[1]
MediCHI: safer interaction in medical devices
Workshop summaries
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Li, Karen Yunqiu
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Ding, Sharon Xianghua
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Dong, Zhanxun
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Qin, Liping
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Masci, Paolo
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Vincent, Chris
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Thimbleby, Harold
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Cauchi, Abigail
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Lewis, Alexis
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Xing, Sisy Baixi
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Sun, Shouqian
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Liu, Eric
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Di, John
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Wang, Jenson
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Welch-Brady, Mary
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.3267-3270
© Copyright 2013 ACM
Summary: Medical devices embedded with computer systems have been widely adopted in
many healthcare situations with the intention to deliver accurate and effective
medication. However, due to the nature of medical devices, usability issues and
the complexity of their context of use, designing and evaluating interactive
medical devices from a human error management perspective has always being
challenging, particularly in high-risk areas. This workshop sets out to bring
together international researchers and designers working in relevant fields to
discuss, review, compare and demonstrate effective practical approaches that
can be adopted to improve the design of medical devices for safer interaction
in the future.
[2]
The Effect of Physicality on Low Fidelity Interactive Prototyping for Design
Practice
Design and Evaluation of Prototypes
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Hare, Joanna
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Gill, Steve
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Loudon, Gareth
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Lewis, Alan
Proceedings of IFIP INTERACT'13: Human-Computer Interaction-1
2013
v.1
p.495-510
Keywords: Physicality; interactive prototypes; computer embedded products; design;
product design; iterative product development; information appliances
© Copyright 2013 IFIP
Summary: In this paper we propose the concept of 'active' and 'passive' physicality
as mental models to help in understanding the role of low fidelity prototypes
in the design process for computer embedded products. We define 'active
physicality' as how the prototype and its software react to users and 'passive
physicality' as how the prototype looks and feels offline. User trials of four
different types of 'low fidelity' prototypes were undertaken using an existing
product as the datum. Each prototype was analysed in terms of active and
passive physicality and user responses were collated and compared qualitatively
and quantitatively. The results suggest that prototypes that balance both
active and passive physicality produce data closer to the final device than
those that are strong in one at the expense of the other.
[3]
Providing both physical and perceived affordances using physical games
pieces on touch based tablets
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Burnett, Dan
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Coulton, Paul
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Lewis, Adam
Proceedings of the 2012 Australasian Conference on Interactive Entertainment
2012-07-21
p.8
© Copyright 2012 ACM
Summary: Whilst capacitive touch screen phones and tablets, such as the iPhone and
iPad, are increasingly becoming one of the main forms of gaming platform, the
nature of the touch interface and the lack of physical feedback are seen as
limitations. In this research we investigate how physical game pieces can be
used to augment tablet games to provide both physical and perceived affordance
through direct tangible interaction. After devising a scheme for the creation
of such games pieces that can support both static and dynamic interaction, the
concept is demonstrated through the creation of an air hockey game that uses an
iPad as the table and is played with physical air hockey mallets that interact
with the iPad surface and a virtual puck. Not only are the physical hockey
mallets perceived to add considerably to the enjoyment of the game, such game
pieces can be easily created using 3D printing and conductive cloth to provide
a range of functionality..
[4]
Virtual Office, Community, and Computing (VOCC): Designing an Energy Science
Hub Collaboration System
Human Centered Design in Work, Business and Education
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Lewis, April A.
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Weigand, Gilbert G.
HCD 2011: 2nd International Conference on Human Centered Design
2011-07-09
p.425-434
Keywords: User Centered Systems Design; Collaboration; Collaborative Virtual
Environments; Collaborative Computing; Human Computer Interaction; Energy
Science Hub
Copyright © 2011 Springer-Verlag
Summary: The Consortium for Advanced Simulation of Light Water Reactors (CASL)
implements a management strategy that imbues physical collocation; community;
collaboration; central leadership; multidisciplinary teams executing a single
milestones-driven plan; and integrated, co-dependent projects. The
CASL-streamlined management structure includes collocation at CASL, use of
technology to achieve multidiscipline collaboration, video conferencing for
meetings, and a VOCC project that integrates both the latest and emerging
technologies to build an extended "virtual one roof." CASL is headquartered at
ORNL, where the CASL leadership and a majority of the multidisciplinary,
multi-institutional scientists and engineers will be located. Work performed at
partner sites will be seamlessly integrated across the consortium on a
real-time basis via community and computing (VOCC) capability that integrates
both the latest and emerging technologies to build an extended "virtual
one-roof" allowing multidisciplinary collaboration among CASL staff at all
sites. The paper describes the VOCC collaboration system.
