About
43
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Introduction
Research interests:
Biodesign
Digital Fabrication in collaboration with living organisms
Communication through Data Visualisation
Tangible Interaction
Methods:
Biodesign
Digital Fabrication
Data Visualisation
Current institution
Additional affiliations
December 2015 - December 2016
April 2015 - October 2015
July 2014 - November 2014
Editor roles
Education
March 2013 - October 2016
July 2010 - November 2011
March 2005 - November 2008
Publications
Publications (43)
Integrating ethics education in human-computer interaction (HCI) programs is critical to training responsible industry practitioners. Yet, there is a lack of practical educator-focused resources, which facilitate reflection on personal approaches to ethics education. We conducted a series of nine generative participatory workshops with 15 educators...
Designing for future liveable cities demands a spectrum of perspectives, each responding in some way to global and local challenges from climate change to safe housing. However, enabling spaces for often juxtaposed, contradictory and cooperative voices, both hopeful and cautionary, can be challenging. This paper is a first step in harnessing plural...
HCI researchers recognize affect and emotion as fundamental parts of human experience however conceptualizing emotions as ineffable, embodied, situated, or culturally bound does not fit within some of the dominant paradigm of Affective computing and emotion AI research focused mostly on recognition and classification of basic emotions. An alternati...
Biodesign is an inherently interdisciplinary pursuit, where design and scientific knowledge and practices are come together to benefit human and planetary wellbeing. To grow a biodesigner requires nurturing disciplinary knowledge, providing interdisciplinary exposure and creating effective boundary objects. However, research in education has noted...
Purpose: This paper introduces the Design-Develop-Decide (3D) framework, addressing the transdisciplinary research gap in the convergence of design think-ing and implementation, particularly in early-stage translation research for health settings. Focused on clinical decision support tools using artificial intel-ligence (AI), the framework emphasiz...
Virtual Reality (VR) demonstrated efficacy for reducing stress for Palliative Care (PC) persons and distract from pain. However, VR in clinical settings may do more to foster the holistic approach of PC, creating an enriching experience adjunct to focusing on clinical outcomes or as a distraction from suffering. To understand design trends, gaps an...
There has been a growing interest in advancing the use of mycelium composite in recent years, due to their eco-friendliness, affordable cost, low density, and excellent acoustic and thermal insulation properties. This study compares various mycelium composites manufactured using different fungal species and provides a decision-making guide for sele...
Digital health technologies often employ implementation evaluations to determine their impact on the workflow of healthcare staff. However, the intention of this is not to improve the development of the digital tool from the outset. This paper presents a case study to illustrate iterative design evaluations as an approach to improve digital tools a...
Sustainability in HCI is a growing area of research, and a driver of creativity for developing new and interesting interfaces. Low-power technology such as e-ink or flip-dot displays have provided some alternatives, and living media displays present a new opportunity to study displays that consume low amounts of energy. This pilot study explores th...
Designing technologies in the palliative care environment is difficult due to the sensitivity of the context and vulnerability of the patients and their families in a critical stage of life. We conducted two focus groups with 9 healthcare workers to capture sociotech-nical imaginaries to support physical, psychological, social and spiritual aspects...
Biomedical science students need to learn to code. Graduates face a future where they will be better prepared for research higher degrees and the workforce if they can code. Embedding coding in a biomedical curriculum comes with challenges. First, biomedical science students often experience anxiety learning quantitative and computational thinking...
A sustainable, circular, post-carbon economy of the future will take waste material from one part of the economy and give it new value. This will reduce energy and material leakage from the economy and create new opportunities for innovation in materials. Myco-materials provide an opportunity to transform ligno-cellulosic matter, such as waste card...
A sustainable, circular, post-carbon economy of the future will take waste material from one part of the economy and give it new value. This will reduce energy and material leakage from the economy and create new opportunities for innovation in materials. Myco-materials provide an opportunity to transform ligno-cellulosic matter, such as waste card...
Technology probes are low-fidelity devices that can be used to understand research participant's lived experiences, but they are not usually subject to iterative design. There are opportunities in human-computer interaction to develop technology probes through co-design, by including diverse perspectives during probe development. To explore this op...
The nascent field of biodesign creates novel applications of life sciences through design methods. Biodesign has the potential to shift interactive computational systems from using purely digital components to systems that integrate living organisms. However, there is a lack of understanding of biodesign and how it advances HCI. We present a review...
