relative success of Blue Sparrow highlights the benefits of: understanding local contexts; using a bottom up approach; involving stakeholders in setting programme objectives; and empowering communities. We argue that the educational impact of such projects can be improved by: providing teacher training; integrating computers into the wider curriculum; and providing teaching materials and clear objectives for volunteers. Emeline Therias, Jon Bird, Paul Marshall |
CHI | 3 |
| 2015 | Mood Squeezer: Lightening up the Workplace through Playful and Lightweight InteractionsabstractMany companies would like to redesign their workspaces to make them more pleasant and even fun places to work in. An assumption is it will result in social and economic benefits. However, it can be difficult to achieve because of cost, level of disruption and regulations. We present an alternative approach that provides an injection of playfulness into "drab" office buildings. A lightweight technology intervention was designed - Mood Squeezer - that asks people to reflect on their mood by squeezing a colored ball from a box set. The squeezes are mirrored back as an aggregate colorful visualization on a public floor display. An in-the-wild study showed how this intervention was successful at getting people to squeeze their mood, leading to a diversity of conversations throughout the building. We discuss how this lightweight approach to office augmentation can provide new opportunities for opening up a "closed" workplace. Sarah Gallacher, Jenny O'Connor, Jon Bird, Yvonne Rogers, Licia Capra, Daniel Harrison, Paul Marshall |
CSCW | 7 |
| 2015 | Activity tracking: barriers, workarounds and customisationabstractActivity trackers are increasingly popular, but they have high levels of abandonment and little evidence exists to suggest why this is. This paper explores barriers to engagement with activity trackers. We extend previous research by not only characterising the barriers users experienced, such as tracking accuracy and device aesthetics, but also by reporting the workarounds they created. We discuss implications for the design of activity tracking systems by reflecting on these workarounds, the potential for activity tracker design to help overcome existing barriers, and how customisation could play a role. Daniel Harrison, Paul Marshall, Nadia Bianchi-Berthouze, Jon Bird |
UbiComp | 2 |
| 2014 | Understanding sustained community engagement: a case study in heritage preservation in rural argentinaabstractHCI projects are increasingly evaluating technologies in the wild, which typically involves working with communities over extended periods, often with the goal of effecting sustainable change. However, there are few descriptions of projects that have been successful in the long-term. In this paper we investigate what factors are important for developing long lasting community ICT interventions. We do this by analysing a successful action research project and provide five recommendations for facilitating sustained community engagement. CrowdMemo aimed to preserve local heritage in a town in rural Argentina and the project was set up so that it could be continued by the community once researchers had left. Participants created videos about personal memories of the town and over 600 people attended the premiere where they were first screened. The impact has not just been short-term and there has been sustained engagement with the project by stakeholders in the town and wider region: the local school integrated digital storytelling into its curriculum; the approach has been adopted by two nearby towns; and the project has influenced regional government educational policy. Mara Balestrini, Jon Bird, Paul Marshall, Alberto Zaro, Yvonne Rogers |
CHI | 3 |
| 2013 | Exploring the effects of space and place on engagement with an interactive installationabstractVery little research has concurrently explored the influence of both physical space and social context (or place) on the way people engage with a public interactive display. We addressed this issue with a novel approach: studying how people engaged with the same interactive installation in ten situations with varying spatial and social properties. The main finding across these studies is that place trumps space: a conducive social context could overcome a poor physical space and encourage interaction; conversely, an inappropriate social context could inhibit interaction in spaces that might normally facilitate engagement. We discuss this finding in terms of the salience of the display within the space, the visibility of incidental interactions with the installation, the different understandings of place that people can have in the same location and the role of emergent champions and comperes in encouraging interaction. Imeh Akpan, Paul Marshall, Jon Bird, Daniel Harrison |
CHI | 2 |
