485 research outputs found

    Associations between inattention and impulsivity ADHD symptoms and disordered eating risk in a community sample of young adults

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    BACKGROUND: Symptoms of attention deficit hyperactivity disorder (ADHD) and trait impulsivity have been associated with disordered eating but are seldom assessed in community studies, or longitudinally and little is known about the mediating mechanisms. METHODS: We tested associations between ADHD symptoms and disordered eating cross-sectionally and between trait impulsivity and disordered eating longitudinally. We utilised data from a normative cohort of young adults (642 participants: 65% female, M(age) = 23 years). Participants were classified as high risk or low risk for disordered eating using the SCOFF instrument. In the first two steps of both cross-sectional and longitudinal hierarchical logistic regression models, demographics and covariates were entered. For the cross-sectional regression, Adult ADHD self-report scale (ASRS) scores, separated into inattentive and hyperactive/impulsive symptoms, were entered in the third step. In a separate longitudinal model, Barratt impulsivity scale subscales (attentional, motor and non-planning impulsivity) were entered in the third step. Depression, as assessed by the moods and feelings questionnaire (MFQ), was examined as a mediator. RESULTS: Cross-sectionally, sex, MFQ score and inattentive symptoms predicted disordered eating risk (model R(2) = 20%). Longitudinally, sex, MFQ score and attentional impulsivity predicted disordered eating risk (model R(2) = 16%). The relationship between inattentive symptoms and the disordered eating risk was partially mediated by MFQ score, whereas the relationship between attentional impulsivity and the disordered eating risk was fully mediated by MFQ scores. CONCLUSIONS: These data highlight (1) a specific role for inattentive symptoms of ADHD and (2) the importance of both depression and impulsivity in predicting eating disorder risk

    Maker Movements, Do-It-Yourself Cultures and Participatory Design: Implications for HCI Research

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    Falling costs and the wider availability of computational components, platforms and ecosystems have enabled the expansion of maker movements and DIY cultures. This can be considered as a form of democratization of technology systems design, in alignment with the aims of Participatory Design approaches. However, this landscape is constantly evolving, and long-term implications for the HCI community are far from clear. The organizers of this one-day workshop invite participants to present their case studies, experiences and perspectives on the topic with the goal of increasing understanding within this area of research. The outcomes of the workshop will include the articulation of future research directions with the purpose of informing a research agenda, as well as the establishment of new collaborations and networks

    Recalibrating the White Cube as a hub for social action

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    A new form of practice is developing in which cultural organisations are transformed from white cubes to hubs for social action and learning. Focus extends from the showing of art to its creation, and the empowerment and agency of communities through enactive learning. In this model the arts organisation acts as a catalyst for collaborative action and enquiry involving academia and a wider ecosystem of communities and stakeholders including the public, artists, digital creative industry, maker spaces and local government. The new model entails embedding of research, innovation and arts practice within the arts organisation itself. We illustrate the approach with examples of projects spanning mental health, physical disability, young people, veterans, children and parents, which have had a real impact on health and well-being of our communities

    Recalibrating the White Cube as a hub for social action

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    A new form of practice is developing in which cultural organisations are transformed from white cubes to hubs for social action and learning. Focus extends from the showing of art to its creation, and the empowerment and agency of communities through enactive learning. In this model the arts organisation acts as a catalyst for collaborative action and enquiry involving academia and a wider ecosystem of communities and stakeholders including the public, artists, digital creative industry, maker spaces and local government. The new model entails embedding of research, innovation and arts practice within the arts organisation itself. We illustrate the approach with examples of projects spanning mental health, physical disability, young people, veterans, children and parents, which have had a real impact on health and well-being of our communities

    Future Research Directions for Innovating Pedagogy

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    A series of reports on Innovating Pedagogy were launched in 2012 to look at the trends that show how practitioners may engage in innovation in pedagogy. This paper looks at the latest set of trends, and highlights four 2015 trends that seem particularly rich for researchers to explore in the next five years

    Designing assisted living technologies 'in the wild' : preliminary experiences with cultural probe methodology

