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Helen Neale

dblp:86/2252 · DBLP profile ↗
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7ranked-venue papers
2as first author
0since 2021 · last 2003
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 6 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author

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
4 papers
Collaborative and social computing · 27% Personal fabrication and tangible interfaces · 25% Design research and methods · 18%

Topics — the 8 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Accessibility and assistive technology › autism
assistive technology for autism
0.012002
A Front-Ended Approach to the User-Centred Design of VEs · VR 2002
Design research and methods
user-centered design
0.012002
A Front-Ended Approach to the User-Centred Design of VEs · VR 2002
Collaborative and social computing › collaborative learning
classroom collaboration
0.012001
Classroom collaboration in the design of tangible interfaces for storytelling · CHI 2001
Personal fabrication and tangible interfaces
tangible interaction
0.012001
Classroom collaboration in the design of tangible interfaces for storytelling · CHI 2001
Personal fabrication and tangible interfaces › tangible interaction
tangible interaction design
0.012001
Classroom collaboration in the design of tangible interfaces for storytelling · CHI 2001
Collaborative and social computing › creative collaboration
collaborative storytelling
0.012000
Designing storytelling technologies to encouraging collaboration between young children · CHI 2000
Collaborative and social computing › collaborative design
collaborative drawing
0.012001
Classroom collaboration in the design of tangible interfaces for storytelling · CHI 2001
Design research and methods › qualitative analysis
thematic analysis
0.012001
Theme-based content analysis: a flexible method for virtual environment evaluation · Int. J. Hum. Comput. Stud. 2001

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

iterative design · 0.1usability evaluation · 0.0theme-based content analysis · 0.0classroom study · 0.0field study · 0.0
YearPublicationVenuePosition
2003 Using 'tangibles' to promote novel forms of playful learning
abstract
Tangibles, in the form of physical artefacts that are electronically augmented and enhanced to trigger various digital events to happen, have the potential for providing innovative ways for children to play and learn, through novel forms of interacting and discovering. They offer, in addition, the scope for bringing playfulness back into learning. To this end, we designed an adventure game, where pairs of children have to discover as much as they can about a virtual imaginary creature called the Snark, through collaboratively interacting with a suite of tangibles. Underlying the design of the tangibles is a variety of transforms, which the children have to understand and reflect upon in order to make the Snark come alive and show itself in a variety of morphological and synaesthesic forms. The paper also reports on the findings of a study of the Snark game and discusses what it means to be engrossed in playful learning.
Sara Price, Yvonne Rogers, Michael Scaife, Danaë Emma Beckford Stanton Fraser, Helen Neale
Interact. Comput.5
2003 The AS interactive project: single-user and collaborative virtual environments for people with high-functioning autistic spectrum disorders
abstract
Abstract The AS Interactive Project aimed to assess the potential of single‐user and collaborative virtual environments to support learning and enhancing of social skills in people with autistic disorders on the high‐functioning end of the autistic spectrum. The project had two distinct phases of research: Phase I focused mainly on development and design using user‐centred principles. Phase II was concerned with implementation of design feedback, further improvements and evaluation studies of the virtual environments developed. This paper describes the research process, summarizes results of the project and briefly outlines plans for future research. Copyright © 2003 John Wiley & Sons, Ltd.
Anja Rutten, Sue Cobb, Helen Neale, Steven Kerr, Anne Leonard, Sarah Parsons, Peter Mitchell
Comput. Animat. Virtual Worlds3
2002 Virtual environments for social skills training: the importance of scaffolding in practice
abstract
Virtual Environments (VE's) offer the potential for users to explore social situations and 'try out' different behaviour responses for a variety of simulates social interactions. One of the challenges for the VE developer is how to construct the VE to allow freedom of exploration and flexibility in interactive behaviour, without the risk of users deliberately or inadvertently missing important learning goals. Scaffolding embedded within the VE software can aid the user's learning in different contexts, such as individual, tutored or group learning situations. This paper describes two single-user VE scenarios that have been developed within the AS interactive project and presents observation results from initial trials conducted at a user school.
Steven Kerr, Helen Neale, Sue Cobb
ASSETS2
2002 A Front-Ended Approach to the User-Centred Design of VEs
abstract
The specification, development and evaluation of a VE to allow people with Asperger's Syndrome to practise social interaction is described. A "front-ended" style has been adopted, where the emphasis on user consideration is placed during the early stages of the development life cycle, before any VE programming takes place. A model for user-centred design is presented that shows the involvement of different groups of users and professionals at various stages of design. Design guidelines have been derived from literature reviews and empirical examination of existing VEs. These have then been applied within a highly iterative cycle of low -tech VE specification and review. One VE module has been developed and evaluated with a focus on usability.
Helen Neale, Sue Cobb, John R. Wilson
VR1
2001 Classroom collaboration in the design of tangible interfaces for storytelling
abstract
We describe the design of tangible interfaces to the KidPad collaborative drawing tool. Our aims are to support the re-enactment of stories to audiences, and integration within real classroom environments. A six-month iterative design process, working with children and teachers in school, has produced the “magic carpet”, an interface that uses pressure mats and video-tracked and barcoded physical props to navigate a story in KidPad. Reflecting on this process, we propose four guidelines for the design of tangible interfaces for the classroom. (1) Use physical size and shysical props to encourage collaboration. (2) Be aware of how different interfaces emphasize different actions. (3) Be aware that superficial changes to the design can produce very different physical interactions. (4) Focus on open low-tech technologies rather than (over) polished products.
Danaë Emma Beckford Stanton Fraser, Victor Bayon, Helen Neale, Ahmed Ghali, Steve Benford, Sue Cobb, Rob Ingram, John R. Wilson, Tony P. Pridmore, Claire O'Malley
CHI3
2001 Theme-based content analysis: a flexible method for virtual environment evaluation
Helen Neale, Sarah Sharples
Int. J. Hum. Comput. Stud.1
2000 Designing storytelling technologies to encouraging collaboration between young children
abstract
We describe the iterative design of two collaborative storytelling technologies for young children, KidPad and the Klump. We focus on the idea of designing interfaces to subtly encourage collaboration so that children are invited to discover the added benefits of working together. This idea has been motivated by our experiences of using early versions of our technologies in schools in Sweden and the UK. We compare the approach of encouraging collaboration with other approaches to synchronizing shared interfaces. We describe how we have revised the technologies to encourage collaboration and to reflect design suggestions made by the children themselves.
Steve Benford, Benjamin B. Bederson, Karl-Petter Åkesson, Victor Bayon, Allison Druin, Pär Hansson, Juan Pablo Hourcade, Rob Ingram, Helen Neale, Claire O'Malley, Kristian T. Simsarian, Danaë Emma Beckford Stanton Fraser, Yngve Sundblad, Gustav Taxén
CHI9