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[1] Developing Skills for Social and Emotional Wellbeing Workshop Summaries / Slovák, Petr / Wadley, Greg / Coyle, David / Thieme, Anja / Yamashita, Naomi / Lederman, Reeva / schutt, Stefan / Doces, Mia Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.2397-2400
ACM Digital Library Link
Summary: Positive social and emotional wellbeing are essential for peoples' general health and quality of life. This workshop will bring together an inter-disciplinary community of wellbeing researchers, designers and practitioners to explore how digital technology can increase wellbeing by enabling users to develop new skills, build on existing personal strengths or social support, and promote self-efficacy more generally. We will jointly reach a better understanding of the opportunities that technology can bring for skills development across a broad range of contexts. Our aim is to consider how digital technology can support wellbeing skills for the general public and also for specific, at-need groups including the care givers of people coping with irreversible loss of mental or physical capacity and psycho-education for people experiencing mental health difficulties.

[2] Citizen involvement in the design of technology for climate change adaptation projects in the Pacific Home and away and neighbours / Wadley, Greg / Bumpus, Adam / Green, Ray Proceedings of the 2014 Australian Computer-Human Interaction Conference 2014-12-02 p.180-183
ACM Digital Library Link
Summary: This paper describes work in progress aimed at exploring a role for mobile technology in helping citizens adapt to climate change in the Pacific. The research involved codesign workshops and stakeholder interviews in Fiji. In this paper we describe the design and conduct of the research program, the research context, and participants' reports of the environmental problems they experience. We discuss the technology features participants would like to see, and outline a design that might meet their requirements. We discuss difficulties we experienced using participatory methods in this context, and suggest ways in which further HCI research can contribute to addressing climate change in the Pacific region.

[3] What people talk about when they talk about quitting Persuasion and health / Wadley, Greg / Smith, Wally / Ploderer, Bernd / Pearce, Jon / Webber, Sarah / Whooley, Mark / Borland, Ron Proceedings of the 2014 Australian Computer-Human Interaction Conference 2014-12-02 p.388-391
ACM Digital Library Link
Summary: As part of an ongoing project to explore the design of behaviour-change technology for smoking cessation, we analysed a successful community who come together on the popular Reddit website to discuss quitting and to encourage each other's quit attempts. We found that users remain anonymous but identify according to their quit stage. We examined the form and content of posts, finding that narratives about people and events are more common than other rhetorical forms. Many speak of ongoing struggles with quit attempts. Our analysis reveals forms of sociality spontaneously enacted in a self-managed community of quitters. We compare our results with earlier work on social media and behaviour change.

[4] Unbounding the interaction design problem: the contribution of HCI in three interventions for well-being Persuasion and health / Smith, Wally / Wadley, Greg / Webber, Sarah / Ploderer, Bernd / Lederman, Reeva Proceedings of the 2014 Australian Computer-Human Interaction Conference 2014-12-02 p.392-395
ACM Digital Library Link
Summary: In this paper we consider HCI's role in technology interventions for health and well-being. Three projects carried out by the authors are analysed by appropriating the idea of a value chain to chart a causal history from proximal effects generated in early episodes of design through to distal health and well-being outcomes. Responding to recent arguments that favour bounding HCI's contribution to local patterns of use, we propose an unbounded view of HCI that addresses an extended value chain of influence. We discuss a view of HCI methods as mobilising this value chain perspective in multi-disciplinary collaborations through its emphasis on early prototyping and naturalistic studies of use.

[5] Quitty: using technology to persuade smokers to quit / Paay, Jeni / Kjeldskov, Jesper / Brinthaparan, Umachanger / Lichon, Lars / Rasmussen, Stephan / Srikandaraja, Nirojan / Smith, Wally / Wadley, Greg / Ploderer, Bernd Proceedings of the 8th Nordic Conference on Human-Computer Interaction 2014-10-26 p.551-560
ACM Digital Library Link
Summary: Health is an important topic in HCI research with an increasing amount of health risks surrounding individuals and society at large. It is well known that smoking cigarettes can have serious health implications. The importance of this problem motivates investigation into the use of technology to encourage behavior change. Our study was designed to gather empirical knowledge about the role a "quitting app" can play in persuading people to quit smoking. Our purpose-built app Quitty introduces different content types from different content sources to study how they are perceived and motivate health behavior change. Findings from our field study show that tailored content and push-messages are considered the most important for persuading people to stop smoking. Based on our empirical findings, we propose six guidelines on how to design mobile applications to persuade smokers to quit.