The home is a place of shelter, a place for family, and for separation from other parts of life, such as work. Global challenges, the most pressing of which are currently the COVID-19 pandemic and climate change have forced extra roles into many homes and will continue to do so in the future. Biodesign integrates living organisms into designed solu...
The current legacy ICT framework structures in healthcare are often siloed and do not allow information to flow easily between business analytics and clinical systems, affecting critical decision making.Western Sydney Local Health District (WSLHD) has numerous electronic database systems for business analytics including tracking individual patients...
The nascent field of biodesign uses the biological affordances of organisms to address some user need. These can range from the development of novel materials, which the designer actively investigates, to applications of synthetic biology or the creation of bio-digital hybrid systems. Within biodesign there is a question for interaction design: wha...
Many people, especially those in sedentary occupations, fail to achieve the recommended levels of physical activity. Vir-tual reality (VR) games have the potential to overcome this because they are fun and also can be physically demanding. This paper explores whether a VR game studio can help work-ers in sedentary jobs to get valuable levels of exe...
Pressing environmental topics such as coral bleaching, are often difficult to convey in a less dogmatic way. Chief scientists, CSIRO and Inspiring Australia Expert Working Group are among a community of scientists who look for creative and innovative ways to promote science through emotional humanised engagement. Understanding aesthetics in the con...
Students commencing tertiary studies in life sciences over the next decade are going to arrive at universities with a more advanced digital literacy and shifting expectations of how technology supports learning. This poses a challenge to traditional approaches to tertiary science education. As the increasingly digitally literate students arrive, an...
It is difficult for people to understand how much exercise they get when their activity is sensed from multiple devices. This may include incidental steps accumulated throughout the day as well as other activities, such as playing games in virtual reality (VR). To address this we designed VRFit, an interactive dashboard which shows exercise levels...
This paper outlines a new approach to Non-Expert User Visualization design (NEUVis). It has been developed through reflection on the process of creating a multi-user, interactive installation. To aid designers, primary researchers and funding agents in translating data into a visualization, we present Six Questions to combine data and user needs, w...
This chapter presents a project in which students taking an undergraduate course on Design Thinking participated in a university widening participation project, visiting local schools from a low socioeconomic status background and engaging the school students in a design exercise. The project aimed to draw on the value of service learning, learning...
This chapter introduces three arts projects that employ different collaborative methods to promote climate change awareness through community-based environmental education. The artworks provide new access points to climate change information, rather than acting as a representative for the discipline of science. This allows different ways of knowing...
The exhibition focuses on the artistic use of new technologies and opens up views into the future, in various modules. It shows us our new reality, which is shaped by 3-D printers and robots, cyborgs and chimeras, molecules and gene pools, wearable technologies and medical miracles, synthetic life forms, bionic suits and silicon retinas, artificial...
This chapter introduces three arts projects that employ different collaborative methods to promote climate change awareness through community-based environmental education. The artworks provide new access points to climate change information, rather than acting as a representative for the discipline of science. This allows different ways of knowing...
In the fast-changing and multidisciplinary practice of artful information visualization, the act of translating data into an image can be fraught with peril. There is considerable debate around modes of visualization and their relationships with the underlying data. This paper outlines the debate between the opposing ideologies through assessment o...
Engaging a general audience with scientific research can be effectively assisted by visualization. Visualization art has the potential to engage users with scientific data in a way that gives the audience deep and reflective insights into scientific research. This paper reviews relevant literature on different methods and practices of visualization...
The authors discuss how tangible user interface objects can be important educational and entertainment tools in environmental education. The authors describe their interactive installation artwork Reefs on the Edge, which incorporates tangible user interface objects and combines environmental science and multiple art forms to explore coral reef eco...
This paper outlines Non-Expert User Visualisation (NEUVis), a mode of information visualisation commonly practiced by artists and designers. NEUVis, a wicked problem, accounts for design constraints related to the affective (or emotional) response by the user. This contrasts NEUVis from the tame, but complex, problems associated with scientific vis...
The use of cross-media and transmedia-based art installation has generated new ways for the audience to appreciate, understand and experience art. Transmedia, the integration of multiple media forms to augment a single narrative, has not only been largely used in commercial films, but has also been used by artists to communicate their message more...
The use of cross-media and transmedia-based art installation has generated new ways for the audience to appreciate, understand and experience art. Transmedia, the integration of multiple media forms to augment a single narrative, has not only been largely used in commercial films, but has also been used by artists to communicate their message more...