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    Background There is growing interest in assisted living technologies to support independence at home. Such technologies should ideally be designed ‘in the wild’ i.e. taking account of how real people live in real homes and communities. The ATHENE (Assistive Technologies for Healthy Living in Elders: Needs Assessment by Ethnography) project seeks to illuminate the living needs of older people and facilitate the co-production with older people of technologies and services. This paper describes the development of a cultural probe tool produced as part of the ATHENE project and how it was used to support home visit interviews with elders with a range of ethnic and social backgrounds, family circumstances, health conditions and assisted living needs. Method Thirty one people aged 60 to 98 were visited in their homes on three occasions. Following an initial interview, participants were given a set of cultural probe materials, including a digital camera and the ‘Home and Life Scrapbook’ to complete in their own time for one week. Activities within the Home and Life Scrapbook included maps (indicating their relationships to people, places and objects), lists (e.g. likes, dislikes, things they were concerned about, things they were comfortable with), wishes (things they wanted to change or improve), body outline (indicating symptoms or impairments), home plan (room layouts of their homes to indicate spaces and objects used) and a diary. After one week, the researcher and participant reviewed any digital photos taken and the content of the Home and Life Scrapbook as part of the home visit interview. Findings The cultural probe facilitated collection of visual, narrative and material data by older people, and appeared to generate high levels of engagement from some participants. However, others used the probe minimally or not at all for various reasons including limited literacy, physical problems (e.g. holding a pen), lack of time or energy, limited emotional or psychological resources, life events, and acute illness. Discussions between researchers and participants about the materials collected (and sometimes about what had prevented them completing the tasks) helped elicit further information relevant to assisted living technology design. The probe materials were particularly helpful when having conversations with non-English speaking participants through an interpreter. Conclusions Cultural probe methods can help build a rich picture of the lives and experiences of older people to facilitate the co-production of assisted living technologies. But their application may be constrained by the participant’s physical, mental and emotional capacity. They are most effective when used as a tool to facilitate communication and development of a deeper understanding of older people’s needs

    The design-by-adaptation approach to universal access: learning from videogame technology

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    This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation

    Human-centered Explainable AI: Towards a Reflective Sociotechnical Approach

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    Explanations--a form of post-hoc interpretability--play an instrumental role in making systems accessible as AI continues to proliferate complex and sensitive sociotechnical systems. In this paper, we introduce Human-centered Explainable AI (HCXAI) as an approach that puts the human at the center of technology design. It develops a holistic understanding of "who" the human is by considering the interplay of values, interpersonal dynamics, and the socially situated nature of AI systems. In particular, we advocate for a reflective sociotechnical approach. We illustrate HCXAI through a case study of an explanation system for non-technical end-users that shows how technical advancements and the understanding of human factors co-evolve. Building on the case study, we lay out open research questions pertaining to further refining our understanding of "who" the human is and extending beyond 1-to-1 human-computer interactions. Finally, we propose that a reflective HCXAI paradigm-mediated through the perspective of Critical Technical Practice and supplemented with strategies from HCI, such as value-sensitive design and participatory design--not only helps us understand our intellectual blind spots, but it can also open up new design and research spaces.Comment: In Proceedings of HCI International 2020: 22nd International Conference On Human-Computer Interactio

    Psychology

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    The Internet explosion and broad interest in collaborative technology have driven increased interest in the field of computer-supported cooperative work (CSCW). Historically, behavioral research on CSCW applications has reflected a strong influence from ethnomethodology. This article argues that the CSCW community should adopt a stronger orientation to other social science disciplines, particularly psychology. Greater attention to the psychological literature provides three benefits. First, psychologists offer well-validated principles about human behavior in group and organizational contexts that are relevant to CSCW research. Second, psychologists offer reliable and proven measures of human behavior that, if adopted by CSCW researchers, can provide a uniform basis for comparison across studies. Finally, psychologists offer data collection and analysis methods that identify salient and generalizable features of human behavior, which may lead to the development of universal principles of CSCW design.Peer Reviewedhttp://deepblue.lib.umich.edu/bitstream/2027.42/68835/2/10.1177_089443939801600106.pd
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