| 2013 | Introduction to the special issue on the theory and practice of embodied interaction in HCI and interaction designabstractTheories of embodiment focus on how practical engagement and the structure of the body shape perception, experience, and cognition. They typically reject a view of human cognition as grounded in abstract information processing. The concept of embodied interaction is increasingly used in the design, analysis, and evaluation of interactions with and around technology. However, many questions remain as to exactly what embodied interaction means and whether it can be considered a coherent program of research. The opportunities to support embodied interaction have expanded significantly in recent years with the development of a range of technologies designed to sense movements of the body and the continued development of ubiquitous computing infrastructures that can gather or represent contextual data. There has also been a surge of interest in embodiment in HCI. Paul Marshall, Alissa Nicole Antle, Elise van den Hoven, Yvonne Rogers |
ACM Trans. Comput. Hum. Interact. | 1 |
| 2013 | Let's jam the reactable: Peer learning during musical improvisation with a tabletop tangible interfaceabstractThere has been little research on how interactions with tabletop and Tangible User Interfaces (TUIs) by groups of users change over time. In this article, we investigate the challenges and opportunities of a tabletop tangible interface based on constructive building blocks. We describe a long-term lab study of groups of expert musicians improvising with the Reactable, a commercial tabletop TUI for music performance. We examine interaction, focusing on interface , tangible , musical, and social phenomena. Our findings reveal a practice-based learning between peers in situated contexts, and new forms of participation, all of which is facilitated by the Reactable's tangible interface, if compared to traditional musical ensembles. We summarise our findings as a set of design considerations and conclude that construction processes on interactive tabletops support learning by doing and peer learning, which can inform constructivist approaches to learning with technology. Anna Xambó, Eva Hornecker, Paul Marshall, Sergi Jordà, Chris Dobbyn, Robin C. Laney |
ACM Trans. Comput. Hum. Interact. | 3 |
| 2012 | Architecting a Large-scale Elastic Environment - Recontextualization and Adaptive Cloud Services for Scientific ComputingabstractInfrastructure-as-a-service (IaaS) clouds, such as Amazon EC2, offer pay-for-use virtual resources ondemand. This allows users to outsource computation and storage when needed and create elastic computing environments that adapt to changing demand. However, existing services, such as cluster resource managers (e.g. Torque), do not include support for elastic environments. Furthermore, no recontextualization services exist to reconfigure these environments as they continually adapt to changes in demand. In this paper we present an architecture for a large-scale elastic cluster environment. We extend an open-source elastic IaaS manager, the Elastic Processing Unit (EPU), to support the Torque batch-queue scheduler. We also develop a lightweight REST-based recontextualization broker that periodically reconfigures the cluster as nodes join or leave the environment. Our solution adds nodes dynamically at runtime and supports MPI jobs across distributed resources. For experimental evaluation, we deploy our solution using both NSF FutureGrid and Amazon EC2. We demonstrate the ability of our solution to create multi-cloud deployments and run batchqueued jobs, recontextualize 256 node clusters within one second of the recontextualization period, and scale to over 475 nodes in less than 15 minutes. Paul Marshall, Henry M. Tufo, Kate Keahey, David La Bissoniere, Matthew Woitaszek |
ICSOFT | 1 |
| 2012 | Editorial: the evolving field of tangible interaction for children: the challenge of empirical validation
Bieke Zaman, Vero Vanden Abeele, Panos Markopoulos 0001, Paul Marshall |
Pers. Ubiquitous Comput. | 4 |
| 2011 | Beyond one-size-fits-all: how interactive tabletops support collaborative learningabstractPrevious research has demonstrated the capacity of interactive table-tops to support co-located collaborative learning; however, these analyses have been at a coarse scale---focusing on general trends across conditions. In this paper, we offer a complimentary perspective by focusing on specific group dynamics. We detail three cases of dyads using the DigiTile application to work on fraction challenges. While all pairs perform well, their group dynamics are distinctive; as a consequence, the benefits of working together and the benefits of using an interactive tabletop are different for each pair. Thus, we demonstrate that one size does not fit all when characterizing how interactive tabletops support collaborative learning. Jochen Rick, Paul Marshall, Nicola Yuill |
IDC | 2 |
