Co-designing Innovations in Digital Storytelling with Older Adults. This project aims to investigate how emerging technologies can be leveraged to provide innovative ways for older adults to create and share their life stories to foster social wellbeing. Later life can be a time of considerable change, leaving people feeling disconnected from the people, places, and life events that are important to them. Autobiographical storytelling can help create links with one's past, but little is known ab ....Co-designing Innovations in Digital Storytelling with Older Adults. This project aims to investigate how emerging technologies can be leveraged to provide innovative ways for older adults to create and share their life stories to foster social wellbeing. Later life can be a time of considerable change, leaving people feeling disconnected from the people, places, and life events that are important to them. Autobiographical storytelling can help create links with one's past, but little is known about how technologies such as digital games and virtual reality can be used to enable older adults to share stories about their lives in a way that supports ongoing social interactions. This project is expected to co-design new forms of digital storytelling to improve social wellbeing of older adults. Read moreRead less
(Re)Designing Digital Justice. This project aims to address the challenge of (re)designing novel online court systems by introducing a human-centred design process to the legal process. This project will generate fundamental new knowledge in respect of how to effectively design an inclusive justice system, bridging the gap between the legal system and human-computer interaction. Expected outcomes include how to use technology to implement a more just, efficient, and fair legal system, which is a ....(Re)Designing Digital Justice. This project aims to address the challenge of (re)designing novel online court systems by introducing a human-centred design process to the legal process. This project will generate fundamental new knowledge in respect of how to effectively design an inclusive justice system, bridging the gap between the legal system and human-computer interaction. Expected outcomes include how to use technology to implement a more just, efficient, and fair legal system, which is accessible to all Australians. This should provide significant benefits for both Australian society and the legal system.Read moreRead less
Discovery Early Career Researcher Award - Grant ID: DE240100730
Funder
Australian Research Council
Funding Amount
$455,000.00
Summary
Hybrid Technologies for Tabletop Games . This project aims to develop design tools for hybrid games that combine technology with tabletop play. Through a detailed examination of successful hybrid boardgames and an iterative, human-centered design and evaluation process that explores embedding novel sensors and tools into boardgames, it will explore the design, use, and experience of hybrid games. Expected outcomes include design of innovative and reusable components, a framework for understandin ....Hybrid Technologies for Tabletop Games . This project aims to develop design tools for hybrid games that combine technology with tabletop play. Through a detailed examination of successful hybrid boardgames and an iterative, human-centered design and evaluation process that explores embedding novel sensors and tools into boardgames, it will explore the design, use, and experience of hybrid games. Expected outcomes include design of innovative and reusable components, a framework for understanding technologies that enable hybrid play, and a theory-based design methodology. Benefits include innovation in the tabletop game sector, fostering social connections for distanced families, and new applications of games for simulations in health, defence, and logistics.Read moreRead less
Discovery Early Career Researcher Award - Grant ID: DE190101151
Funder
Australian Research Council
Funding Amount
$398,000.00
Summary
Designing augmented eating interfaces to promote mindful eating. This project aims to develop and test novel augmented eating interfaces in order to address the contradiction between the concept of mindful eating (no distractions) and the reality of screen cultures (eating with screens). Eating while watching screens can be problematic because it can cause overeating, which can manifest into bigger health concerns such as obesity and heart disease. This project expects to generate new knowledge ....Designing augmented eating interfaces to promote mindful eating. This project aims to develop and test novel augmented eating interfaces in order to address the contradiction between the concept of mindful eating (no distractions) and the reality of screen cultures (eating with screens). Eating while watching screens can be problematic because it can cause overeating, which can manifest into bigger health concerns such as obesity and heart disease. This project expects to generate new knowledge in the field of human-food interaction. It presents two new augmented eating systems and a socio-technological study of these systems in use within Australian households. The expected outcomes include a framework on how to design interactive systems that encourage mindful eating without compromising the pleasures of screen-based media and the eating experience, and a greater theoretical understanding of how to support mindful eating in everyday practice.Read moreRead less
Improving Interactions for Digital Browsing of Large Collections. Browsing for information is an established and fundamental part of how people find the knowledge that they need. However, our current understanding of how browsing succeeds or fails is poor. This is because we have limited empirical data, and until recently, the available technologies to create detailed data on what people actually look at and when were very limited. As a result, digital browsing methods have been almost universal ....Improving Interactions for Digital Browsing of Large Collections. Browsing for information is an established and fundamental part of how people find the knowledge that they need. However, our current understanding of how browsing succeeds or fails is poor. This is because we have limited empirical data, and until recently, the available technologies to create detailed data on what people actually look at and when were very limited. As a result, digital browsing methods have been almost universally inferior to real-world counterparts. Given the lack of fundamental theories to inform design, this is unsurprising. After creating a detailed and systematic account of user behaviour in browsing, we will create novel designs that will accelerate the discovery of information, particularly for innovative work.Read moreRead less
Sociophysical Interactions: understanding the role of social and tangible technologies in maintaining good habits into old age. How can technology help us 'age well'? The project will study, design and evaluate novel information systems that integrate and support social engagement and physical activity in order to build foundational knowledge about these technologies and maintain the opportunities for social engagement and physical activity in our ageing population.
