627 research outputs found

    HCI and Health: Learning from Interdisciplinary Interactions

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    HCI has multidisciplinary roots and has drawn from and contributed to different disciplines, including computer science, psychology, sociology, and medicine. There is a natural overlap between health and HCI researchers, given their joint focus on utilising technologies to better support people’s health and wellbeing. However, the best digital health interventions are not simply the result of the ‘application’ of HCI to the domain of healthcare, but emerge when researchers from both camps seek to overcome differences in disciplinary practices, traditions, and values in order to collaborate more effectively and productively. We propose a special interest group (SIG) to include interdisciplinary researchers (i.e., participants active in both communities) as well as researchers from either discipline, but with interests in the other field

    Safer Interactive Medical Device Design: Insights from the CHI+MED Project

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    Interactive medical devices such as infusion pumps, monitors and diagnostic devices help save lives. However, they are also safety critical in that they may fail in use and patient harm or death ensue. It is not just that the software and hardware should meet their specification. The design should help ensure users do not make mistakes. Safety factors become more important as medical devices become mobile and are used by patients as part of their everyday life rather than by trained professionals in well-defined hospital environments. Regulators are increasingly taking home-use seriously as a result of device recalls due to devices that have caused patient harm. We give insights from the research on the CHI+MED project (www.chi-med.ac.uk). It has focussed on understanding how the design of interactive medical devices can support safety. CHI+MED also developed practical tools and guidance that we review

    Understanding people: A course on qualitative and quantitative HCI research methods

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    This course will provide an introduction to methods used in Human-Computer Interaction (HCI) research. An equal focus will be given to both the quantitative and qualitative research traditions used to understand people and interactional contexts. We shall discuss these major research traditions along with their contemporary framings (e.g., in-the-wild research and Interaction Science). By the end of the course attendees will have a detailed understanding of how to select and apply methods to address a range of problems that are of concern to contemporary HCI researchers

    Research Methods for HCI: Understanding People Using Interactive Technologies

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    This course will provide an introduction to methods used in Human-Computer Interaction (HCI) research. An equal focus will be given to both the quantitative and qualitative research traditions used to understand people and interactional contexts. We shall discuss these major philosophical traditions along with their contemporary framings (e.g., in-the-wild research and Interaction Science). By the end of the course attendees will have a detailed understanding of how to select and apply methods to address a range of problems that are of concern to contemporary HCI researchers

    Knowledge and Skills Sets for Telecare Service Staff in the Context of Digital Health

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    Telecare services have an established place within the United Kingdom. Through using online technologies to help mostly older people to remain at home, they are recognised as having a support role for health as well as social care. This positions telecare services within the broader realm of ‘digital health’. As that position becomes more embedded, it poses questions about the nature of tasks that are (or should be) undertaken by telecare staff, and regarding the knowledge and skills that are required. A convergence of telecare and telehealth services is indicated together with a need for some kind of accord or accommodation. This paper summarises the United Kingdom policy context; references the technologies that are provided by telecare services or can be linked to them; notes briefly the impact of the COVID-19 pandemic; and proposes six knowledge and skills sets. Outcomes of the UTOPIA study undertaken in England from 2016 to 2017 are drawn upon: this study provided important information from over 100 local authority telecare managers.   &nbsp

    Increasing participation in the information society by people with disabilities and their families in lower-income countries using mainstream technologies

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    Assistive technology (AT) has been actively researched, developed and implemented throughout higher-income countries, but is relatively absent from lower-income countries. In lower-income countries, there is very little AT for reading, writing, communicating and for participation in the information society. In order for persons with disabilities in lower-income countries to participate fully in society, mainstream information and communication technologies (ICTs) such as mobile phones should be used as AT. This paper explores the potential for using mainstream ICTs as AT in lower-income countries, keeping in mind current ICT trends, characteristics of the post-PC era and ICT-based AT in higher-income countries. The paper concludes with a case study where mobile phones and SMS were used by people with disabilities and their caregivers to access information in a resourced-limited community in Bogota, Colombia. Mobile phones, a readily available mainstream ICT in this community, were a useful tool for addressing the information exclusion of people with disabilities and caregivers