| 2011 | Improving Utilization of Infrastructure CloudsabstractA key advantage of infrastructure-as-a-service (IaaS) clouds is providing users on-demand access to resources. To provide on-demand access, however, cloud providers must either significantly overprovision their infrastructure (and pay a high price for operating resources with low utilization) or reject a large proportion of user requests (in which case the access is no longer on-demand). At the same time, not all users require truly on-demand access to resources. Many applications and workflows are designed for recoverable systems where interruptions in service are expected. For instance, many scientists utilize high-throughput computing (HTC)-enabled resources, such as Condor, where jobs are dispatched to available resources and terminated when the resource is no longer available. We propose a cloud infrastructure that combines on-demand allocation of resources with opportunistic provisioning of cycles from idle cloud nodes to other processes by deploying backfill virtual machines (VMs). For demonstration and experimental evaluation, we extend the Nimbus cloud computing toolkit to deploy backfill VMs on idle cloud nodes for processing an HTC workload. Initial tests show an increase in IaaS cloud utilization from 37.5% to 100% during a portion of the evaluation trace but only 6.39% overhead cost for processing the HTC workload. We demonstrate that a shared infrastructure between IaaS cloud providers and an HTC job management system can be highly beneficial to both the IaaS cloud provider and HTC users by increasing the utilization of the cloud infrastructure (thereby decreasing the overall cost) and contributing cycles that would otherwise be idle to processing HTC jobs. Paul Marshall, Kate Keahey, Timothy Freeman 0001 |
CCGRID | 1 |
| 2011 | Gestural interaction on the steering wheel: reducing the visual demandabstractCars offer an increasing number of infotainment systems as well as comfort functions that can be controlled by the driver. In our research, we investigate new interaction techniques that aim to make it easier to interact with these systems while driving. We suggest utilizing the steering wheel as an additional interaction surface. In this paper, we present two user studies conducted with a working prototype of a multi-touch steering wheel. In the first, we developed a user-defined steering wheel gesture set, and in the second, we applied the identified gestures and compared their application to conventional user interaction with infotainment systems in terms of driver distraction. The main outcome was that driver's visual demand is reduced significantly by using gestural interaction on the multi-touch steering wheel. Tanja Döring, Dagmar Kern, Paul Marshall, Max Pfeiffer, Johannes Schöning, Volker Gruhn, Albrecht Schmidt 0001 |
CHI | 3 |
| 2011 | Rethinking 'multi-user': an in-the-wild study of how groups approach a walk-up-and-use tabletop interfaceabstractMulti-touch tabletops have been much heralded as an innovative technology that can facilitate new ways of group working. However, there is little evidence of these materialising outside of research lab settings. We present the findings of a 5-week in-the-wild study examining how a shared planning application - designed to run on a walk-up-and-use tabletop - was used when placed in a tourist information centre. We describe how groups approached, congregated and interacted with it and the social interactions that took place - noting how they were quite different from research findings describing the ways groups work around a tabletop in lab settings. We discuss the implications of such situated group work for designing collaborative tabletop applications for use in public settings. Paul Marshall, Richard Morris, Yvonne Rogers, Stefan Kreitmayer, Matt Davies |
CHI | 1 |
| 2011 | Using F-formations to analyse spatial patterns of interaction in physical environmentsabstractThere are few conceptual tools available to analyse physical spaces in terms of their support for social interactions and their potential for technological augmentation. In this paper, we describe how we used Adam Kendon's characterisation of the F-formation system of spatial organisation as a conceptual lens to analyse the social interactions between visitors and staff in a tourist information centre. We describe how the physical structures in the space encouraged and discouraged particular kinds of interactions and discuss how F-formations might be used to think about augmenting physical spaces. Paul Marshall, Yvonne Rogers, Nadia Pantidi |
CSCW | 1 |
| 2010 | Bricolage and consultation: addressing new design challenges when building large-scale installationsabstractWe describe the many challenges faced when designing, implementing and embedding large-scale installations in a physical space, such as a building. A case study is presented of a distributed ambient display system intended to inform, lure and influence people when moving through the building. We outline the wide range of technical, user, aesthetic and practical aspects that need to be addressed; pointing out how many unpredictable problems can surface when going 'big', 'physical' and 'out of the PC', We argue that a different set of 'non-user-centered' processes are required. Furthermore, we propose a new design implementation approach that includes aspects of iterative design, but with the new processes of bricolage and consultation added for progressing the design. William R. Hazlewood, Nicholas Sheep Dalton, Paul Marshall, Yvonne Rogers, Susanna Hertrich |
