2,140 research outputs found

    Online Safety Perceptions, Needs, and Expectations of Young People in Southeast Asia: Consultations with Young People in Indonesia, Malaysia, Thailand, and Vietnam

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    Globally, children and young people's access to digital devices and online spaces are fundamental to what it means to be a young person in the contemporary context. Young people's access to digital technology earlier in life, and in greater numbers, has resulted in increased societal awareness and concern about ensuring their safety and wellbeing online. One manifestation of that concern is through calls for online platforms to take greater responsibility for safeguarding users' privacy and wellbeing. A growing body of work asserts the importance of technology industries adopting a human-centric approach when designing their online platforms and services to ensure those products are safer for the people who use them. In Southeast Asia in particular, penetration and use of online technologies among young people is rapidly advancing. It follows then that young people in this region should be included in discourses about and practices for online safety. This report describes outcomes of a project that explored online experiences of children and young people in four countries in Southeast Asia - Indonesia, Malaysia, Thailand, Vietnam - showing how young people in these countries perceive and experience key elements of their lives online. The report also presents young participants' ideas and aspirations about how to ensure they and their peers remain safe online, reinforcing the value of such ideas for key stakeholders when planning, developing, and operationalising their online products and services

    bump2bump: Designing and Evaluating Technology to Promote Maternal Wellbeing in the Transition to Motherhood

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    The notion of wellbeing is synonymous with feeling competent, supported and satisfied with one’s life. Understanding how to sustain one’s own wellbeing is important at times of significant life change. The transition to motherhood is characterised by major emotional and physiological changes, which can impact on maternal subjective wellbeing and affect pregnancy outcomes. While Human Computer Interaction (HCI) has begun to address some of the challenges in the prevention and treatment of affective disorders in vulnerable perinatal groups, approaches that promote holistic maternal wellbeing in the low-risk majority have received less attention. This thesis draws on the multidisciplinary legacy of digital intervention development, utilising best practice from eHealth and HCI. Six studies using quantitative and qualitative methods were conducted. Study 1 was a systematic, interdisciplinary literature review, which proposed an integrated framework of factors involved in the successful development and evaluation of digital perinatal wellbeing resources. Study 2 used qualitative methods to explore the contextualised usage of digital resources by perinatal women. Studies 3, 4 and 5 involved the iterative development and formative evaluation of a prototype (bump2bump). Study 6 used mixed methods to explore the longitudinal, in-the-wild usage of bump2bump by a group of women as they became mothers. This thesis contributes to current discourse in HCI on how technology might be used positively and presents recommendations regarding the development and use of digital resources in first time pregnancy. Digital resources are increasingly relied upon when community services are lacking, and usage of such resources is particularly nuanced at the transition to motherhood. Design features that support users’ trust in content, facilitate face-to-face interaction with local similar others, and provide brief, practical information were found to be most important in meeting user needs. These findings can be used to inform the development and evaluation of digital perinatal wellbeing resources

    Explore the relations between personality and gamification

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    Indiana University-Purdue University Indianapolis (IUPUI)Successful gamification motivates users to engage in systems using game-like experiences. However, a one-size-fits-all approach to gamification is often unsuccessful; prior studies suggest that personality serves as a key differentiator in the effectiveness of the approach. To advance the understanding of personality differences and their influence on users’ behavior and motivation in gamification, this dissertation is comprised of three studies that: 1) explore the relationships among individuals’ personality traits and preferences for different gamification features through an online survey; 2) investigate how people with different personality traits respond to the motivational affordances in a gamified application over a period of time through a diary study; and 3) reveal how individuals respond differentially to different kinds of leaderboard experiences based on their leaderboard rankings, the application domain, and the individuals’ personality traits through their responses to 9 dynamic leaderboards. The results from the first study show that extraversion and emotional stability are the two primary personality traits that differentiate users’ preferences for gamification. Among the 10 types of motivational affordances, extraverts are more likely to be motivated by Points, Levels, and Leaderboards. However, the results from the second (diary) study indicate that, after the first week, extraverts’ preferences for Points decreased. The motivation effects of Points and Leaderboards changed over the course of using the gamified application. The results from the third study confirm the findings from the first two studies about extraversion and revealed that ranking and domain differences are also effective factors in users’ experiences of Leaderboards in gamification. Design guidelines for gamification are presented based on the results of each of the three studies. Based on a synthesis of the results from these three studies, this dissertation proposes a conceptual model for gamification design. The model describes not only the impact of personality traits, domain differences, and users’ experience over time, but also illustrates the importance of considering individual differences, application context, and the potential significance of user persistence in gamification design. This research contributes to the HCI and gamification communities by uncovering factors that will affect the way that people respond to gamification systems, considered holistically