[6] Exploring ambient technology for connecting hospitalised children with school and home / Wadley, Greg / Vetere, Frank / Hopkins, Liza / Green, Julie / Kulik, Lars International Journal of Human-Computer Studies 2014-08 v.72 n.8/9 p.640-653
Keywords: Hospitalised children
Keywords: Social connectedness
Keywords: Wellbeing
Keywords: Ambient technology
Keywords: Awareness
Keywords: Photo sharing
Link to Article at sciencedirect
Summary: Children undergoing long-term hospital care face problems of isolation from their familiar home and school environments. This isolation has an impact on the emotional wellbeing of the child. In this paper we report on research that explores the design of technologies that mitigate some of the negative aspects of separation, while respecting the sensitivities of the hospital, school and home contexts. We conducted design workshops with parents, teachers and hospital staff and found that there was a strong desire for mediated connection, but also a significant need to protect privacy and avoid disruption. In response we designed a novel technology that combined an ambient presence with photo-sharing to connect hospitalised children with schools and families. This paper reports on the field trial of the technology. The research provides new insights into how technology can support connectedness and provides a foundation for contributing to the wellbeing of children and young people in sensitive settings.

[7] Moderated online social therapy: Designing and evaluating technology for mental health / Lederman, Reeva / Wadley, Greg / Gleeson, John / Bendall, Sarah / Álvarez-Jiménez, Mario ACM Transactions on Computer-Human Interaction 2014-02 v.21 n.1 p.5
ACM Digital Library Link
Summary: Although the use and prevalence of Web-based mental health applications have grown over the past decade, many of these services suffer high rates of attrition. This is problematic, as face-to-face support for mental health is limited. To determine appropriate design guidelines for increasing engagement, we conducted a study of First-Episode Psychosis (FEP) patients and reviewed theories on the use of existing online services. We produced a set of design goals, developed an online application that combined social networking and online therapy within a clinician-moderated site, and conducted a 6-week trial with a group of young FEP patients. The design goals, based on existing theory including Supportive Accountability and Positive Psychology, are operationlised through a model we call Moderated Online Social Therapy (MOST). The trial results indicate that our implementation achieved the design goals and that the MOST model can inform the development of more effective and engaging online therapies.

[8] Mobile ambient presence Interaction design / Wadley, Greg / Vetere, Frank / Kulik, Lars / Hopkins, Liza / Green, Julie Proceedings of the 2013 Australian Computer-Human Interaction Conference 2013-11-25 2013-11-25 p.167-170
ACM Digital Library Link
Summary: We are exploring "mobile ambient presence" (MAP) as an approach to sustaining unobtrusive social connection. Prior research has shown that ambient technology can support connectedness by conveying social presence. Since mobile devices are typically always-on and often in peripheral vision, they are candidate ambient displays that might convey presence. We tested a MAP app for tablet computers, finding that it sustained connection in two settings where high-fidelity communication media were considered intrusive. In this paper we discuss the advantages and challenges of mobile ambient presence and the contexts in which it could be put to use.

[9] Participatory design of an online therapy for youth mental health Health and welfare / Wadley, Greg / Lederman, Reeva / Gleeson, John / Alvarez-Jimenez, Mario Proceedings of the 2013 Australian Computer-Human Interaction Conference 2013-11-25 2013-11-25 p.517-526
ACM Digital Library Link
Summary: Online therapy has the potential to extend existing face-to-face support for mental health, but designers face challenges such as lack of user engagement. Participatory design could improve outcomes but is difficult to pursue in the mental health context. By working with a research-focused clinic we have been able to employ participatory design methods over a period of three years to develop and test an online therapy for young people with psychosis. This paper discusses our methods and results in the light of existing design frameworks for youth mental health, and reports experiences which will be useful for other researchers in the field. We have found that participatory approaches are indeed challenging in the mental health context, but can result in technology that is efficacious and acceptable to young people.

[10] Hanging out at the computer lab: how an innovative Australian program is helping young 'Aspies' Health and welfare / Wadley, Greg / Schutt, Stefan Proceedings of the 2013 Australian Computer-Human Interaction Conference 2013-11-25 2013-11-25 p.535-538
ACM Digital Library Link
Summary: Technology-based interventions for young people diagnosed with autism have focused largely on individual use. Yet research into use of technology 'in the wild' emphasises the value of computer-mediated social interaction. In this paper we use HCI to examine the success of a program premised on the social use of technology in safe offline spaces. Participants typically go through stages of object-centred and computer-mediated communication before engaging in face-to-face interaction. We use the concepts of third place, social distance and ticket-to-talk to explain how this hybrid space helps 'Aspies' engage comfortably in social interaction.