Humanising the Convergence of Information and Communication Technology. The convergence of Information and Communication Technologies (ICTs) enables delivery of multiple services by a single mobile device. Frequently ICT convergence is driven by the capabilities of the technology. However, if technologies are to be appropriated, that is enter into long-term use, they must be compatible with that use.
The University of Melbourne and Novell will establish a way of identifying opportunities f ....Humanising the Convergence of Information and Communication Technology. The convergence of Information and Communication Technologies (ICTs) enables delivery of multiple services by a single mobile device. Frequently ICT convergence is driven by the capabilities of the technology. However, if technologies are to be appropriated, that is enter into long-term use, they must be compatible with that use.
The University of Melbourne and Novell will establish a way of identifying opportunities for ICT convergence based on an understanding of appropriation. Our research project will examine the social and personal use of mobile ICTs by young people 16 to 22 years as the basis for understanding the human drivers of convergence.
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Discovery Early Career Researcher Award - Grant ID: DE180100315
Funder
Australian Research Council
Funding Amount
$368,446.00
Summary
Social attentive user interfaces for the age of interruption. This proposal aims to enable the development of social attentive user interfaces—those that employ sensors such as eye trackers and thermal cameras to monitor the locus and level of users' attention and adapt their behaviour accordingly. The project lies in the field of Human-Computer Interaction, drawing from machine learning methods to design novel user experiences. Expected outcomes include insights into how people manage their att ....Social attentive user interfaces for the age of interruption. This proposal aims to enable the development of social attentive user interfaces—those that employ sensors such as eye trackers and thermal cameras to monitor the locus and level of users' attention and adapt their behaviour accordingly. The project lies in the field of Human-Computer Interaction, drawing from machine learning methods to design novel user experiences. Expected outcomes include insights into how people manage their attention, new methods for attention estimation and classification, and novel systems for e-learning and work productivity that demonstrate these new capabilities. As a result, this project will provide the benefit of enabling system to no longer be blind to users’ attentional, social, and cognitive contexts.Read moreRead less
Using 3D printing to improve access to graphics by vision-impaired people. This project aims to investigate the possible benefits of 3D printing for production of accessible materials for vision-impaired people. Currently tactile graphics are used to provide severely vision-impaired adults and children with access to graphical content used in education and in orientation and mobility training. This project is expected to clarify the kinds of graphics for which 3D prints are better suited than ta ....Using 3D printing to improve access to graphics by vision-impaired people. This project aims to investigate the possible benefits of 3D printing for production of accessible materials for vision-impaired people. Currently tactile graphics are used to provide severely vision-impaired adults and children with access to graphical content used in education and in orientation and mobility training. This project is expected to clarify the kinds of graphics for which 3D prints are better suited than tactile graphics, and to build capacity within the national accessible format provision sector for the production and use of 3D prints. Benefits will include increased educational opportunities and quality of life for Australians with severe vision impairment, through improved access to graphic materials used in education and orientation and mobility training.
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