    An affective appraisal approach to shared decision-making: Theory, evidence and interventions for parents and carers of children with mental problems

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    Background: Policy guidelines recommend service user involvement in care and treatment decision-making as a person-centred approach to improving health outcomes. However, most shared decision-making (SDM) models are perceived as a rational process. There is a need for research exploring the role of emotions in children and young people’s mental health (CYPMH) decisions. This thesis aimed to develop an affective appraisal approach to SDM based on theory and evidence and to develop and pilot an intervention to support parents/carers and promote SDM. Methods: Several study designs were adopted. (1) Qualitative synthesis to understand the emotional experiences of parents. (2) Logistic regression analysis of parental help-seeking. (3) Multilevel modelling to investigate SDM in CYPMH services. (4) Interviews and focus groups with parents/carers and healthcare professionals to further explore the effect of emotions on SDM. (5) Scoping review to identify and examine existing decision support interventions. (6) Feasibility and acceptability randomised controlled trial of a novel intervention. Findings: (1) Seven categories describing parents’ emotions emerged as influencing factors to CYPMH care and treatment decisions. (2) A negative association between parental worry and help-seeking was found. (3) Almost 70% of parents reported experiencing SDM in CYPMH, and findings justified a multilevel approach to studying SDM. (4) A framework for an affective appraisal model of SDM emerged. (5) Twenty-three existing interventions were identified, incorporating an average of 4.57 elements of SDM. Time, accessibility and appropriateness emerged as factors influencing usage and implementation. (6) Although, the novel intervention (Power Up for Parents) was found to be acceptable, some changes to the recruitment strategy may be needed before upgrading to a full trial. Conclusion: This thesis provides a theoretical understanding that parents are ‘expected to, but not always able to’ be actively involved in care and treatment decisions. Integrating this concept in CYPMH may help to inform policy and practice for the implementation of SDM. These findings also provide insight for researchers to establish a foundation for developing future interventions using the affective appraisal approach

    Designing the domestic Internet of Things using a practice-orientated perspective

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    The Internet of Things (IoT) is a system of sensing, actuating and networked objects, often discussed as delivering efficiency through machine determined, automated decision making and action to achieve ‘Smartness’ in a logistically based paradigm. When applied to the domestic space these values are touted as beneficially controlling lighting, heating and entertainment to improve efficiency and comfort, while reducing costs. This approach follows the external goods of effectiveness, reducing everything to an objective value/cost proposition; however, the home is a subjectively experienced space incorporating differing values, so this reductive perspective overlooks a wider spectrum of inhabitant’s concerns relating to their daily activities and the domestic space. Furthermore, this approach can supplant involvement in domestic activities by treating these as computable problems to solve, alienating users through automation, a lack of transparency and poor understanding of the reasoning behind machine decision making. Existing attempts to address this topic indicate Techno-Centric approaches impact on understanding and engagement with the domestic space; Human-Centric perspectives focus on supporting people’s subjective experiences by prioritising their activities, sense-making and sensory experiences within the design process; Beyond Human-Centric IoT perspectives broaden this understanding to propose non-hierarchical, flat ontologies for the IoT and the implications this has on integrating human/non-human agency in the IoT, generally and domestically. This supported an approach utilising Practice Theory, a development of organising concepts for theorising social life, with sociality dependent on activities conducted with materials to develop a coherent sense of self and which understands place as a meshwork of human/non-human agency. Practice Theory is applied within a Design Research approach using a synergistic Participatory Action Research (PAR) / Participatory Design (PD) process. Exploring Domestic Practices contextualised the IoT through a range of methods including interactive installations, interviews and design workshops, uncovering participant attitudes towards the IoT, generating Practice Themes and specific examples of practices and constituent elements. These acted as User Generated Values (UGV) in a Values-Led PD process to inform the project pathway and the conceptualisation of a Practice-Oriented IoT through PAR’s Action-Reflection spirals. Additionally, a parallel PD process explored the effective communication of UGV within Professional Design Practice (PDP) workshops with the intent of reducing communicative distance between end-users and developers, supporting communication of user’s attitudes towards the IoT and Practice within PDP through inclusion as guiding values. Models of the IoT balancing Practice and technical concerns, workshops and toolkit were developed iteratively, leading to an outcome modelling the IoT and Practice within a flat ontology. Through this, and by embedding Practice within the IoT itself, IoT agency was reframed from automation towards assistiveness in Practice and IoT values shifted from efficiency in external goods of effectiveness towards internally derived goods of excellence, supporting skill development, engagement and reflection on action. This identifies the value of using PAR and PD to consider people’s values, goals and existing practices when developing the domestic IoT. This was particularly valuable in exploring Practice to understand people’s activities in the home and contextualise attitudes towards the IoT. This informed the development of a framework balancing the IoT’s technological nature with people’s activities and values, a system guided by Practice elements reciprocally informing and supporting participant engagement in dynamically developing domestic practices