[11] Death and dying in DayZ / Carter, Marcus / Gibbs, Martin / Wadley, Greg Proceedings of the 2013 Australasian Conference on Interactive Entertainment 2013-09-30 p.22
ACM Digital Library Link
Summary: Avatar death is essentially universal in combat games, and ubiquitous in all other genres; death of a player's materialization in the game space is used to identify the player's failure and temporary removal from play. Yet the possibilities for creating interesting social dynamics and game play experiences through the design and configuration of death mechanics in games remains largely unexplored. In this paper we discuss the first person shooter game DayZ, which has configured death with an extreme level of consequentiality not found in other online first-person-shooters. We examine the affect of this consequentiality on the player experience and attitudes towards death and dying in DayZ. On the basis of our research data, we find that the increased consequentiality of death in DayZ principally affects the game experience by intensifying social interactions, raising a player's perceived level of investment and invoking moral dilemmas.

[12] "Friendly, don't shoot!": how communication design can enable novel social interactions / Carter, Marcus / Wadley, Greg / Gibbs, Martin Proceedings of the 2012 Australian Computer-Human Interaction Conference 2012-11-26 p.72-75
ACM Digital Library Link
Summary: The ability to communicate by voice in multiplayer networked virtual worlds has become almost ubiquitous over the past decade. Yet the possibilities for creating interesting social dynamics and game play experiences through the design and configuration of voice channels remains largely unexplored. In this paper we discuss the first person shooter game DayZ, which utilizes a relatively unique voice communication system. We examine the design of DayZ's voice channel and present examples of its use in order to understand how its configuration influences social interaction and game play. We claim that two features of this system -- proximity and all-to-all -- enable novel and enjoyable game play experiences and user interactions.

[13] Public engagement with biomedical research through location-sensitive technology Identity & sharing / Naylor, Ryan / Elliott, Kristine / Gray, Kathleen / Wadley, Greg Proceedings of the 2011 International Conference on Communities and Technologies 2011-06-29 p.186-193
ACM Digital Library Link
Summary: Augmented reality was used as an innovative way to engage the general public with biomedical and healthcare research information. Six research institutes in Melbourne's Parkville precinct were augmented with web-based information, and volunteers tested the usability of both this content and the augmented reality browser. Participants' feedback concerning the usefulness of the biomedical and healthcare information was very positive; over 75% of participants described the application favourably. Participants expressed a range of preferences regarding the types of information presented and its structure. Several participants felt they had learned something new from the application, and commented positively on the locative and mobile context of the technology. A challenge for science communicators is to provide user-friendly, accessible technologies that provide information of a suitable complexity and allow users to access that information according to their personal preferences. User feedback indicated that the application described in this study generally met these requirements, and shows that smart phone based AR has potential for use in science communication and public engagement with science.

[14] EDITED BOOK Online Worlds: Convergence of the Real and the Virtual Human-Computer Interaction Series / Bainbridge, William Sims 2010 n.23 p.302 Springer London
DOI: 10.1007/978-1-84882-825-4
ISBN: 978-1-84882-824-7 (print), 978-1-84882-825-4 (online)
Link to Digital Content at Springer
Introduction (1-6)
	+ Bainbridge, William Sims
New World View (7-19)
	+ Bainbridge, William Sims
Culture and Creativity: World of Warcraft Modding in China and the US (21-41)
	+ Kow, Yong Ming
	+ Nardi, Bonnie
The Diasporic Game Community: Trans-Ludic Cultures and Latitudinal Research Across Multiple Games and Virtual Worlds (43-56)
	+ Pearce, Celia
	+ Artemesia, 	+ 
Science, Technology, and Reality in The Matrix Online and Tabula Rasa (57-70)
	+ Bainbridge, William Sims
Spore: Assessment of the Science in an Evolution-Oriented Game (71-85)
	+ Bohannon, John
	+ Gregory, T. Ryan
	+ et al
Medulla: A Cyberinfrastructure-Enabled Framework for Research, Teaching, and Learning with Virtual Worlds (87-100)
	+ Fox, Michelle Roper
	+ Kelly, Henry
	+ et al
A Virtual Mars (101-109)
	+ Childers, Richard
Opening the Metaverse (111-122)
	+ Lombardi, Julian
	+ Lombardi, Marilyn
A Typology of Ethnographic Scales for Virtual Worlds (123-133)
	+ Boellstorff, Tom
Massively Multiplayer Online Games as Living Laboratories: Opportunities and Pitfalls (135-145)
	+ Ducheneaut, Nicolas
Examining Player Anger in World of Warcraft (147-160)
	+ Barnett, Jane
	+ Coulson, Mark
	+ Foreman, Nigel
Dude Looks like a Lady: Gender Swapping in an Online Game (161-174)
	+ Huh, Searle
	+ Williams, Dmitri
Virtual Doppelgangers: Psychological Effects of Avatars Who Ignore Their Owners (175-186)
	+ Bailenson, Jeremy N.
	+ Segovia, Kathryn Y.
Speaking in Character: Voice Communication in Virtual Worlds (187-200)
	+ Wadley, Greg
	+ Gibbs, Martin R.
What People Talk About in Virtual Worlds (201-212)
	+ Maher, Mary Lou
Changing the Rules: Social Architectures in Virtual Worlds (213-223)
	+ Yee, Nick
Game-Based Virtual Worlds as Decentralized Virtual Activity Systems (225-235)
	+ Scacchi, Walt
When Virtual Worlds Expand (237-251)
	+ Bainbridge, William Sims
Cooperation, Coordination, and Trust in Virtual Teams: Insights from Virtual Games (253-264)
	+ Korsgaard, M. Audrey
	+ Picot, Arnold
	+ et al
Virtual Worlds for Virtual Organizing (265-278)
	+ Rhoten, Diana
	+ Lutters, Wayne
Future Evolution of Virtual Worlds as Communication Environments (279-288)
	+ Prisco, Giulio
The Future of Virtual Worlds (289-302)
	+ Bainbridge, William Sims
	+ Lutters, Wayne
	+ et al