Conference on Designing Interactive Systems | 3 |
| 2010 | Elastic Site: Using Clouds to Elastically Extend Site ResourcesabstractInfrastructure-as-a-Service (IaaS) cloud computing offers new possibilities to scientific communities. One of the most significant is the ability to elastically provision and relinquish new resources in response to changes in demand. In our work, we develop a model of an “elastic site” that efficiently adapts services provided within a site, such as batch schedulers, storage archives, or Web services to take advantage of elastically provisioned resources. We describe the system architecture along with the issues involved with elastic provisioning, such as security, privacy, and various logistical considerations. To avoid over- or under-provisioning the resources we propose three different policies to efficiently schedule resource deployment based on demand. We have implemented a resource manager, built on the Nimbus toolkit to dynamically and securely extend existing physical clusters into the cloud. Our elastic site manager interfaces directly with local resource managers, such as Torque. We have developed and evaluated policies for resource provisioning on a Nimbus-based cloud at the University of Chicago, another at Indiana University, and Amazon EC2. We demonstrate a dynamic and responsive elastic cluster, capable of responding effectively to a variety of job submission patterns. We also demonstrate that we can process 10 times faster by expanding our cluster up to 150 EC2 nodes. Paul Marshall, Kate Keahey, Timothy Freeman 0001 |
CCGRID | 1 |
| 2010 | Gazemarks: gaze-based visual placeholders to ease attention switchingabstractMany tasks require attention switching. For example, searching for information on one sheet of paper and then entering this information onto another one. With paper we see that people use fingers or objects as placeholders. Using these simple aids, the process of switching attention between displays can be simplified and speeded up. With large or multiple visual displays we have many tasks where both attention areas are on the screen and where using a finger as a placeholder is not suitable. One way users deal with this is to use the mouse and highlight their current focus. However, this also has its limitations -- in particular in environments where there is no pointing device. Our approach is to utilize the user's gaze position to provide a visual placeholder. The last area where a user fixated on the screen (before moving their attention away) is highlighted; we call this visual reminder a Gazemark. Gazemarks ease orientation and the resumption of the interrupted task when coming back to this display. In this paper we report on a study where the effectiveness of using Gazemarks was investigated, in particular we show how they can ease attention switching. Our results show faster completion times for a resumed simple visual search task when using this technique. The paper analyzes relevant parameters for the implementation of Gazemarks and discusses some further application areas for this approach. Dagmar Kern, Paul Marshall, Albrecht Schmidt 0001 |
CHI | 2 |
| 2010 | Ambient influence: can twinkly lights lure and abstract representations trigger behavioral change?abstractCan ubiquitous technologies be designed to nudge people to change their behavior? If so, how? We describe an ambient installation that was intended to help people decide - and to encourage them to reflect - when confronted with a choice. In this particular case, it was whether to take the stairs or the elevator in their place of work. The rationale was to push people towards a desired behavior at the point of decision-making and to reflect upon theirs and others' aggregate behavior. We describe the ambient displays that were developed and the prototyping studies in which they were evaluated. The findings from an in-the-wild study are then presented. They reveal that even though people said they were not aware of changing their behavior, logged data of their actual behavior showed a significant change. We discuss these mixed findings in relation to whether ambient displays can influence at an unconscious or conscious level. Yvonne Rogers, William R. Hazlewood, Paul Marshall, Nicholas Sheep Dalton, Susanna Hertrich |
UbiComp | 3 |
| 2010 | Tangibles in the balance: a discovery learning task with physical or graphical materialsabstractAn assumption behind much work on the use of tangibles for learning is that there are individual cognitive benefits related to the physical manipulation of materials. However, previous work that has shown learning benefits in using physical materials often hasn't adequately controlled for the covariates of physicality. Paul Marshall, Peter C.-H. Cheng, Rosemary Luckin |
