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[1] MediCHI: safer interaction in medical devices Workshop summaries / Li, Karen Yunqiu / Ding, Sharon Xianghua / Dong, Zhanxun / Qin, Liping / Masci, Paolo / Vincent, Chris / Thimbleby, Harold / Cauchi, Abigail / Lewis, Alexis / Xing, Sisy Baixi / Sun, Shouqian / Liu, Eric / Di, John / Wang, Jenson / Welch-Brady, Mary Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.3267-3270
ACM Digital Library Link
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 / Hare, Joanna / Gill, Steve / Loudon, Gareth / 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
Link to Digital Content at Springer
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 / Burnett, Dan / Coulton, Paul / Lewis, Adam Proceedings of the 2012 Australasian Conference on Interactive Entertainment 2012-07-21 p.8
ACM Digital Library Link
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 / Lewis, April A. / 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
Link to Digital Content at Springer
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 / Ingram, Brandon / Jones, Daniel / Lewis, Andrew / Richards, Matthew / Rich, Charles / 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
ACM Digital Library Link
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 / Druin, Allison 2009 p.353 Morgan Kaufmann Publishers
ISBN: 0-12-374900-X 978-0-12374900-0
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 / 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.