[15] You can be too rich: mediated communication in a virtual world Experience / Wadley, Greg / Gibbs, Martin R. / Ducheneaut, Nicolas Proceedings of OZCHI'09, the CHISIG Annual Conference on Human-Computer Interaction 2009-11-23 p.49-56
Keywords: Second Life, media richness, virtual worlds, voice
ACM Digital Library Link
Summary: Internet-based virtual worlds (VWs) have emerged as a popular form of collaborative virtual environment. Most have offered only text chat for user communication; however several VWs have recently introduced voice. While research has demonstrated benefits of voice, its introduction into the popular VW Second Life (SL) was controversial, and some users have rejected it. In order to understand the benefits and problems that voice brings to virtual worlds, we used qualitative methods to gather data from SL users and analyse it. We discuss our results in the light of media-richness theory and its critiques, arguing that preferences for voice or text reflect a broader problem of managing social presence in virtual contexts.

[16] The 'out-of-avatar experience': object focused collaboration in Second Life / Wadley, Greg / Ducheneaut, Nicolas Proceedings of the 11th European Conference on Computer-Supported Cooperative Work 2009-09-07 p.323-342
www.ecscw.org/2009/22-Wadley%20and%20Ducheneaut.pdf
Summary: Much of our current understanding of collaboration around objects in collaborative virtual environments comes from studies conducted with experimental immersive systems. Now Internet-based desktop virtual worlds (VWs) have become a popular form of 3d environment, and have been proposed for a variety of workplace scenarios. One popular VW, Second Life (SL), allows its users to create and manipulate objects. This provides an opportunity to examine the problems and practices of object-focused collaboration in a current system and compare them to prior results. We studied small groups as they assembled objects in SL under varying conditions. In this paper we discuss the problems they encountered and the techniques they used to overcome them. We present measures of camera movement and verbal reference to objects, and discuss the impact of the UI upon these behaviors. We argue that while well-documented old problems remain very much alive, their manifestation in SL suggests new possibilities for supporting collaboration in 3d spaces. In particular, directly representing users' focus of attention may be more efficient than indirectly representing it via avatar gaze or gestures.

[17] Body and mind: a study of avatar personalization in three virtual worlds New media experiences 1 / Ducheneaut, Nicolas / Wen, Ming-Hui / Yee, Nicholas / Wadley, Greg Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009-04-04 v.1 p.1151-1160
Keywords: avatars, customization, personality, virtual worlds
ACM Digital Library Link
Summary: An increasingly large number of users connect to virtual worlds on a regular basis to conduct activities ranging from gaming to business meetings. In all these worlds, users project themselves into the environment via an avatar: a 3D body which they control and whose appearance is often customizable. However, considering the prevalence of this form of embodiment, there is a surprising lack of data about how and why users customize their avatar, as well as how easy and satisfying the existing avatar creation tools are. In this paper, we report on a study investigating these issues through a questionnaire administered to more than a hundred users of three virtual worlds offering widely different avatar creation and customization systems (Maple Story, World of Warcraft, and Second Life). We illustrate the often-surprising choices users make when creating their digital representation and discuss the impact of our findings for the design of future avatar creation systems.

