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David K. McGookin

dblp:92/1232 · DBLP profile ↗
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27ranked-venue papers
12as first author
0since 2021 · last 2020
0000-0002-0075-983XORCID · reported

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

Human-computer interaction and ubiquitous computing · 26 · 11 first-authorArtificial intelligence and machine learning · 1 · 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
12 papers
Ubiquitous computing and smart environments · 26% Personal fabrication and tangible interfaces · 20% Health and well-being technologies · 16%
Computer graphics and multimedia
2 papers
Audio and music processing · 87% Multimedia analysis and retrieval · 13%

Topics — the 16 heaviest of 23, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Personal fabrication and tangible interfaces › tangible interaction
everyday object augmentation
0.412020
"I just leaned on it!" Exploring Opportunistic Social Discovery of a Technologically Augmented Cushion · CHI 2020
Personal fabrication and tangible interfaces
tangible interaction
0.422019
Using Both Hands: Tangibles for Stroke Rehabilitation in the Home · CHI 2019
Clutching at straws: using tangible interaction to provide non-visual access to graphs · CHI 2010
Health and well-being technologies › rehabilitation
home rehabilitation
0.412019
Using Both Hands: Tangibles for Stroke Rehabilitation in the Home · CHI 2019
Ubiquitous computing and smart environments › location awareness
location-aware applications
0.412019
Investigating tangential access for location-based digital cultural heritage applications · Int. J. Hum. Comput. Stud. 2019
Health and well-being technologies › rehabilitation
stroke rehabilitation
0.412019
Using Both Hands: Tangibles for Stroke Rehabilitation in the Home · CHI 2019
Ubiquitous computing and smart environments
public displays
0.312018
Traces: Studying a Public Reactive Floor-Projection of Walking Trajectories to Support Social Awareness · CHI 2018
Collaborative and social computing › social media
self-presentation
0.312017
Investigating user generated presentations of self in face-to-face interaction between strangers · Int. J. Hum. Comput. Stud. 2017
Ubiquitous computing and smart environments › location-based services
location-based social networks
0.212014
Studying digital graffiti as a location-based social network · CHI 2014
Interaction techniques and input › non-visual interaction › auditory interaction
auditory display
0.112012
PULSE: the design and evaluation of an auditory display to provide a social vibe · CHI 2012
User interface design and tools
personal photo management
0.112019
Reveal: Investigating Proactive Location-Based Reminiscing with Personal Digital Photo Repositories · CHI 2019
Accessibility and assistive technology › assistive technology for visual impairment
non-visual access
0.112010
Clutching at straws: using tangible interaction to provide non-visual access to graphs · CHI 2010
Personal fabrication and tangible interfaces
tangible user interface
0.112010
Clutching at straws: using tangible interaction to provide non-visual access to graphs · CHI 2010
Collaborative and social computing › awareness
social awareness
0.112018
Traces: Studying a Public Reactive Floor-Projection of Walking Trajectories to Support Social Awareness · CHI 2018
Haptics and multimodal interaction › multimodal interaction
olfactory interaction
0.112006
Olfoto: designing a smell-based interaction · CHI 2006
Collaborative and social computing
social media
0.012012
PULSE: the design and evaluation of an auditory display to provide a social vibe · CHI 2012
Collaborative and social computing › social media
twitter
0.012012
PULSE: the design and evaluation of an auditory display to provide a social vibe · CHI 2012

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

field study · 0.9survey · 0.9interviews · 0.9experimental comparison · 0.9user study · 0.5qualitative analysis · 0.4deployment study · 0.4system development · 0.4field evaluation · 0.4content analysis · 0.3
YearPublicationVenuePosition
2020 Acoustic Transparency and the Changing Soundscape of Auditory Mixed Reality
abstract
Auditory headsets capable of actively or passively intermixing both real and virtual sounds are in-part acoustically transparent. This paper explores the consequences of acoustic transparency, both on the perception of virtual audio content, given the presence of a real-world auditory backdrop, and more broadly in facilitating a wearable, personal, private, always-available soundspace. We experimentally compare passive acoustically transparent, and active noise cancelling, orientation-tracked auditory headsets across a range of content types, both indoors and outdoors for validity. Our results show differences in terms of presence, realness and externalization for select content types. Via interviews and a survey, we discuss attitudes toward acoustic transparency (e.g. being perceived as safer), the potential shifts in audio usage that might be precipitated by adoption, and reflect on how such headsets and experiences fit within the area of Mixed Reality.
