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Karim Ladha

dblp:97/9543 · DBLP profile ↗
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7ranked-venue papers
0as first author
0since 2021 · last 2016
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 7

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
6 papers
Health and well-being technologies · 29% Ubiquitous computing and smart environments · 21% Design research and methods · 18%

Topics — the 8 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Health and well-being technologies
mental health technology
0.212016
Challenges for Designing new Technology for Health and Wellbeing in a Complex Mental Healthcare Context · CHI 2016
Personal fabrication and tangible interfaces › tangible user interface
actuated tangible interface
0.212013
Touchbugs: actuated tangibles on multi-touch tables · CHI 2013
Collaborative and social computing
social connectedness
0.212013
The break-time barometer: an exploratory system forworkplace break-time social awareness · UbiComp 2013
Design research and methods
participatory design
0.112012
Empathy, participatory design and people with dementia · CHI 2012
Design research and methods › experience design
experience-centered design
0.112016
Challenges for Designing new Technology for Health and Wellbeing in a Complex Mental Healthcare Context · CHI 2016
Ubiquitous computing and smart environments › pervasive displays
ambient display
0.012013
The break-time barometer: an exploratory system forworkplace break-time social awareness · UbiComp 2013
Ubiquitous computing and smart environments
interactive surfaces
0.012013
Touchbugs: actuated tangibles on multi-touch tables · CHI 2013
Health and well-being technologies
dementia
0.012012
Empathy, participatory design and people with dementia · CHI 2012