    Brain-Computer interfaces: from research to consumer products

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    Brain-computer interfaces have recently made its way into a consumer setting where it could potentially reach new areas of impact. This dissertation addresses the question of how this change in setting impact the experience of the ethical concerns in researchers and consumer innovators. The concept of responsible research and innovation is a novel attempt at expanding the discussion of ethics to both research and innovation. This thesis argues that research settings and consumer innovation settings have different experiences of ethical concerns, which makes this combination a challenge. This thesis also argues that the brain-computer interface discourse has challenges when discussing ethical because they are not often explicitly addressing the nuances in experience there is between different settings. This dissertation contributes to the understanding of what these differences in understanding are and shows that significant changes can be made to reduce the gap between the two settings. This is done with the usage of the AREA which gives a broad understanding of how the ethical concerns are experienced in the two settings. By describing the nuances in the experience of ethical concerns in the two settings, this thesis discusses the impact on both the brain-computer interface discourse as well as the responsible research and innovation discourse.This project/research has received funding from the European Union’s Horizon 2020 Framework Programme for Research and Innovation under the Specific Grant Agreement No. 785907 (Human Brain Project SGA2

    If I Can\u27t Predict My Future, Why Can AI? Exploring Human Interaction with Predictive Analytics

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    This research study seeks to understand how AI-based chatbots can potentially be leveraged as a tool in a PSYOP. This study is methodologically driven as it employs validated scales concerning suggestibility and human-computer interaction to assess how participants interact with a specific AI chatbot, Replika. Recent studies demonstrate the capability of GPT-based analytics to influence user’s moral judgements, and this paper is interested in exploring why. Results will help draw conclusions regarding human interaction with predictive analytics (in this case a free GPT-based chatbot, Replika) to understand if suggestibility (how easily influenced someone generally is) impacts the overall usability of AI chatbots. This project will help assess how much of a concern predictive AI chatbots should be considered as virtual AI influencers and other bot-based propaganda modalities emerge in the contemporary media environment. This study uses the CASA paradigm, medium theory, and Boyd’s theory of conflict to explore how factors that often drive human computer interaction— like anthropomorphic autonomy and suspension of disbelief— potentially relate to suggestibility or chatbot usability. Overall, this study is interested in specifically exploring if suggestion can predict usability in AI chatbots

    Cyborg bodies and the search for self: an ethnographic exploration of supportive technologies as tools to mitigate daily distresses

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    This dissertation explores the ways in which individuals embody cyborg realities through engaging with technological aids. It examines how these interactions have the potential to bring to light new ways of thinking about and experiencing daily distresses. Pertinent human technology interaction was observed through an overarching cyborg lens, embedded in posthumanist thought. The study began with a “human as cyborg” ontology that sought to impress upon readers the intimacy with which technology is entangled in our lives. It aimed to call to attention the use of the cyborg myth as it is concerned with “transgressed boundaries, potent fusions, and dangerous possibilities” (Haraway, 1985:7). The study followed a cyber ethnographic strategy, where cyber ethnography refers to a virtual research method that observes social and cultural phenomena that are mediated by online interactions. Data was collected over a period of eight months, beginning in December 2020 and ending in July 2021. It was collected through the following means: a short self-administered online questionnaire, computer mediated in-depth interviews, and group interviews. I also kept a journal on reflections of my own use of these supportive technologies. After analysing the results of in-depth interviews with nine primary participants and twenty-six online questionnaires, the following key themes were brought to light: Firstly, the tethered self, or cyborg self, engages in evolved acts of ‘care of the self’ mitigated through supportive technology use. Secondly, access to new technologies brings about new ways of performing the self. Thirdly, engagement with supportive technologies provides opportunity for aiding distress in the way of encouraging self-reflective and self-interrogation behaviours as seen in mobile health app use. This constant self-interrogation behaviour in turn develops a kind of technological dependency, characterized by escapism and evolved methods of self- soothing. Lastly, exploring the use of technology to aid distress revealed that technologies generate equal opportunities for improved well-being, as they do for a decreased sense of connectedness and security. The research demonstrates that supportive technology use is entangled in the fabric of our everyday lives. Through it we fashion our identities, alleviate distress, evade distress, and discover new causes of distress.Thesis (MSocSci) -- Faculty of Humanities, Anthropology, 202