Mark McGill, Stephen A. Brewster, David K. McGookin, Graham A. Wilson
CHI3
2020 "I just leaned on it!" Exploring Opportunistic Social Discovery of a Technologically Augmented Cushion
abstract
While personal devices are often used to connect online with others far away, public media rarely offers opportunities to connect with collocated individuals. We explore novel interaction strategies to enhance opportunistic collocated sociality through technologically augmented daily objects. ThinkCushion is an augmented cushion allowing users to record and playback audio messages either explicitly or implicitly by leaning on it. We deployed ThinkCushion in an open coworking space and gathered quantitative and qualitative data over one month to unveil how individuals discovered it and interacted. We individuate three modes of discovery (serendipitous, spectated and facilitated) and their relations with situated socio-spatial aspects. We discuss the interplay of active and passive interaction modalities for locally accessing and creating content, and how verbal content can be used in either performative or informative ways. We suggest future research on how to design public technologies supporting collocated sociality already from the phase of technological discovery.
Beatrice Monastero, David K. McGookin, Tapio Takala
CHI2
2020 Collocated Sharing of Presentations of Self in Public Settings
abstract
Various mobile technologies proofed to enhance peoples collocated social interactions. In particular, user-generated presentations of self have proven beneficial, albeit in specific social settings. This field study interviewed 30 participants for their attitudes towards personal sharing in six public settings in a Nordic metropolitan area. We asked participants to draw what they want to share on an attachable paper sticker. We observed retention towards sharing in places with a more heterogeneous audience. Predominantly people’s attitudes towards sharing depended on an individual’s current context. Our results highlight the symbolic act of sharing in public as a factor for placing personal public displays. Further, we suggest leveraging the different strategies of extroverts and introverts for collocated social interactions.
Felix Anand Epp, Ilyena Hirskyj-Douglas, Maria Karyda 0002, David K. McGookin, Andrés Lucero
MUM4
2019 Using Both Hands: Tangibles for Stroke Rehabilitation in the Home
abstract
Stroke is one of the most common cause of long-term disability in the world, significantly reducing quality of life through impairing motor functions and cognitive abilities. Whilst rehabilitation exercises can help in the recovery of motor function impairments, stroke survivors rarely exercise enough, leading to far from optimal recovery. In this paper, we investigate how upper limb stroke rehabilitation can be supported using interactive tangible bimanual devices in the home. We customise the rehabilitation activities based on individual rehabilitation requirements and motivation of stroke survivors. Through evaluation with five stroke survivors, we uncovered insight into how tangible stroke rehabilitation systems for the home should be designed. The evaluation revealed the special importance of tailorable form factor and supporting self-awareness and grip exercises in order to increase the independency of stroke survivors to carry out activities of daily living.
Mikko Kytö, Laura A. Maye, David K. McGookin
CHI3
2019 Reveal: Investigating Proactive Location-Based Reminiscing with Personal Digital Photo Repositories
abstract
Recording experiences and memories is an important role for digital photography, with smartphone cameras leading to individuals taking increasing numbers of pictures of everyday experiences. Increasingly, these are automatically stored in personal, cloud-backed, photo repositories. However, such experiences can be forgotten quickly, with images 'lost' within the user's library, loosing their role in supporting reminiscing. We investigate how users might be provoked to view these images and the benefits they bring through the development and evaluation of a proactive, location-based reminiscing tool, called Reveal. We outline how a location-based approach allowed participants to reflect more widely on their photo practice, and the potential of such reminiscing tools to support effective management and curation of individual's increasingly large personal photo collections.