[18] Speaking in character: using voice-over-IP to communicate within MMORPGs / Wadley, Greg / Gibbs, Martin / Benda, Peter Proceedings of the 2007 Australasian Conference on Interactive Entertainment 2007-12-03 p.24
ACM Digital Library Link
Summary: While voice-over-IP has long been favoured as a communication medium by players of team-based online shooter games, it has recently also been appropriated by players of MMORPGs, and some recent MMORPGs have included voice facilities in the game software. However voice communication has provoked controversy among players and designers, some of whom believe that it is not suited to some of the communication tasks required in this genre of games, such as role-play, coordination of large groups, and interaction with strangers. Little research has been published on VoIP use in MMORPGs. We studied the use of voice by three groups playing Dungeons and Dragons Online and World of Warcraft over a period of three months. The players kept diaries, were interviewed individually, and participated in focus groups. We organized this data into themes which are presented here. We discuss our findings with regard to prior research into computer-mediated communication.

[19] Proximity-based chat in a first person shooter: using a novel voice communication system for online play / Gibbs, Martin / Wadley, Greg / Benda, Peter Proceedings of the 2006 Australasian Conference on Interactive Entertainment 2006-12-04 p.96
ACM Digital Library Link
Summary: Voice communication between players can have many benefits relative to text-based communication for game play and social experience in fast-paced multiplayer online games. However, previous research has highlighted some problems with existing implementations of voice-over-IP in online games and suggested the need to carefully design voice communication systems if they are to positively contribute to the game play and social experience of online multiplayer games. In this paper we present the results of a field trial of the "Immersive Communication Environment", a novel voice-over-IP system designed to support player communication in online games by simulating in the game world the way utterances travel through air in the physical world. We found that the proximity-based constraints imposed by this voice communication system created some advantage for players in terms of their game play and their experience of the game as a social event. The findings suggest that players benefit from voice communications systems that make socially salient information available to them according to interactional affordances and constraints that are sensibly designed and well understood.

[20] Online Community Building Techniques Used by Video Game Developers Social Impact and Evaluation / Ruggles, Christopher / Wadley, Greg / Gibbs, Martin R. Proceedings of the 2005 International Conference on Entertainment Computing 2005-09-19 p.114-125
Link to Digital Content at Springer
Summary: Online fan communities are an important element in the market success of a videogame, and game developers have begun to recognize the importance of fostering online communities associated with their games. In this paper we report on a study that investigated the techniques used by game developers to maintain and promote online communities within and around their games. We found that game developers consider online communities to be important to the success of both single-player and online multiplayer games, and that they actively support and nourish these communities. Online community building techniques identified in the study are categorized and discussed. The results represent a snapshot of current developer thinking and practice with regards to game-based online communities. The study augments existing research concerning the relationship between design features, online community and customer loyalty in new media, Internet and game-related industries.

[21] Social Translucence of the Xbox Live Voice Channel / Gibbs, Martin R. / Hew, Kevin / Wadley, Greg Proceedings of the 2004 International Conference on Entertainment Computing 2004-09-01 p.377-385
Link to Digital Content at Springer
Summary: In this paper we use the concept of 'social translucence' to understand users' initial reaction to, and use of, the voice communication channel provided by Xbox Live. We found that although users expected voice to be an advance over text-based communication, in practice they found voice difficult to use. In particular, users experienced difficulties controlling the voice channel and these difficulties are indicative of usability and sociability problems with the configuration of the voice channel in some Xbox Live games. We argue that game developers will need to address these problems in order to realize the potential of voice in online multiplayer videogames. We believe these problems can be addressed by designing the voice channel so that socially salient information is made available to participants according to interactional affordances and constraints that are sensibly designed and well understood by users.

[22] Computer Supported Cooperative Play, "Third Places" and Online Videogames Short Papers / Wadley, G. / Gibbs, M. / Hew, K. / Graham, C. Proceedings of OZCHI'03, the CHISIG Annual Conference on Human-Computer Interaction 2003-11-26 p.238-241
Summary: Recently, Microsoft and Sony have added network capabilities to their game consoles allowing real-time competitive and cooperative game play over the Internet. This paper reports on the initial stage of a study examining Microsoft's Xbox Live, a system supporting computer supported cooperative play (CSCP) through voice communication and centralized identity management. In order to understand this phenomenon we utilized the metaphor of a "third place". We report on a study involving observation of users playing games and subsequent focus groups. Issues from the data regarding identity, sociability and communication medium, and their relationships, are described. We then discuss the importance of these concepts for understanding the phenomenon of CSCP over the Internet, and its appropriation.