    Surveillance Technology in Dementia Care: Implicit Assumptions and Unresolved Tensions

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    This paper examines the concept of “Surveillance Technology [ST]” as it is used in ageing and dementia research but which suffers from poor definition. We attempt to clarify this imprecision by contextualizing a brief history of the development of ST and provide a summary of the research in this area. We contrast this with the responses provided by a public and patient involvement group of people living with a dementia diagnosis, or experience of supporting people with dementia. ST operates in multiple interacting ways, all of which need to be taken into account in research, public and policy debate. As a technology it is often seen as a way of assisting individuals and therefore classified as an Assistive Technology [AT]. However, the meaning of ST used in dementia care has pragmatic implications beyond the meeting of the needs for “safety and independence”; ideas which is often used to justify its use. We argue that there is need to interrogate the terms “Surveillance” and “Technology” more carefully if ST is to be considered as empowering for people with dementia. This tension is brought out in the accounts present in a group discussion on ST and its use. This paper argues that there needs to be an acknowledgement that the purposes of such technologies need to be regularly reviewed in order for society to keep up with the rapidly changing pace of technology and the changing needs of users

    The design principles of edutainment system for autistic children with communication difficulties

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    The number of children with autism is increasing worldwide. Children with autism face three major problems; socializing, communicating, and behaviour. Approximately 50% of all individuals with autism have difficulties in developing functional language owing to communication deterioration. Mobile devices with installed educational games help these individuals feel more comfortable and relaxed doing such activities. Although numerous mobile applications are available for individuals with autism, they are difficult to use; particularly in terms of user-interface design. This study analysed the existing apps in order to determine the design principles applicable to the Edutainment App being studied. Five applications were involved in this analysis. As outlined in the objectives of this study, identifying these design principles is important in designing the app. The analysis identified fifteen suggestions for the design principles. These suggestions addressed, simple interfaces; image size; number of pictures; home page icon; colour; having images identical to real life objects; the use of caregivers; navigation; password-protection; audio appropriate to the images; the app language used; evaluating parameters to measure the child’s growth; option for photo loading; PECS-based communication; and sentence pronunciation function. These recommendations are offered by this study towards designing and developing a prototype app for autistic children. This study introduces an edutainment-system design principle formulated to help develop the communication skills of children with autism-spectrum disorders. This study also describes the design, implementation, and evaluation of the ICanTalk app-a mobile edutainment app that can be used to improve users’ understanding and communication skills and help them to connect with society and the surrounding environment particularly for autistic children with communication difficulties. This app allows caregivers to create personalized content using pictures and audio on their mobile devices (tablets). The evaluation of the app by teachers suggests that it is useful and easy-to-use. In conclusion, based on the evaluation results, it is found that the ICanTalk app is effective in helping autistic children with communication difficultie

    Lessons on Collecting Data from Autistic Children Using Wrist-Worn Sensors

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    Autism is a diverse neurodevelopmental condition that has a hugely varying impact of the lives of autistic people. It is only in the last decades that a greater understanding and public awareness of the autism spectrum has come about, in-part thanks to a growing body of research into the condition. Wearable technology offers great promise in furthering autism research by providing an ability to do detailed behavioral analysis in real-life settings, such as in schools, with minimal intrusion. Such work is particularly crucial in exploring behaviours of those with complex needs and intellectual disabilities, a group who traditionally have been under-served. To achieve this there is a need for wearables that are both practical and acceptable to the individuals being studied. This paper presents our findings from a human-centred design approach to developing and deploying wrist-worn sensors among a diverse population of 16 autistic and 12 neurotypical children over a period of several months. Findings and recommendations from this work highlight the need to take both sensory factors and emotional dysregulation into account when designing wearables for autism. Individual aesthetic and social considerations are particularly important for older children. Equally, a period of sensor desensitisation is necessary when working among those with more complex needs
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