• Home
  • TU Wien
  • Institute of Design and Assessment of Technology
  • Geraldine Fitzpatrick
Geraldine Fitzpatrick

Geraldine Fitzpatrick
TU Wien | TU Wien · Institute of Design and Assessment of Technology

About

338
Publications
89,743
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
9,270
Citations

Publications

Publications (338)
Article
Full-text available
Technology use is a socially embedded process, especially when it comes to older adults and care. However, the restrictions associated with the COVID-19 pandemic have limited social contact to protect vulnerable groups in care homes, and even if technology use has increased in other areas, there is little known about the potential uptake of communi...
Article
Full-text available
The topic of trust has attracted increasing interest within HRI research, and is particularly relevant in the context of social robots and their assistance of older people at home. To make this abstract concept of trust more tangible for developers of robotic technologies and to connect it with older people’s living spaces and their daily practices...
Chapter
Technology is becoming increasingly entangled in all aspects of our lives often with unintended negative consequences. While there is increasing recognition of the ethical and value-based aspects in our technology design work, and while there is increasing support for the multidisciplinary collaborations needed to address current and future challen...
Chapter
Full-text available
The role of HCI to support cyclists has been researched for many years. However, there has been relatively little work on the interaction with and acting within real-world traffic situations. We collaborated with professional cycling instructors to understand experiences of (novice) cyclists in complex real-world urban traffic situations and existi...
Conference Paper
There has been increasing interest in socially just use of Artificial Intelligence (AI) and Machine Learning (ML) in the development of technology that may be extended to marginalized people. However, the exploration of such technologies entails the development of an understanding of how they may increase and/or counter marginalization. The use of...
Conference Paper
Research increasingly shows that technology can improve access to mental health interventions. However, unaccompanied migrant youth (UMY) still struggle in accessing appropriate mental health resources in spite of their high need for mental health support. Through co-design workshops, and using the lens of the social- ecological model of resilience...
Article
Full-text available
Tools, as extensions of hand and mind, prescribe defining properties for a practice. We anchor our tools research within a case study of electronic textiles (eTextiles), combining textile materials and electronic and computational functionality. While the field of eTextiles is expanding into new personal and ubiquitous applications, its tools as pr...
Article
Full-text available
Background Digital instantiations of positive psychology intervention (PPI) principles have been proposed to combat the current global youth mental health crisis; however, young people are largely not engaging with available resources. Objective The aim of this study is to explore young people’s attitudes toward various PPI principles to find ways...
Preprint
BACKGROUND Digital Positive Psychology interventions have been proposed to combat the current global youth mental health crisis; however, young people are largely not engaging with available resources. OBJECTIVE We explored young people’s attitudes to various Positive Psychology interventions to find ways of making them more engaging. METHODS We...
Preprint
Unaccompanied migrant youth, fleeing to a new country without their parents, are exposed to mental health risks. Resilience interventions mitigate such risks, but access can be hindered by systemic and personal barriers. While much work has recently addressed designing technology to promote mental health, none has focused on the needs of these popu...
Article
Full-text available
Engaging marginalised children, such as disabled children, in Participatory Design (PD) entails particular challenges. The processes can effect social changes by decidedly attending to their lived experience as expertise. However, involving marginalised children in research also requires maintaining a delicate balance between ensuring their right t...
Article
Full-text available
This study examines caseworkers' and citizens' interactions when assembling resource development applications for citizens with serious health and personal issues. As with other types of welfare schemes, the application serves as a mechanism of both support and control. From our study, we illustrate how an increased reliance on data is transforming...
Article
Training counselling and psychotherapy skills using new technology is a relatively unresearched area of study. The findings from a pilot evaluation of the effectiveness and acceptability of a new technology, mPath, using a mixed method design are reported. The study found that progressive integration of the new mPath technology into learning helpin...
Article
Autistic children are increasingly a focus of technology research within the Human-Computer Interaction (HCI) community. We provide a critical review of the purposes of these technologies and how they discursively conceptualise the agency of autistic children. Through our analysis, we establish six categories of these purposes: behaviour analysis,...
