Paul Marshall's research while affiliated with University of Bristol and other places
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Publications (119)
This paper presents a systematic review of HCI literature focusing on children with ADHD, the prevailing mental health diagnosis in children. Its aim is to (i) chart the state-of-the-art in this domain (e.g. methods used), (ii) identify the ways the HCI community has addressed the needs of children with ADHD (e.g. technologies deployed), and (iii)...
Background
The occurrences of acute complications arising from hypoglycemia and hyperglycemia peak as young adults with type 1 diabetes (T1D) take control of their own care. Continuous glucose monitoring (CGM) devices provide real-time glucose readings enabling users to manage their control proactively. Machine learning algorithms can use CGM data...
Augmented reality (AR) filters are a popular social media feature affording users a variety of visual effects. Despite their widespread use, no research to date has examined either ‘why’ people use them (i.e., motivations) or ‘how’ their usage makes people feel (i.e., well-being effects). Through the uses and gratifications theory supported by a se...
Co-design is a widely applied design process with well-documented values, including mutual learning and collective creativity. However, the real-world challenges of conducting multidisciplinary co-design research to inform the design of self-care technologies are not well established. We provide a qualitative account of a multidisciplinary project...
Background:
There are thousands of digital companions designed for emotional well-being and stress, including websites, wearables, and smartphone apps. Although public evaluation frameworks and ratings exist, they do not facilitate digital companion choice based on contextual or individual information, such as occupation or personal management str...
In this paper we investigate the use of model-based reinforcement learning to assist people with Type 1 Diabetes with insulin dose decisions. The proposed architecture consists of multiple Echo State Networks to predict blood glucose levels combined with Model Predictive Controller for planning. Echo State Network is a version of recurrent neural n...
Personal informatics technologies support the collection of and reflection on personal data, but enabling people to learn from and act on this data is still an on-going challenge. Sharing and discussing data is one way people can learn from it, but as yet, little research explores how peer discourses around data can shape understandings and promote...
Self-tracking is an important part of self-care. However, predefined self-tracking approaches can impede people's agency in managing their health. We investigated a customisable and pictorial self-tracking approach in multiple sclerosis self-management by implementing and conducting a field study of Trackly: a prototype app that supports people in...
This paper presents a qualitative study of contextual factors that affect news consumption on mobile devices. Participants reported their daily news consumption activities over a period of two weeks through a snippet-based diary and experience sampling study, followed by semi-structured exit interviews. Wunderlist, a commercially available task man...
BACKGROUND
Persistent psychosocial stress is endemic in the modern workplace, including amongst mid-career high school (secondary comprehensive) teachers in England. Understanding contextual influences on teachers’ self-management of stress along with their use of digital health technologies could give important insight into creating more usable an...
Background:
Persistent psychosocial stress is endemic in the modern workplace, including among midcareer high school (secondary comprehensive) teachers in England. Understanding contextual influences on teachers' self-management of stress along with their use of digital health technologies could provide important insights into creating more usable...
This paper explores how a design fiction can be designed to be used as a pragmatic user-centred design method to generate insights on future technology use. We built HawkEye, a design fiction probe that embodies a future fiction of dementia care. To learn how participants respond to the probe, we employed it with eight participants for three weeks...
Though some work has looked at the implementation of personal informatics tools with youth and in schools, the approach has been prescriptive; students are pushed toward behaviour change intervention or otherwise use the data for prescribed learning in a particular curriculum area. This has left a gap around how young people may themselves choose t...
Digital self-tracking technologies offer many potential benefits over self-tracking with paper notebooks. However, they are often too rigid to support people's practical and emotional needs in everyday settings. To inform the design of more flexible self-tracking tools, we examine bullet journaling: an analogue and customisable approach for logging...
Wearable technologies are increasingly popular, but often abandoned. Given their highly personal nature, aesthetics and form factor play a key role in adoption and continued use, but thus far little work has focused on this. This paper presents a three-part study to better understand the role of aesthetics and personalisation within wearables. We p...