    Ambient Intelligence with Wireless Grid Enabled Applications: A Case Study of the Launch and First Use Experience of WeJay Social Radio in Education

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    Wireless grid and ambient intelligent (AmI) environments are characterized as supportive of collaboration, interaction, and sharing. The conceptual framework advanced for this study incorporated the constructs of innovation, creativity and context awareness while offering emergence theory -- emergent properties, structures, patterns and behaviors -- to frame and investigate a wireless grid enabled social radio application which was theorized to be potentially transformative and disruptive. The unintended consequences and unexpected possibilities of wireless grid and smart environments were also addressed. Using a single case study, drawing upon multiple data collection methods, this research investigated the deployment and use experience of WeJay, an application incubated through the Wireless Grids Innovation Testbed (WiGiT), from the perspective of beta trial participants. Guided by the broad research question -- Do wireless grid enabled applications, such as WeJay social radio, add to the potential for new and transformative outcomes for people, information and technology when deployed in an academic setting? -- this empirical study sought to: a) learn more about the launch experience of this first pre-standards wireless grid enabled application among WiGiT members and selected Syracuse University students and faculty; b) understand how this application was interpreted for use; c) determine whether novel and unexpected uses emerged; d) investigate whether wireless grid enabled environments fostered innovation and creativity; and e) elicit whether a conceptual relationship was emerging between wireless grid and AmI environments, focusing on context-awareness and ambient learning. While this early stage of diffusion and first user sample was a key limitation of the study it was also the core strength. Although challenged by the state of readiness of WeJay, study findings supported the propositions that WeJay fosters innovation and creativity; that novel and unexpected uses were generated; and that the theorized relationship between wireless grid applications and embedded awareness does exist. Recommendations for enhanced tool readiness were made and embedded smartness was found to be both desirable and beneficial. This research makes a contribution as a bridge study for future research while having theoretical and methodological implications for research and practice. Social, emotion/affect, and human-centered computing (HCC) dimensions emerged as rich areas for further research

    Procrastination on social networking sites: types, triggers, and socio-technical countermeasures.

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    Procrastination has become an important field in academic research and refers to a voluntary delay in performing tasks that need to be done. Procrastination can lead to negative consequences such as low academic performance, low work productivity and anxiety. Numerous studies have examined the factors that may lead people to procrastinate, such as low self-efficacy, low self-regulation and low self-esteem. Social networking sites (SNSs) may facilitate procrastination; for example, notifications could be a distraction that promotes procrastination for people, preventing them from performing their original tasks. This Thesis aims to understand how procrastination on SNS occurs, the role of SNS design in triggering it and how to engineer social media to combat it through existing and novel features. Then, this knowledge will be used to develop a method to combat procrastination on SNS. This method will be informed by psychological theories as well as technical and socio-technical countermeasures. To achieve this goal, a mixed methods approach was conducted with SNS users, including focus groups and diary studies, co-design sessions and surveys. The results of these studies helped to develop a method that helps users to gain more control over their procrastination on SNS. The developed method is supported by persuasive techniques including reminders and suggestions, which help to persuade users to change their usage style without forcing them toward the change. Finally, the developed method was evaluated with SNS users who self-declared as procrastinators on SNS. The evaluation study examines five aspects: clarity, procrastination awareness, coverage, effectiveness and acceptance. The results demonstrated that the combating procrastination on SNS method (D-Crastinate) helps to improve users’ control over their procrastination
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