Article
Full-text available
Technology-enhanced learning (TEL) is a promising solution for higher education settings by creating a collaborative, engaging learning experience despite high student numbers and a lack of individual feedback and support. When creating such TEL environments to fit a particular local context, co-creation methods provide a way for all stakeholders t...
Conference Paper
Full-text available
Electronic textiles, or eTextiles, and connected research and practice communities grew within and across diverse disciplines over the past 20 years. Initially evolving from academic investigations, eTextiles now play a growing role in both industry and education alike. While we are increasingly confronted with resulting eTextile artefacts, we lack...
Article
Full-text available
People living with Parkinson's disease engage in self-care for most of the time but, two or three times a year, they meet with doctors to re-evaluate the condition and adjust treatment. Patients and (informal) carers participate actively in these encounters, but their engagement might change as new patient-centred technologies are integrated into h...
Conference Paper
Full-text available
In HCI and Assistive Technology design, autonomy is regularly equated with independence. This is a shortcut and leaves out design opportunities by omitting a more nuanced idea of autonomy. To improve our understanding of how people with severe physical disabilities experience autonomy, particularly in the context of Assistive Technologies, we engag...
Conference Paper
Full-text available
Experience Centered Design (ECD) implores us to develop empathic relationships and understanding of participants, to actively work with our senses and emotions within the design process. However, theories of experience-centered design do little to account for emotion work undertaken by design researchers when doing this. As a consequence, how a des...
Conference Paper
In previous work, we have developed the theoretical concept of Critical Experience and the Participatory Evaluation with Autistic ChildrEn (PEACE) method. We grounded both in a series of separate case studies which allowed us to understand how to gather more and richer insights from the children than previously. This is crucial for child-led resear...
Chapter
Full-text available
Historically, audiences have had various ways to participate in live music performances, including clapping, dancing, swaying, whistling, and singing. More recently, mobile and wireless devices, such as smartphones have opened up powerful new opportunities for audience participation. However, design for technology-mediated audience participation (T...
Article
It is our great pleasure to welcome you to this issue of the Proceedings of the ACM on Human Computer Interaction, the second to focus on the contributions from the research community Computer-Supported Cooperative Work and Social Computing (CSCW). This journal model allows for rapid publication of papers shortly after acceptance as well as enablin...
Article
Purpose Digital systems for independent aging, support and care are not being adopted as hoped. The purpose of this paper is to examine the results of three studies to derive key factors during the development and engineering process of care and support systems for older people that can impact acceptance and uptake to provide support to future proj...
Conference Paper
Co-design projects often include multiple partners from diverse organisations in a Quadruple Helix model for innovation. While literature on co-design and participatory design (PD) projects often focus on how to co-design with end-users or citizens, our paper discusses collaboration issues among citizen, industrial, public and academic partners in...
Conference Paper
The Participatory Design (PD) community is committed to continuously refine its technological, social, political, and scientific agenda, and as a result, PD has become more widely adopted, robust, and sophisticated. Yet, PD's advancement cannot end here. The gap between those who can contribute to the shaping of future technologies and those who ar...
Conference Paper
Marginalised children are uniquely vulnerable within western societies. Conducting participatory design research with them comes with particular ethical challenges, some of which we illustrate in this paper. Through several examples across two different participatory design projects (one with autistic children, another with visually impaired childr...
Conference Paper
Full-text available
While studies point to the positive potential of games for health to increase patient engagement and to a need to consider longer-term perspectives, there is a lack of more tangible knowledge on how to design for long-term engagement in games for health. This paper makes a contribution in this space by drawing a reflective arc across three games fo...
Article
Full-text available
INTRODUCTION: Mental health promotion apps can promote youth mental health but fail to engage youngpeople. Fit to young people’s media preferences is known to mediate engagement.OBJECTIVES: To explore the fit of existing youth mental health apps with young people’s mediapreferences.METHODS: A workshop with 60 youth psychologists elicits designs of...