David K. McGookin
CHI1
2019 Investigating tangential access for location-based digital cultural heritage applications
abstract
As location-based digital cultural heritage applications are beginning to be applied outside ‘traditional’ cultural heritage sites, there is an increased need to consider their use amongst people who may be interested in the cultural heritage of a site, but have that interest as a tangential, opportunistic, aspect of their visit. We outline why this is important, and present issues in evaluating it. We then introduce Explore: a mobile, location-based, digital cultural heritage application for the Finnish recreational island of Seurasaari. By considering how the common visitor trajectory of a museum visit can be mapped onto a visit to the island, we were able to evaluate Explore with participants who were not primarily there to access cultural heritage. Evaluation with 45 participants over 5 days identified how the low immersion techniques used allowed participants to fit accessing cultural heritage around their visit, how participants managed group tension between those more and those less interested in Explore, as well as issues around considering the use of cultural heritage applications as a tangential purpose of a visit.
David K. McGookin, Koray Tahiroglu, Tuomas Vaittinen, Mikko Kytö, Beatrice Monastero, Juan C. Vasquez 0003
Int. J. Hum. Comput. Stud.1
2019 Head-mounted Displays, Smartphones, or Smartwatches? - Augmenting Conversations with Digital Representation of Self
abstract
Technologies that augment face-to-face interactions with a digital sense of self have been used to support conversations. That work has employed one homogenous technology, either 'off-the-shelf' or with a bespoke prototype, across all participants. Beyond speculative instances, it is unclear what technology individuals themselves would choose, if any, to augment their social interactions; what influence it may exert; or how use of heterogeneous devices may affect the value of this augmentation. This is important, as the devices that we use directly affect our behaviour, influencing affordances and how we engage in social interactions. Through a study of 28 participants, we compared head-mounted display, smartphones, and smartwatches to support digital augmentation of self during face-to-face interactions within a group. We identified a preference among participants for head-mounted displays to support privacy, while smartwatches and smartphones better supported conversational events (such as grounding and repair), along with group use through screen-sharing. Accordingly, we present software and hardware design recommendations and user interface guidelines for integrating a digital form of self into face-to-face conversations.
Ilyena Hirskyj-Douglas, Mikko Kytö, David K. McGookin
Proc. ACM Hum. Comput. Interact.3
2018 Traces: Studying a Public Reactive Floor-Projection of Walking Trajectories to Support Social Awareness
abstract
Walking trajectories have been used to understand how users interact with public displays. However, it has not yet been studied how displaying them in-situ could affect users' awareness about others' presence and activities. We present the study of an interactive public floor-projection called Traces. Traces projects the walking trajectories of individuals as they pass through the lobby of a university building. We investigated Traces through a 6 week in-field study. Our results outline how different uses and understandings of Traces contributed towards its appropriation as a glanceable display for social awareness. We outline design suggestions that future designers should consider to support social awareness with public displays.
Beatrice Monastero, David K. McGookin
CHI2
2018 Designing Bimanual Tangible Interaction for Stroke Survivors
abstract
Stroke is a significant cause of long-term disability, impairing over 10 million peoples motor function, primarily on one side of the body every year. Whilst effective rehabilitation exercises can help recover and maintain some affected motor function, stroke survivors often do not carry out enough of these. Instead relying on their 'good'; side to carry out tasks. However, this leads to poor recovery limiting the ability to carry out everyday bimanual tasks (such as dressing or cooking). We present work that seeks to support stroke survivors to engage in bimanual rehabilitation through interaction with augmented tangible objects that can be used to control everyday devices. Through a user-centered design process, we uncovered how bimanual rehabilitation can be supported. This led to the development of the ActivSticks device that allows bimanual rehabilitation and interaction with other devices and services.