[5]
A code of ethics for robotics engineers
Late-breaking abstracts session/poster session 1
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Ingram, Brandon
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Jones, Daniel
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Lewis, Andrew
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Richards, Matthew
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Rich, Charles
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Schachterle, Lance
Proceedings of the 5th ACM/IEEE International Conference on Human Robot
Interaction
2010-03-02
p.103-104
Keywords: code, ethics, robotics engineering
© Copyright 2010 ACM
Summary: The future of robotics engineering is in the hands of engineers and must be
handled to ensure the safety of all people and the reputation of the field. We
are in the process of developing a code of ethics for professional robotics
engineers to serve as a guideline for the ethical development of the field.
This document contains the current version of this code and describes the
methodology used in developing it.
[6]
EDITED BOOK
Mobile technology for children: designing for interaction and learning
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Druin, Allison
2009
p.353
Morgan Kaufmann Publishers
Foreword: Water Jugs and Ringtones
+ Bellone, Jason
Introduction: Defining Mobile Technologies, Children and Learning
+ Druin, Allison
Section 1- The Landscape
1: How Mobile Technologies Are Changing the Way Children Learn (3)
+ Rogers, Yvonne
+ Price, Sara
2: Harnessing the Potential of Mobile Technologies for Children and Learning (23)
+ Shuler, Carly
+ Ching, Dixie
+ Lewis, Armanda
+ Levine, Michael H.
3: Pocket Rockets: The Past, Present and Future of Children's Portable Computing (43)
+ Buckleitner, Warren
4: Social Impacts of Mobile Technologies for Children: Keystone or Invasive Species? (63)
+ Hoadley, Christopher
5: A Disruption is Coming: A Primer for Educators on the Mobile Technology Revolution (83)
+ Soloway, Elliot
Section 2- Designing Mobile Technologies
6: Mobile Interaction Design Matters (101)
+ Jones, Matt
7: A Child's Mobile Digital Library: Collaboration, Community, and Change (125)
+ Fails, Jerry
+ Druin, Allison
+ Bederson, Ben
+ Weeks, Ann
+ Rose, Anne
8: Adding Space and Senses to Mobile World Exploration (147)
+ Silva, Maria Joao
+ Cristina, +
+ Gomes, Azevedo
+ Pestana, Bruno
+ Lopes, Joao Correia
+ Marcelino, Maria Jose
+ Gouveia, Cristina
+ Fonseca, Alexandra
9: LeapFrog Learning Design: Playful Approaches to Literacy, from LeapPad to the Tag Reading System (171)
+ Gray, Jim
+ Bulat, Jennae
+ Jaynes, Carolyn
+ Cunningham, Anne
10: Designing the Intel-Powered Classmate PC (195)
+ Morales, Ramon
Section 3- Learning and Use
11: Early OLPC Experiences in a Rural Uruguayan School (225)
+ Hourcade, Juan Pablo
+ Beitler, Daiana
+ Cormenzana, Fernando
+ Flores, Pablo
12: "It's Mine": Kids Carrying Their Culture Wherever They Go (245)
+ Guernsey, Lisa
13: Mobile Technologies in Support of Young Children's Learning (265)
+ Revelle, Glenda
14: Mobile Technologies for Parent-Child Relationships (285)
+ Yarosh, Svetlana
+ Davis, Hilary
+ Soderlund, Paulina Modlitba
+ Skov, Mikael
+ Vetere, Frank
15: Using Mobile Technology to Unite (for) Children (307)
+ Fabian, Christopher
+ Kochi, Erica
16: Designing the Future (329)
+ Read, Janet
+ Druin, Allison
[7]
A Hypermedia Link Service as an Operating System Extension
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Lewis, A. J.
Proceedings of ACM Hypertext'93 -- Posters
1993-11-14
p.28
Keywords: Link models, Multimedia, Open systems, Text conversion, Hypertext
engineering
Summary: Open hypermedia systems are becoming more popular amongst today's
researchers and developers. A natural extension to the concept is a system
that incorporates hypermedia support at an operating environment level for
users of a system. The idea has been developed by such projects as the SUN
Link Service, however, approaches like this require that applications that use
that support be written specially with this aim in mind.
Using Macrocosm, the Macintosh version of Microcosm currently under
development at the University of Southampton, as a research platform, a
different approach to this problem is being investigated. The intention is
that this system will allow any application to access and use the available
Macrocosm facilities, regardless of whether the applications were implemented
with any knowledge of Macrocosm.
Macrocosm consists of a set of communicating filters, at whose core resides
the system-level filter manager. Key features of the Macrocosm system include
a dynamic menu system, which acts as a universally available floating palette
from which the currently available Macrocosm facilities are on offer.
Macrocosm has been implemented with an extreme view to the openness of the
system -- only the communications protocols are rigidly defined, while any
hypermedia structures and linking mechanisms are entirely tailorable, and are
attached to the system as modular additions.