TEI | 1 |
| 2009 | Children and embodied interaction: seeking common groundabstractAs computation plays an ever larger role as an embedded part of the environment, research that seeks to understand the embodied nature of children's interactions with computation becomes increasingly important. Embodied interaction is an approach to understanding human-computer interaction that seeks to investigate and support the complex interplay of mind, body and environment in interaction. Recently, such a perspective has been used to discuss human actions and interactions with a range of computational applications including tangibles, mobiles, robotics and gesture-based interfaces. Physically-based forms of child computer interaction including body movements, the ability to touch, feel, manipulate and build sensory awareness of the relationships in the world are crucial to children's cognitive and social development. This workshop aims to critically explore the different approaches to incorporating an embodied perspective in children's interaction design and HCI research, and to develop a shared set of understandings and identification of differences, similarities and synergies between our research approaches. Alissa Nicole Antle, Ylva Fernaeus, Paul Marshall |
IDC | 3 |
| 2009 | Children designing together on a multi-touch tabletop: an analysis of spatial orientation and user interactionsabstractApplications running on multi-touch tabletops are beginning to be developed to enable children to collaborate on a variety of activities, from photo sharing to playing games. However, little is know as to how children work together on such interactive surfaces. We present a study that investigated groups of children's use of a multitouch tabletop for a shared-space design task, requiring reasoning and compromise. The OurSpace application was designed to allow children to arrange the desks in their classroom and allocate students to seats around those desks. A number of findings are reported, including a comparison of single versus multiple touch, equity of participation, and an analysis of how a child's tabletop position affects where he or she touches. A main finding was that children used all of the tabletop surface, but took more responsibility for the parts of the design closer to their relative position. Jochen Rick, Amanda Carr, Paul Marshall, Rowanne Fleck, Nicola Yuill, Yvonne Rogers |
IDC | 3 |
| 2009 | Fighting for control: children's embodied interactions when using physical and digital representationsabstractTabletop and tangible interfaces are often described in terms of their support for shared access to digital resources. However, it is not always the case that collaborators want to share and help one another. In this paper we detail a video-analysis of a series of prototyping sessions with children who used both cardboard objects and an interactive tabletop surface. We show how the material qualities of the digital interface and physical objects affect the kinds of bodily strategies adopted by children to stop others from accessing them. We discuss how children fight for and maintain control of physical versus digital objects in terms of embodied interaction and what this means when designing collaborative applications for shareable interfaces. Paul Marshall, Rowanne Fleck, Amanda Carr, Jochen Rick, Eva Hornecker, Yvonne Rogers, Nicola Yuill, Nicholas Sheep Dalton |
CHI | 1 |
| 2009 | Running up Blueberry Hill: prototyping whole body interaction in harmony spaceabstractMusical harmony is considered to be one of the most abstract and technically difficult parts of music. It is generally taught formally via abstract, domain-specific concepts, principles, rules and heuristics. By contrast, when harmony is represented using an existing interactive desktop tool, Harmony Space, a new, parsimonious, but equivalently expressive, unified level of description emerges. This focuses not on abstract concepts, but on concrete locations, objects, areas and trajectories. Simon Holland, Paul Marshall, Jon Bird, Nicholas Sheep Dalton, Richard Morris, Nadia Pantidi, Yvonne Rogers, Andy Clark |
TEI | 2 |