Conference Paper
Full-text available
Lecturers face an on-going struggle to keep up-to-date with their students' learning progress in large university courses. This hurts especially when it comes to identifying and supporting the diverse needs of each individual student. One way to approach this challenge is to introduce peer reviewing as a means to provide students with individual fe...
Conference Paper
Multiplayer online games, such as Minecraft, have the potential to be powerful sites for youth learning, but can be plagued by inter-personal conflicts. This brings the need for online moderation. However, only very little is known about the practices through which such moderation happens, or how socio-technical systems could be designed to enable...
Conference Paper
Full-text available
Self-care technologies have been influenced by medical values and models. One of the values that was acritically incorporated was that self-care was medicalised, and, as a result, technologies were designed to afford use with clinicians and fit structured medical processes. This paper seeks to broaden the understanding of self-care in HCI, to ackno...
Conference Paper
Full-text available
DIY-making can be an expensive pastime if makers are relying on ready-made toolkits, specialised materials and off-shelf components. Many prefabricated commercial kits seek to lower the learning barrier of making and to help beginners to successfully take their first steps in engineering. However, as soon as the novices become a little more advance...
Conference Paper
Numerous reports and studies point to increasing performance criteria and workplace stress for academics/researchers. Together with the audience, this panel will explore how we experience this in the HCI community, focussing particularly on what we can do to change this for a slower more sustainable academic culture. The future of good quality HCI...
Conference Paper
This one-day workshop will help early career researchers/academics develop their careers in HCI through intensive interaction with senior mentors from academia and industry who are experienced in research and professional service. Application to the workshop is open to all members of the HCI community who have received their PHDs in the past five y...
Conference Paper
The ACM SIGCHI community has been at the forefront of addressing issues of equity and inclusivity in the design and use of technology, accounting for various aspects of users' identities such as gender, ethnicity, and sexuality. With this panel, we wish to explore how we, as SIGCHI, might better target similar goals of equity and inclusivity - acro...
Article
Full-text available
The authors report on the PervasiveHealth 2017 workshop, Leveraging Patient-Generated Data (PGD) for Collaborative Decision Making in Healthcare. They discuss characteristics of PGD, followed by scenarios demonstrating the data-sharing practice among patients, clinicians, and caregivers. The authors also highlight current challenges and opportuniti...
Conference Paper
Intelligent technology is increasingly entangled in every aspect of our lives. As the designers/builders of these technologies, we wield considerable power, as is rightly being publicly scrutinized in recent debates around biased algorithms and (mis)use of social media data. Designing for intelligence is not just designing technology per se but des...
Conference Paper
Full-text available
We introduce and discuss the design and use of new tools for electronic textile making. Electronic textiles, or eTextiles, are increasingly produced and used in experimental interfaces, wearables, interior design, as well as in the education and maker cultures. However, the field relies on tools specific to either the textile or the electronic doma...
Preprint
Full-text available
Multiplayer online games, such as Minecraft, have the potential to be powerful sites for youth learning, but can be plagued by inter-personal conflicts. This brings the need for online moderation. However, only very little is known about the practices through which such moderation happens, or how socio-technical systems could be designed to enable...
Article
Full-text available
Due to an aging population in Europe, the development of Ambient Assisted Living technologies (AAL) is increasingly the target of research financing. These technologies promise to enable older people to remain in their own homes longer, something many people report wanting and which may also reduce the costs of care. To date however there are few s...
Article
Welcome to this issue of the Proceedings of the ACM on Human-Computer Interaction, which will focus on contributions from the research community Computer-Supported Cooperative Work and Social Computing (CSCW). This diverse research community explores how different types of social groups affect, and are affected by, information and communication tec...
Conference Paper
[Note: abstract = paper] Interactive Surfaces and Spaces increasingly pervade our everyday life, appearing in various sizes, shapes, and application contexts, offering a rich variety of ways to interact. Actually getting technologies used in everyday life though requires sensitivities to a range of other factors beyond the technology itself. Drawin...
Conference Paper
Full-text available
This paper presents the evaluation of playful technology-mediated audience participation (TMAP) during three music performances in a recent music event. It captures preliminary impressions from a wide range of perspectives and includes critical reflections of music artists, video analysis and qualitative interviews with audience members to cover hy...