Mikko Kytö, David K. McGookin, Wilfried Bock, Héctor A. Caltenco, Charlotte Magnusson
TEI2
2018 Uncover: supporting city exploration with egocentric visualizations of location-based content
Tuomas Vaittinen, David K. McGookin
Pers. Ubiquitous Comput.2
2017 Exploring Seasonality in Mobile Cultural Heritage
abstract
We present results of an investigation into the role of seasonality in mobile cultural heritage applications. 45 participants in 26 groups used one of two applications when visiting the Finnish recreational island of Seurasaari. Each provided summer and winter content, but varied in how this was presented. We uncovered how users consider seasonality in content, seasonal preferences, as well as how different media becomes more or less interesting if shown in or out of season. We present design considerations for future researchers to consider seasonality in cultural heritage applications.
David K. McGookin, Koray Tahiroglu, Tuomas Vaittinen, Mikko Kytö, Beatrice Monastero, Juan C. Vasquez 0003
CHI1
2017 Designing Interactive Systems for Balance Rehabilitation after Stroke
abstract
This paper presents four different tangible interactive prototypes designed to support the continuation of balance rehabilitation at home. The interactive prototypes are designed to provide a more enjoyable and experience when performing balance rehabilitation exercises. Early results from preliminary tests with stroke survivors and rehabilitation professionals are promising. The aim of the designs is to allow people at different levels of rehabilitation to engage into balance training and perform the exercises according to their current skills.
Héctor A. Caltenco, Anna Olsson, Afshin Aliyari, Charlotte Magnusson, David K. McGookin, Mikko Kytö, Ingibjörg Hjaltadóttir, Thóra B. Hafsteinsdóttir, Helga Jónsdóttir, Ingibjörg Bjartmarz
TEI5
2017 Tangible Interaction for Stroke Survivors: Design Recommendations
abstract
In this paper we outline the initial stages of a human centered design process aimed at the design of novel technology (tangible interactive objects) for stroke survivors. We found it useful to support standard methods, such as interviews and focus groups, with a video prototype in order to make the concept of tangible interaction, which was novel to our users, more clear. In addition we carried out a co-design workshop together with stroke survivors. Based on these activities, we present a set of preliminary design guidelines for tangible interaction for stroke survivors.
Charlotte Magnusson, Héctor A. Caltenco, David K. McGookin, Mikko Kytö, Ingibjörg Hjaltadóttir, Thóra B. Hafsteinsdóttir, Helga Jónsdóttir, Ingibjörg Bjartmarz
TEI3
2017 Augmenting Multi-Party Face-to-Face Interactions Amongst Strangers with User Generated Content
abstract
We present the results of an investigation into the role of curated representations of self, which we term Digital Selfs, in augmented multi-party face-to-face interactions. Advancements in wearable technologies (such as Head-Mounted Displays) have renewed interest in augmenting face-to-face interaction with digital content. However, existing work focuses on algorithmic matching between users, based on data-mining shared interests from individuals’ social media accounts, which can cause information that might be inappropriate or irrelevant to be disclosed to others. An alternative approach is to allow users to manually curate the digital augmentation they wish to present to others, allowing users to present those aspects of self that are most important to them and avoid undesired disclosure. Through interviews, video analysis, questionnaires and device logging, of 23 participants in 6 multi-party gatherings where individuals were allowed to freely mix, we identified how users created Digital Selfs from media largely outside existing social media accounts, and how Digital Selfs presented through HMDs were employed in multi-party interactions, playing key roles in facilitating strangers to interact with each other. We present guidance for the design of future multi-party digital augmentations in collaborative scenarios.