| 2009 | Equal Opportunities: Do Shareable Interfaces Promote More Group Participation Than Single User Displays?abstractComputers designed for single use are often appropriated suboptimally when used by small colocated groups working together. Our research investigates whether shareable interfaces—that are designed for more than one user to interact with–can facilitate more equitable participation in colocated group settings compared with single user displays. We present a conceptual framework that characterizes Shared Information Spaces (SISs) in terms of how they constrain and invite participation using different entry points. An experiment was conducted that compared three different SISs: a physical-digital set-up (least constrained), a multitouch tabletop (medium), and a laptop display (most constrained). Statistical analyses showed there to be little difference in participation levels between the three conditions other than a predictable lack of equity of control over the interface in the laptop condition. However, detailed qualitative analyses revealed more equitable participation took place in the physical-digital condition in terms of verbal utterances over time. Those who spoke the least contributed most to the physical design task. The findings are discussed in relation to the conceptual framework and, more generally, in terms of how to select, design, and combine different display technologies to support collaborative activities. Yvonne Rogers, Youn-Kyung Lim, William R. Hazlewood, Paul Marshall |
Hum. Comput. Interact. | 4 |
| 2008 | Collaboration and interference: awareness with mice or touch inputabstractMulti-touch surfaces are becoming increasingly popular. An assumed benefit is that they can facilitate collaborative interactions in co-located groups. In particular, being able to see another's physical actions can enhance awareness, which in turn can support fluid interaction and coordination. However, there is a paucity of empirical evidence or measures to support these claims. We present an analysis of different aspects of awareness in an empirical study that compared two kinds of input: multi-touch and multiple mice. For our analysis, a set of awareness indices was derived from the CSCW and HCI literatures, which measures both the presence and absence of awareness in co-located settings. Our findings indicate higher levels of awareness for the multi-touch condition accompanied by significantly more actions that interfere with each other. A subsequent qualitative analysis shows that the interactions in this condition were more fluid and that interference was quickly resolved. We suggest that it is more important that resources are available to negotiate interference rather than necessarily to attempt to prevent it. Eva Hornecker, Paul Marshall, Nicholas Sheep Dalton, Yvonne Rogers |
CSCW | 2 |
| 2007 | Do tangible interfaces enhance learning?abstractConceptual work on tangible interfaces has focused primarily on the production of descriptive frameworks. While this work has been successful in mapping out a space of technical possibilities and providing a terminology to ground discussion, it provides little guidance on the cognitive or social effects of using one type of interface or another. In this paper we look at the area of learning with tangible interfaces, suggesting that more empirically grounded research is needed to guide development. We provide an analytic framework of six perspectives, which describes latent trends and assumptions that might be used to motivate and guide this work, and makes links with existing research in cognitive science and education. Paul Marshall |
TEI | 1 |
| 2006 | CVS integration with notification and chat: lightweight software team collaborationabstractCode management systems like Concurrent Version System (CVS) can play an important role in supporting coordination in software development, but often at some time removed from original CVS log entries or removed from the informal conversations around the code. The focus of this paper is one team's long term use of a solution where CVS is augmented with a lightweight event notification system, Elvin, and a tickertape tool where CVS messages are displayed and where developers can also chat with one another. Through a statistical analysis of CVS logs, and a qualitative analysis of tickertape logs and interview data, there is evidence of the tool transforming archival log entries into communicative acts and supporting timely interactions. Developers used the close integration of CVS with chat for growing team culture, stimulating focused discussion, supplementing log information, marking phases of work, coordinating and negotiating work, and managing availability and interruptibility. This has implications for consideration of more lightweight solutions for supporting collaborative software development, as well as managing awareness and interruptions more generally. Geraldine Fitzpatrick, Paul Marshall, Anthony Phillips |
CSCW | 2 |
| 2003 | Conceptualising tangibles to support learningabstractWe present a new way of conceptualising tangibles for learning. This scheme adopts Heidegger's analysis of the ways a user can treat a tool: either as 'ready-to-hand' or 'present-at-hand'. It also proposes two types of activity a learner can engage in when using a tangible: either exploratory or expressive activity. Finally, two types of models that a user can explore are proposed: theoretical and practical models.Examples from the literature are described in terms of this framework and an example is given from our own work of an attempt to use this conceptualisation in design. Paul Marshall, Sara Price, Yvonne Rogers |
IDC | 1 |