Article
The integration of new technologies into counsellor education has progressed slowly. We present mPath; an online system designed to support iterative, multi-levelled and deep reflection on practice in skills training sessions. We propose the integration of new technologies to counsellor education as an area with scope for future research and develo...
Conference Paper
In recent years, HCI has been concerned with supporting memory processes through digital mementos. Still, relatively little work has been done on the design of interactive and mobile image viewers to support "reconstructing" meaningful memories. To explore novel perspectives on digital images, we provided eight participants with five different view...
Conference Paper
Way-finding pillars for tourists aid them in navigating an unknown area. The pillars show nearby points of interest, offer information about public transport and provide a scale for the neighbourhood. Through a series of studies with tourists and locals, we establish their different needs. In this space, we developed Mappy, a mobile application whi...
Article
Full-text available
Assistive technologies, such as telecare monitoring applications installed in the home, are being promoted to help reduce pressure on health care systems caused by an aging population and as such promise a large market for new products. However, despite many projects undertaken by commercial companies, and despite significant investments both by th...
Conference Paper
Full-text available
Mobile and sensor-based technologies have created new interaction design possibilities for technology-mediated audience participation in live music performance. However, there is little if any work in the literature that systematically identifies and characterises design issues emerging from this novel class of multi-dimensional interactive perform...
Conference Paper
Full-text available
Technologies are increasingly reaching areas of everyday life that were previously separated from the digital world, including traditional crafts. HCI work has explored hybrid craft as activities that manipulate smart materials for interactive physical outcomes. This however, excludes the ways in which traditional crafts become hybrid through other...
Conference Paper
Although the development of Ambient Assisted Living (AAL) technologies is being financed to support older people, there are not many systems on the market to date. Other studies have tried to understand this by looking at user acceptance issues. However, by looking only at the user acceptance, we may miss important aspects to explain why systems we...
Conference Paper
Full-text available
CHI Stories is a new venue introduced at CHI 2017. A diverse set of storytellers describe personal experiences that shaped who they are and how they came to the field of Human-Computer Interaction.
Conference Paper
Academics often report becoming increasingly overwhelmed with work and are often told to learn to say "no" more often. In this course, we'll put the emphasis on learning to say "yes" to what is important, which then provides the necessary basis for learning to say "no" with purpose. It is about taking control and making proactive choices wisely and...
Conference Paper
Full-text available
Whether it is in the form of software, system architecture or interface design, anything digital is inevitably affected by values: the organizational values of the project sponsor, the values of the research partners, and the values of each developer and designer. Some values (e.g. commercial success, academic prestige) are easier to quantify than...
Conference Paper
Full-text available
While aging has become an influential area of research in HCI, the science of human longevity presents itself as an untapped framework through which HCI researchers may further investigate. The present work presents preliminary research on older adults' personal perception of time in context with their personal perception of technology. Researchers...
Conference Paper
Designing for reflection is becoming an increasingly important part of many HCI systems in a wide range of application domains. However, there is a gap in our understanding of how the process of reflection can be supported through technology. In fact, an implicit assumption in the majority of existing work is that, just by providing access to well-...
Conference Paper
Capturing and describing the multi-faceted experiences autistic children have with technologies provides a unique research challenge. Approaches based on pragmatist notions of experience , which mostly rely on empathy, are particularly limited if used alone. To address this we have developed an approach that combines Actor-Network Theory and Critic...
Article
Experiences of autistic children with technology are often assessed by neurotypical researchers, although their perceptual and sense-making processes differ fundamentally. Empathy, as the underlying mechanism to infer another person’s experience, is of limited use in cases where life-worlds radically diverge. The same holds true for indirect assess...
Conference Paper
Full-text available
This position paper describes a critical incident from an early AAL project related to the design decisions made about which features to include. In order to give the older users of a sensor-based telecare monitoring system more tangible value, a number of non-sensor-based interactive services were incorporated into the system which was installed i...