Mikko Kytö, David K. McGookin
Comput. Support. Cooperative Work.2
2017 Investigating user generated presentations of self in face-to-face interaction between strangers
Mikko Kytö, David K. McGookin
Int. J. Hum. Comput. Stud.2
2016 Phases of Urban Tourists' Exploratory Navigation: A Field Study
abstract
There is a lack of widely available mobile map applications that effectively support pedestrian tourists who prefer the freedom of exploring their surroundings, and might not have an explicit destination they are trying to reach in mind. Although research systems to support such exploratory navigation have been developed, these are often only studied in controlled trials. It is therefore unclear if researchers are covering all types of navigation tourists do. To get a comprehensive picture of tourists' navigation, we carried out a field study with 16 tourists, shadowing them during part of their visit to Helsinki. Our findings support designers of mobile applications by describing the phases and dynamics of exploration and wayfinding, as well as how existing popular navigation tools are used during exploration. The phases contribute towards a framework for assessing existing tools and developing new ones to cover all navigation activities tourists undertake. We present 5 design implications to support creating tools that take into account the real-world insights collected in the study.
Tuomas Vaittinen, David K. McGookin
Conference on Designing Interactive Systems2
2016 Understanding user attitudes to augmenting face-to-face interactions with digital and social media
abstract
A recent trend in HCI has been to employ wearable technology (such as Head-Mounted Displays (HMDs)) to help provoke and support face-to-face interaction through the presentation of, usually algorithmically matched, media from user social and digital media accounts. Such approaches could effectively support face-to-face interaction in many situations. However, work fails to consider the existing rich practices in how users manage their identity both face-to-face, and with existing social and digital media services. We present the results of 7 in-depth interviews on how users would wish to employ, manage and present social media in face-to-face encounters over a range of contexts and social relationships. We identified the importance of user control in selecting media, particularly when presenting to strangers, and how users would wish to present media to others. Our work provides guidance on how to more effectively employ existing media in face-to-face interaction.
David K. McGookin, Mikko Kytö
MUM1
2016 Wandertroper: supporting aesthetic engagement with everyday surroundings through soundscape augmentation
abstract
In this paper we present the design and evaluation of Wandertroper, a mobile system designed to support reengagement with everyday surroundings during daily walks. Wandertroper generates real-time sound based on the spectromorphology of the inhabited soundscape, which is manipulated by how the user walks. Through an iterative participatory design process using semi-structured group discussions and 'in-the-wild' evaluations, we outline how design aspects, such as the degree of output abstraction and aesthetic personalisation of use, facilitated users' engagement with everyday surroundings. We discuss how Wandertroper turned daily walks into personally-meaningful aesthetic experiences.
Beatrice Monastero, David K. McGookin, Giuseppe Torre
MUM2
2015 Exploratory Navigation for Runners Through Geographic Area Classification with Crowd-Sourced Data
abstract
Navigation when running is exploratory, characterised by both starting and ending in the same location, and iteratively foraging the environment to find areas with the most suitable running conditions. Runners do not wish to be explicitly directed, or refer to navigation aids that cause them to stop running, such as maps. Such undirected navigation is also common in other 'on-foot' scenarios, but how to support it is under-investigated. We contribute a novel method that uses crowd-sourced venue databases to rate a geographical area on its suitability to run in using linear regression. Our regression model is able to accurately predict the suitability of an area to run in (Pearson r=0.74) with a low mean error (RMSE=1.0). We outline how our method can support runners, and can be applied to other undirected navigation scenarios.
David K. McGookin, Dimitra Gkatzia, Helen Hastie
MobileHCI1
2014 Studying digital graffiti as a location-based social network
abstract
Increasing amounts of geo-tagged social media have led to interest in how that media can be re-integrated into the physical environment. Yet, although location information is often automatically appended to media, little is know about how users consider location in its creation and viewing. Using Graffiti as a design meme, we developed a novel social media service to investigate these issues. A two week field study showed how users incorporated both utilitarian and playful aspects of location into their social media creation, as well as revealing a disconnect between the location-media relationship intended by creators and perceived by viewers. We outline implications of our work for services that seek to repurpose existing geo-tagged social media in the design of novel services.
