ThumbPitch: Enriching Thumb Interaction on Mobile Touchscreens using Deep Learning
Today touchscreens are one of the most common input devices for everyday ubiquitous...
Exploration in Open-World Videogames: Environment, Items, Locations, Quests, and Combat in The Witcher 3
The purpose of this research is to examine how players engage in exploration in videogames....
Co-Design with People Who Have Had a Stroke to Better Understand the Transition from Hospital to Home: A Narrative Account
In this paper we report on co-design with people with a lived experience of stroke and their...
Phenology Probes: Exploring Human-Nature Relations for Designing Sustainable Futures
Understanding and relating with nature is increasingly important in design as we aim to...
Open innovation voices and choices: case studies of designing interactive virtual reality experiences in Australian public hospitals
Virtual reality (VR) can offer many advantages as an adjunct of care when end-user...
Design Probes in a Pandemic: Two Tales of Hybrid Radical Placemaking from Ireland and Australia
Design probes, an essential research tool during the COVID-19 pandemic, are ancillary...
Supporting Creativity in Care: Lessons from Group Singing, Music Therapy, and Immersive Virtual Reality Programs
Engaging in creative activities can be valuable in later life, especially for those who want...
Employing AR/MR Mockups to Imagine Future Custom Manufacturing Practices
Versatile augmented reality (AR)/mixed reality (MR) technologies align with custom...
There is no such thing as an average user'. How designing for the extremes makes the world accessible to everyone
Inclusion is about making sure that people of all backgrounds, abilities and perspectives not...
Investigating User Risk Attitudes in Navigation Systems to Support People with Mobility Impairments
This paper investigates the impact of visualizing the risk of encountering potential...
authAR - Automatic Authoring of Picking and Layout Optimization Instructions
Authoring of AR instructions is typically a time-consuming manual process that requires a...
Intergenerational active play: a scoping review
This paper presents a scoping review of intergenerational active play to provide an overview...
Putting humans at the centre in the future of Work
Most organisations are now constantly undergoing transformation programs, but consensus is...
Conversational Agents to Support Couple Therapy
There is a growing rate of marriages and relationship dissolution as couples surrender...
You can't improve until you measure: A Need Finding Study on Repurposed Clinical Indicators for Professional Learning
Hospitals generate large amounts of administrative data from healthcare delivery. Much of...
The Impacts of Different Work Locations and Levels of Automation on Crane Operators' Experiences: A Study in a Container Terminal in Indonesia
Due to the increasing demand of higher productivity and safety in the shipping industry,...
Development of an Immersive Visualisation System for the 3D Learning of Complex Rock Structures
Geological folds are complex wave-like 3D deformation structures. The identification and...
Exploring participatory pre-project processes: Making research work in municipality organizations
Previous Participatory design (PD) and HCI work have discussed the outcomes of research and...
Experiential Benefits of Interactive Conflict Negotiation Practices in Computer-Supported Shift Planning
Shift planning plays a key role for the health and well-being of healthcare workers. It...
Centring dignity in algorithm development: testing a Dignity Lens
Against a backdrop of algorithms that disempower, dehumanise, disenfranchise and...
Evaluating micro-guidance sonification methods in manual tasks for Blind and Visually Impaired people
This paper presents a user evaluation of seven sonification methods in two-dimensional (2D)...
Dynamic Difficulty Adjustment in a Multiplayer Minecraft Server
Minecraft has given rise to diverse gameplay, including public servers that provide survival...
Giving Everyone a Voice
Many organisations now have up to 5 generations (Traditionalists to Generation Z)...
Research on how to present images showing uneven foundation application that do not cause unfavorable impressions to the viewer
Foundation is expected to have a covering effect that hides skin imperfections such as pores...
Using Augmented Reality to Explore Gender and Power Dynamics in STEM Higher Education
We report on results from a pilot study that used Augmented Reality (AR) to explore gender...
Designing for Personas That Don’t Have a Voice
This case study paper situates insights from designing a mobile application within academic...
Exploring the Affordances of Digital Toys for Young Children's Active Play
This paper reviewed 66 commercial digital toys for young children’s (3 to 5 years old) active...
Learning in the Panopticon: Examining the Potential Impacts of AI Monitoring on Students
In a panopticon, people are intrusively monitored across all areas of their lives. AI...
Intelligent Systems in Elderly Care: The Caregivers perspective
The market for (intelligent) support systems for nursing of an increasingly aging population...
Communication by Design: A Conversational Approach to Search & Recommendations at Canva
We briefly discuss Canva the company and its mission, then introduce our user experience...
Burning questions: What professionals ask in design training
Workplace training in design methods and frameworks is a consistent area of practice for many...
An Augmented Reality Design Tool to Guide Furniture Arrangements at Home
Home is a place to live and an environment to support and enhance our psychological...
Challenges of Scaling Participatory Design: A Systematic Literature Review
Early participatory design (PD) projects tended to be of limited size and complexity. Over...
Opportunities for Serious Game Technologies to Engage Children with Autism in a Pakistani Sociocultural and Institutional Context
Usability and design of serious game technologies have been widely investigated as academic...
Making AI Understandable by Making it Tangible: Exploring the Design Space with Ten Concept Cards
The embodiment of Artificial Intelligence (AI) in everyday use products is raising challenges...
The SMeFT Decks: A Card-Based Ideation Tool for Designing Hybrid Digital Boardgames for Distanced Play
Increasing numbers of people have turned to playing boardgames with physically distant...
An Immersive Fold Instruction Module for Training Undergraduate Geologists
Representation of 3D structures in rocks is inherent to the study of geology. However, these...
Identifying Factors of Young Children's Engagement in Active Play to Inform the Design of TEIs
Physically active play is essential in early childhood. Yet, many children aged 3 to 5 do not...
Sprayful Interaction: Perceptions of a Moss-based SLow-resolution Living Media Display
Sustainability in HCI is a growing area of research, and a driver of creativity for...
LitPorts: On-demand Illuminated Ports to Facilitate Inter-device Connections in Low-light Conditions
Plugging a cable or peripheral into a device is an integral aspect of daily use of computing...
Augmented Reality as an Educational Tool and Assistive Technology for People with Intellectual Disabilities: Scoping Review
Many people with intellectual disabilities seek opportunities to develop their...
Understanding Confidence of Older Adults for Embracing Mobile Technologies
Confidence helps sustain people to use their mobile technology devices in daily life....