112 research outputs found

    A Human Operator Model for Medical Device Interaction Using Behavior-Based Hybrid Automata

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    This paper describes the design and implementation of a control-theoretic model that can be used to model both the discrete and continuous behavior of a human operator. The human operator model can be used to compare different device user interfaces in terms of human performance. The implemented human operator model combines an ON–OFF control model and a behavior-based hybrid automaton with three controllers. The controllers, defined as continuous, discrete, and fine-tuning behavior, simulate the user’s conceptual model of the user interface. The device model used is that of a commercial syringe pump with chevron keys, described as a formal specification. Results of the human operator model simulation were generated for 20 different numbers obtained from syringe pump log files. The simulation results werecompared over 33 trials to a lab study employing a device based on the formal specification. The result of the simulation shows a significant similarity to the result of the lab study for all the numbers used

    Ways of walking: understanding walking's implications for the design of handheld technology via a humanistic ethnographic approach

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    It seems logical to argue that mobile computing technologies are intended for use “on-the-go.” However, on closer inspection, the use of mobile technologies pose a number of challenges for users who are mobile, particularly moving around on foot. In engaging with such mobile technologies and their envisaged development, we argue that interaction designers must increasingly consider a multitude of perspectives that relate to walking in order to frame design problems appropriately. In this paper, we consider a number of perspectives on walking, and we discuss how these may inspire the design of mobile technologies. Drawing on insights from non-representational theory, we develop a partial vocabulary with which to engage with qualities of pedestrian mobility, and we outline how taking more mindful approaches to walking may enrich and inform the design space of handheld technologies

    Imagining a digital future: how could we design for enchantment within the special education curriculum?

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    The implementation of the new “Successful Futures” curriculum in the UK, means that learners between the ages of 3 to 16 will be challenged to use digital media to develop their life skills, personal confidence, work skills, career planning, health and well-being (Donaldson, 2015). Teaching staff, responsible for delivering this multi-faceted programme for learners with profound disabilities, have reported that the perceived benefits of technology are misaligned to individual needs and capabilities. This is particularly evident when combined with a developmental approach that favours the achievement of milestones rather than discovery-led, task free, interaction (Simmons, 2019). The work reported here aims to directly address these gaps. We describe a series of Digital Imagining workshops, which set out to encourage creative and co-productive relationships between teaching professionals, academic artists, makers and computer scientists. During the activities, we experimented with digital fabrication tools as a means to envision contingent, imaginative interactions between learners with Profound and Multiple Learning Disabilities (PMLD), other people and their environment. In collectively critiquing the ideas developed during the workshops participants recognized the benefit of simple contingent, cause and effect actions for drawing attention to the material properties of objects. Almost seamlessly, these sensory explorations became the trigger for more complex ideas for integrating the demands of the digital curriculum into more natural daily scenarios. The shared process of ideation and tinkering was reported to be vital in generating a shift toward inclusion as a creative, imaginative and expressive counterpoint to the pervasive emphasis on utility and function

    MISSION POSSIBLE: USING UBIQUITOUS SOCIAL GOAL SHARING TECHNOLOGY TO PROMOTE PHYSICAL ACTIVITY IN CHILDREN

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    The present study investigated the acceptability of a novel ubiquitous socialgoal-sharing intervention aimed at promoting physical activity (PA) in schoolchildren. Methods: Thirty children (18 boys; 10.1±0.3 years; 1.39±0.06 m; 19.85±4.03 kg·m-2) were randomly assigned to ten groups and provided with Fitbit monitors. Video-clips describing mission-based activities were shown on iPads each week, for four consecutive weeks. An LED lighting-strip provided visual feedback on daily group PA levels. Three semistructured group interviews were conducted with 10 children (4 boys, 6 girls; n=2) and two teachers (n=1). Additionally, at baseline and post-intervention, seven-day accelerometry, cardiorespiratory fitness (CRF; 20m shuttle run test), anthropometrics and physical selfperceptions were assessed. Data were analysed using a mixed “between-within" analysis of variance (ANOVA). Results: Children stated that peers were positive role models and provided encouragement to accomplish the missions. Teachers felt that children’s fitness, teamwork and problem-solving skills considerably improved. Statistical analyses revealed no significant intervention effect (p>0.05), though BMI and waist circumference, and CRF, decreased and increased, respectively. Conclusion: The integration of ubiquitous social goal-sharing technology in schools was well received by teachers and pupils. However, further studies integrating a larger sample size encompassing numerous schools, comparison groups and a longer intervention period with associated follow-up measurements, are warranted to ascertain the feasibility as a low-cost intervention to promote children’s PA levels