The rise of the Internet of Things (IoT) brings abundant new opportunities to create more effective and pleasing tangible user interfaces that capitalize on intuitive interaction in the physical world, whilst utilizing capabilities of sensed data and Internet connectivity. However, with these new opportunities come new challenges; little is still k...
Blood sampling is a common and necessary procedure in the treatment and diagnosis of a variety of diseases. However, it often results in painful and stressful experiences for children. Designed together with domain experts, ChillFish is a breath-controlled biofeedback game technology with bespoke airflow sensor that aims to calm children during blo...
This course will provide an introduction to methods used in Human-Computer Interaction (HCI) research. An equal focus will be given to both the quantitative and qualitative research traditions used to understand people and interactional contexts. We shall discuss these major research traditions along with their contemporary framings (e.g., in-the-w...
This one-day workshop will encourage the emergence of more critical and socially oriented perspectives to a data-driven life. We adopt a focus on how data mediates relationships personal, professional, across social networks and cross-culturally to consider the social and cultural implications of quantified lifestyles. At the workshop, attendees wi...
Citizen sensing is an approach that develops and uses lightweight technologies with local communities to collect, share and act upon data. In doing so it enables them to become more aware of how they can tackle local issues. We report here on the development and uptake of the 'City- Commons Framework for Citizen Sensing', a conceptual model that bu...
Consumer health technologies have an enormous potential to transform the self-management of chronic conditions. However, it is unclear how individuals use self-tracking technologies to manage them. This in-depth interview study explores self-tracking practices in multiple sclerosis (MS), a complex neurological disease that causes physical, cognitiv...
The phrase "in-the-wild" is becoming popular again in the field of human-computer interaction (HCI), describing approaches to HCI research and accounts of user experience phenomena that differ from those derived from other lab-based methods. The phrase first came to the forefront 20-25 years ago when anthropologists Jean Lave (1988), Lucy Suchman (...
In this paper, we present a design framework for ADHD assistive technologies that aims to give researchers grounding in the background research on the condition, to provide a lingua franca, and to highlight potential research directions for HCI researchers within assistive technology. The design framework couples ADHD patient challenge areas to tec...
This paper introduces the concept of 'design fiction probes', critical narratives to elicit open-ended responses from potential future users of proposed technologies. Inspired and guided by academic literature, such a fictional narrative allows the reader to explore potential consequences of the use of technologies before they actually exist. The m...
Little research on assistive technologies for families of children with attention deficit hyperactivity disorder (ADHD) has investigated the long-term impact, after the assistive technology is returned to the researchers. In this paper, we report the outcomes of a follow-up study, conducted four-weeks after a field study of 13 children with ADHD an...
This article presents a video-based field study of the Reactable, a tabletop tangible user interface (TUI) for music performance, in a hands-on science centre. The goal was to investigate visitors’ social interactions in a public setting. We describe liminality and cross-group interaction, both synchronous with fluid transitions and overlaps in use...
What makes us feel safe when walking around our cities? Previous research has shown that our perception of safety strongly depends on characteristics of the built environment; separately, research has also shown that safety perceptions depend on the people we encounter on the streets. However, it is not clear how the two relate to one another. In t...
The real world use and design of personal informatics has been increasingly explored in HCI research in the last five years. However, personal informatics research is still a young multidisciplinary area of concern facing unrecognised methodological differences and offering unarticulated design challenges. In this review, we analyse how personal in...
Habit formation apps are intended to help instigate and maintain new behaviors. Prior research has established that these apps mostly do not support the theoretical ‘habit’ construct defined in psychology, yet are generally popular and well reviewed in app stores. This apparent mismatch between theory and ‘in-the-wild’ usage has not been investigat...