David K. McGookin, Stephen A. Brewster, Georgi Christov
CHI1
2012 PULSE: the design and evaluation of an auditory display to provide a social vibe
abstract
We present PULSE, a mobile application designed to allow users to gain a 'vibe', an intrinsic understanding of the people, places and activities around their current location, derived from messages on the Twitter social networking site. We compared two auditory presentations of the vibe. One presented message metadata implicitly through modification of spoken message attributes. The other presented the same metadata, but through additional auditory cues. We compared both techniques in a lab and real world study. Additional auditory cues were found to allow for smaller changes in metadata to be more accurately detected, but were least preferred when PULSE was used in context. Results also showed that PULSE enhanced and shaped user understanding, with audio presentation allowing a closer coupling of digital data to the physical world.
David K. McGookin, Stephen A. Brewster
CHI1
2012 Extreme navigation: introduction to the special issue
David K. McGookin, Charlotte Magnusson
Pers. Ubiquitous Comput.1
2010 Clutching at straws: using tangible interaction to provide non-visual access to graphs
abstract
We present a tangible user interface (TUI) called Tangible Graph Builder, that has been designed to allow visually impaired users to access graph and chart-based data. We describe the current paper-based materials used to allow independent graph construction and browsing, before discussing how researchers have applied virtual haptic and non-speech audio techniques to provide more flexible access. We discuss why, although these technologies overcome many of the problems of non-visual graph access, they also introduce new issues and why the application of TUIs is important. An evaluation of Tangible Graph Builder with 12 participants (8 sight deprived, 4 blind) revealed key design requirements for non-visual TUIs, including phicon design and handling marker detection failure. We finish by presenting future work and improvements to our system.
David K. McGookin, Euan Robertson, Stephen A. Brewster
CHI1
2009 Eyes-free overviews for mobile map applications
abstract
We outline two new auditory interaction techniques which build upon existing visual techniques to display off-screen points of interest (POI) in map based mobile computing applications. SonicPie uses a pie menu and compass metaphor, allowing a user to scroll around the environment, hearing off-screen POIs in a spatialised auditory environment. EdgeTouch integrates with the Wedge technique of Gustafson et al. [2], sonifying the POIs as the user comes into contact with them when moving his or her finger around a "sonification border".
David K. McGookin, Stephen A. Brewster
Mobile HCI1
2007 Initial Development of a PDA Mobility Aid for Visually Impaired People
David K. McGookin, Maya Gibbs, Annu-Maaria Nivala, Stephen A. Brewster
INTERACT (2)1
2006 Olfoto: designing a smell-based interaction
abstract
We present a study into the use of smell for searching digi-tal photo collections. Many people now have large photo libraries on their computers and effective search tools are needed. Smell has a strong link to memory and emotion so may be a good way to cue recall when searching. Our study compared text and smell based tagging. For the first stage we generated a set of smell and tag names from user de-scriptions of photos, participants then used these to tag pho-tos, returning two weeks later to answer questions on their photos. Results showed that participants could tag effec-tively with text labels, as this is a common and familiar task. Performance with smells was lower but participants performed significantly above chance, with some partici-pants using smells well. This suggests that smell has poten-tial. Results also showed that some smells were consistently identified and useful, but some were not and highlighted issues with smell delivery devices. We also discuss some practical issues of using smell for interaction.
Stephen A. Brewster, David K. McGookin
CHI2
2004 Understanding concurrent earcons: Applying auditory scene analysis principles to concurrent earcon recognition
abstract
Two investigations into the identification of concurrently presented, structured sounds, called earcons were carried out. One of the experiments investigated how varying the number of concurrently presented earcons affected their identification. It was found that varying the number had a significant effect on the proportion of earcons identified. Reducing the number of concurrently presented earcons lead to a general increase in the proportion of presented earcons successfully identified. The second experiment investigated how modifying the earcons and their presentation, using techniques influenced by auditory scene analysis, affected earcon identification. It was found that both modifying the earcons such that each was presented with a unique timbre, and altering their presentation such that there was a 300 ms onset-to-onset time delay between each earcon were found to significantly increase identification. Guidelines were drawn from this work to assist future interface designers when incorporating concurrently presented earcons.
David K. McGookin, Stephen A. Brewster
ACM Trans. Appl. Percept.1