    Open-source hardware for medical devices

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    Open-source hardware is hardware whose design is made publicly available so anyone can study, modify, distribute, make and sell the design or the hardware based on that design. Some open-source hardware projects can potentially be used as active medical devices. The open-source approach offers a unique combination of advantages, including reducing costs and faster innovation. This article compares 10 of open-source healthcare projects in terms of how easy it is to obtain the required components and build the device

    Tangible data visualization of physical activity for children and adolescents: A qualitative study of temporal transition of experiences

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    Children and adolescents in the UK are increasingly at risk of significant health problems due to physical inactivity. While activity trackers and fitness applications have focused on addressing this problem in youth, poor wear-time compliance and usability and accessibility issues have been frequently reported in the literature as barriers to engagement. Physicalization of data offers an alternative approach to engage with physical activity (PA). In this paper, we present the results of a seven-week qualitative study with 97 primary and secondary school children (8–14 years old). We took a temporal approach to collect children’s and adolescents’ perspectives in short video interviews as they received 3D-printed models representing their faded-weekly PA levels. Our findings showed that children’s and adolescents’ emotional engagement with the models remained high throughout the study, while their reflection on the models and their knowledge of what constitutes PA and its different types evolved over time. The findings from this temporal study suggest that tangible data visualization of PA evokes experiences such as embodied reflection, active learning, emotional engagement, and temporality of PA experience. Therefore, we argue that the motivational impact of regular tangible visualizations as a form of feedback should be considered alongside wearable trackers in addressing childhood inactivity

    Development of a Web-Based Acceptance and Commitment Therapy Intervention to Support Lifestyle Behavior Change and Well-Being in Health Care Staff: Participatory Design Study

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    Background: Positive emotional well-being is associated with healthier lifestyle choices and overall health function, whereas poor mental health is associated with significant economic and psychological costs. Thus, the development of effective interventions that improve emotional well-being is crucial to address the worldwide burden of disease. Objective: This study aims to develop a web-based emotional well-being intervention for use by health care staff using participatory design to consider adherence and engagement from a user perspective. Methods: A 3-staged iterative participatory design process was followed, including multiple stakeholders: researchers, computer scientists, mental health experts, and health care staff. Stage 1 used document analyses, direct observation, and welcome interviews; stage 2 used focus group discussions, rapid prototyping, and usability tasks; and stage 3 evaluated a high-fidelity prototype. Results: Different health care staff (N=38) participated during a sustained period. A structured, sequential, automated, 12-week, web-based emotional well-being intervention based on acceptance and commitment therapy was developed. Freely navigated psychoeducational resources were also included. Conclusions: The iterative and collaborative participatory design process successfully met its objectives. It generated an in-depth understanding of well-being within the workplace and identified barriers to access. The 3-staged process ensured that participants had the opportunity to explore and articulate criteria relevant to their roles over time and reflect on decisions made at each stage

    Research challenges of emerging technologies supporting life-long health and wellbeing

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    In this article, we identify and discuss challenges imposed on technological research by emerging developments in health and wellbeing. We see an increasing importance of digital health literacy, the convergence of medicine and daily life, a shift from individual health to community care, a growth of personalized medicine, and the impact of internet of things on health. These developments mean challenges for technical research, such as the need, but also difficulties of interdisciplinarity, or the need to translate personal health data into medical information. Today’s research approaches are not always best suited to deal with the challenges, e.g. of conducting real long term intervention studies, or taking into account regulatory issues. We propose a joint campaign by HCI, AI, UX and machine learning researchers, engineers, clinicians, regulatory bodies and all other interested parties in these subjects
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