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

experience-centered design · 0.2vibrating motors · 0.2user-centered design · 0.2situated sensing · 0.2qualitative evaluation · 0.2infrared LEDs · 0.2inertial sensing · 0.2qualitative scoping · 0.1participatory design · 0.1instrumented environment design · 0.1
YearPublicationVenuePosition
2016 Challenges for Designing new Technology for Health and Wellbeing in a Complex Mental Healthcare Context
abstract
This paper describes the challenges and lessons learned in the experience-centered design (ECD) of the Spheres of Wellbeing, a technology to promote the mental health and wellbeing of a group of women, suffering from significant mental health problems and living in a medium secure hospital unit. First, we describe how our relationship with mental health professionals at the hospital and the aspirations for person-centric care that we shared with them enabled us, in the design of the Spheres, to innovate outside traditional healthcare procedures. We then provide insights into the challenges presented by the particular care culture and existing services and practices in the secure hospital unit that were revealed through our technology deployment. In discussing these challenges, our design enquiry opens up a space to make sense of experience living with complex mental health conditions in highly constrained contexts within which the deployment of the Spheres becomes an opportunity to think about wellbeing in similar contexts.
Anja Thieme, John C. McCarthy 0002, Paula Johnson, Stephanie Phillips, Jayne Wallace, Siân E. Lindley, Karim Ladha, Daniel Jackson 0002, Diana Nowacka, Ashur Rafiev, Cassim Ladha, Thomas Nappey, Mathew Kipling, Peter C. Wright, Thomas D. Meyer, Patrick Olivier
CHI7
2014 PosterVote: expanding the action repertoire for local political activism
abstract
Online and digital technologies support and extend the action repertoires of localized social movements. In this paper we examine the ways by which digital technologies can support "on-the-ground" activist communities in the development of social movements. After identifying some of the challenges of deploying conventional voting and consultation technologies for activism, we examine situated political action in local communities through the design and deployment of a low-cost community voting prototype, PosterVote. We deploy PosterVote in two case studies with two local community organizations identifying the features that supported or hindered grassroots democratic practices. Through interviews with these communities, we explore the design of situated voting systems to support participation within an ecology of social action.
Vasillis Vlachokyriakos, Rob Comber, Karim Ladha, Nick Taylor 0002, Paul Dunphy, Patrick McCorry, Patrick Olivier
Conference on Designing Interactive Systems3
2013 Touchbugs: actuated tangibles on multi-touch tables
abstract
We present a novel approach to graspable interfaces using Touchbugs, actuated physical objects for interacting with interactive surface computing applications. Touchbugs are active tangibles that are able to move across surfaces by employing vibrating motors and can communicate with camera based multi-touch surfaces using infrared LEDs. Touchbug's embedded inertial sensors and computational capabilities open a new interaction space by providing autonomous capabilities for tangibles that allow goal directed behavior.
Diana Nowacka, Karim Ladha, Nils Y. Hammerla, Daniel Jackson 0002, Cassim Ladha, Enrico Rukzio, Patrick Olivier
CHI2
2013 The break-time barometer: an exploratory system forworkplace break-time social awareness
abstract
The Break-Time Barometer is a social awareness system, which was developed as part of an exploratory study of the use of situated sensing and displays to promote cohesion in a newly-dispersed workplace. The Break-Time Barometer specifically aims to use an ambient persuasion approach in order to encourage people to join existing breaks, which take place within this community. Drawing upon a privacy-sensitive ubiquitous sensing infrastructure, the system of-fers information about potentially break-related activity in social spaces within this workplace, including alerts when specific events are detected. The system was developed using a user-centered iterative design approach. A qualitative mixed methods evaluation of a full deployment identified a diverse set of reactions to both the system and the design goal, and further elaborated the challenges of designing for social connectedness in this complex workplace context.
Reuben Kirkham, Sebastian Mellor, David Philip Green, Jiun-Shian Lin, Karim Ladha, Cassim Ladha, Daniel Jackson 0002, Patrick Olivier, Peter C. Wright, Thomas Plötz
UbiComp5
2012 Empathy, participatory design and people with dementia
abstract
We describe the development, application and evaluation of a design method tailored for working with people with mild to moderate dementia. Our experiences with the approach highlighted areas where designers and participants held radically different views. The tenet of our approach was that to overcome these differences we needed to create an empathic relationship between participants and designers. To achieve this we modified participatory design techniques to foster respectful engagement with participants in the development of a digital aid to facilitate "safe walking". The process begins with broad qualitative scoping and design work then moves to developing personally tailored, individual designs to further exploration of the experiential elements of the domain while reducing the need for the participants to engage in abstract thought. Reflection highlights a number of important areas that demand consideration when undertaking research in this area and, more generally, when performing design work with people with dementia.
Stephen Lindsay, Katie Brittain, Daniel Jackson 0002, Cassim Ladha, Karim Ladha, Patrick Olivier
CHI5
2012 The french kitchen: task-based learning in an instrumented kitchen
abstract
Ubiquitous computing technologies have traditionally striven to augment objects and the environment with sensing capabilities to enable them to respond appropriately to the needs of the individuals in the environment. This paper considers how such technologies might be harnessed to support language learning, and specifically Task-Based Learning (TBL). Task-Based Learning (TBL) involves doing meaningful tasks in a foreign language, emphasising the language's use in practice. TBL is seen as a highly engaging and motivating approach to learning a language, but is difficult to do in the classroom. Here, learners typically engage in activities that only simulate 'real-world' tasks, and as such only rehearse language use, rather than applying the language in practice. In this paper, we explore how an instrumented, context-aware environment whose design is grounded in pedagogical principles can support TBL. We present the French Kitchen, an instrumented kitchen for English speakers who are learning French, and describe a 46-participant evaluation of the kitchen. Based on the evaluation, we provide a set of design recommendations for those building instrumented systems for TBL.
Clare J. Hooper, Anne Preston, Madeline Balaam, Paul Seedhouse, Daniel Jackson 0002, Cuong Pham 0001, Cassim Ladha, Karim Ladha, Thomas Plötz, Patrick Olivier
UbiComp8
2011 Cueing for drooling in Parkinson's disease
abstract
We present the development of a socially acceptable cueing device for drooling in Parkinson's disease (PD). Sialorrhea, or drooling, is a significant problem associated with PD and has a strong negative emotional impact on those who experience it. Previous studies have shown the potential for managing drooling by using a cueing device. However, the devices used in these studies were deemed unacceptable by their users due to factors such as hearing impairment and social embarrassment. We conducted exploratory scoping work and high fidelity iterative prototyping with people with PD to get their input on the design of a cueing aid and this has given us an insight into challenges that confront users with PD and limit device usability and acceptability. The key finding from working with people with PD was the need for the device to be socially acceptable.
Roisin McNaney, Stephen Lindsay, Karim Ladha, Cassim Ladha, Guy Schofield, Thomas Plötz, Nils Y. Hammerla, Daniel Jackson 0002, Richard Walker 0005, Nick Miller, Patrick Olivier
CHI3