Conference Paper
Later developments in community-based PD have put a focus on how societal challenges and technological possibilities call for new forms of participation and civic engagement. In particular, lack of resources promotes public engagement in social innovation, and highlights questions of how innovations developed in a local community can successfully '...
Article
The emergence of 'third paradigm' Human-Computer Interaction (HCI) was driven by the shortcomings of existing approaches to adequately describe and understand the ways people interact with a new breed of pervasive digital technologies in everyday life. In response, new approaches became situated, value-driven and participatory with a shift towards...
Conference Paper
The web has become the primary mechanism for information delivery. However, for people with an intellectual disability there can be significant barriers in accessing the web. This research aims to design a novel solution to help people with a disability, especially people who cannot type easily or correctly, to access the web independently. We prop...
Conference Paper
This one-day, embedded workshop will explore the design intersections of human values and internet of things (IoT) applications. In a day-long session we will configure and build small IoT devices (using the Particle platform), then deploy them to collect, share and publish the data they harvest throughout the conference. During the conference prog...
Conference Paper
This paper evaluates MarkAirs, an interaction technique that uses fiducial markers to perform mid-air interactions. MarkAirs offers several advantages: the proposed technique does not require any tracking external hardware other than the front camera of a mobile device; it is robust even when the markers are partially occluded; and it enables preci...
Conference Paper
Full-text available
In this position paper we present a new approach to music interaction design. We propose the TMAP Design Cards as a tool and method to generate and advance ideas for technology-mediated audience participation in live music (TMAP). The first draft set of cards was built on the TMAP Framework, which describes and maps out the design space of TMAP bas...
Article
Full-text available
Designing for older adults can be complex. Often, designers struggle to understand people who share a very different life context. At the same time, older adults can have difficulties imagining future technologies for themselves. This creates challenges for design processes bounded by time and outcome expectations. In this paper, the authors explor...
Conference Paper
Full-text available
The development of strong social and emotional skills is central to personal wellbeing. Increasingly, these skills are being taught in schools through well researched curricula. Such social-emotional learning (SEL) curricula are most effective if reinforced by parents, thus transferring the skills into everyday contexts. Traditional SEL programs ha...
Conference Paper
Practice-based CSCW research is an orientation towards empirically-grounded research embracing particular methodological approaches with the aim of creating new theory about work, collaboration, and cooperative technologies. While practice-based CSCW research has several strong roots in both North America and Europe: ECSCW and Europe remain central...
Article
Full-text available
Many studies show that self-care technologies can support patients with chronic conditions and their carers in understanding the ill body and increasing control of their condition. However, many of these studies have largely privileged a medical perspective and thus overlooked how patients and carers integrate self-care into their daily lives and m...
Conference Paper
For several years, efforts have been taken to create systems for mediating a feeling of connectedness and affective awareness among separated family members or friends. At the same time research has been carried out on designing technology to foster behaviour change, especially to increase physical activity. Numerous works on behaviour change, both...
Conference Paper
Full-text available
While much effort in interactive system design is centered on the recognition and representation of precise contextual information, where ambiguity or missing information is considered disruptive, other work has sought to play with notions of contextual ambiguity as deliberate design strategies. In this paper, we build on the latter idea by intenti...
Conference Paper
Full-text available
This paper presents Airsteroids, a multi-player re-design of the classic arcade game Asteroids. The re-design makes use of handheld devices such as tablets and Smartphones and of MarkAirs, an around-device interaction (ADI) with fiducial markers that reduces occlusion on the screens and interference between users’ interactions.
Article
Full-text available
Connecting people with technology is an important challenge in HCI and ubiquitous computing. Digital photo frames are a popular class of private situated displays particularly aimed at this purpose. However, their evaluation can be challenging as a significant amount of interaction takes place by looking at the device, i.e., without direct user inp...
Conference Paper
Full-text available
Digital tabletops present numerous benefits in face-to-face collaboration envi-ronments. However, their integration in real settings is complicated by cost and fixed location. In this respect, building table-like environments using several handheld devices such as tablets or smartphones provides a promising alternative but limited to touch interact...