Families of children with Attention Deficit Hyperactivity Disorder (ADHD) often report morning and bedtime routines to be stressful and frustrating. Through a design process involving domain professionals and families we designed MOBERO, a smartphone-based system that assists families in establishing healthy morning and bedtime routines with the ai...
This course will provide an introduction to methods used in Human-Computer Interaction (HCI) research. An equal focus will be given to both the quantitative and qualitative research traditions used to understand people and interactional contexts. We shall discuss these major philosophical traditions along with their contemporary framings (e.g., in-...
This paper describes a situated study of personal informatics applications for running that had to be conducted in a flexible and pragmatic way to adjust for the context of use. A qualitative situated study highlighted important differences in runners' motivations, uncovering markedly different uses and preferences between people who run either for...
Eye contact is crucial to shared encounters in public spaces. However, most urban technologies that aim to foster social interaction tend to rely on screens, directing a significant proportion of the users' attention towards the device rather than to those with whom the encounter is shared. We present the design and evaluation of the Jokebox, a lig...
Online crowdsourcing has successfully been used as a paradigm to collect large amount of perceptions about our cities quickly and cheaply, enabling social scientists to quantitatively test urban theories at scale. While doing so, researchers have not focussed on getting answers from specific demographics, relying on a self–selected crowd instead. H...
Citizens are increasingly crowdfunding IoT based participatory sensing technologies that allow them to collect and share data about the environment. These initiatives are usually referred to as grassroots and are driven by a vision of widening access to tools for political action. In this paper we compare patterns of participation and user experien...
Activity trackers are increasingly popular, but they have high levels of abandonment and little evidence exists to suggest why this is. This paper explores barriers to engagement with activity trackers. We extend previous research by not only characterising the barriers users experienced, such as tracking accuracy and device aesthetics, but also by...
HCI researchers are increasingly conducting civically engaged research in the wild to design technologies for social action that aim to empower communities at the grassroots level. However, there are very few descriptions of HCI interventions that have achieved sustained community engagement and social impact. We discuss three tensions that are hin...
In this paper we suggest that the 3D isovists centered on a display have an impact on the ‘noticeability’ of the information presented on it. We compared the use of 2D and 3D isovists as methods of assessing display ‘noticeability’ applied to an environment in which a network of public digital displays has been installed, namely a university campus...
Recently, global economic turmoil has led to the rise of many grass-roots movements and communities that share a strong sustainability agenda and the desire for political, economic and societal change in the world. Digital technologies play a role in supporting these growing communities in achieving their goals, maintaining and extending their prac...
Providing access to and training in ICTs is seen as key to bridging the digital divide between technology-rich communities and those with poor IT infrastructures. Several projects have focused on providing ICTs for education in developing countries, of which the best known is One Laptop Per Child (OLPC). Although, there has been significant critici...
Observational studies of situated displays have suggested that they are rarely looked at, and when they are it is typically only for a short period of time. Using a mobile eye tracker during a realistic shopping task in a shopping center, we show that people look at displays more than would be predicted from these observational studies, but still o...
Providing access to and training in ICTs is seen as key to bridging the digital divide between technology-rich communities and those with poor IT infrastructures. Several projects have focused on providing ICTs for education in developing countries, of which the best known is One Laptop Per Child (OLPC). Although, there has been significant critici...
Many companies would like to redesign their workspaces to make them more pleasant and even fun places to work in. An assumption is it will result in social and economic benefits. However, it can be difficult to achieve because of cost, level of disruption and regulations. We present an alternative approach that provides an injection of playfulness...
Persuading children to eat healthily can be challenging. Parents and guardians commonly have trouble encouraging young children to eat their vegetables, who often prefer less wholesome alternatives. Parents regularly employ a range of methods that encourage or distract children to eat food they don't want to eat. Digital technologies, such as augme...
The problems with inactive and sedentary lifestyles are widely recognised. People believe that activity tracking systems, such as the Fitbit, may aid them in meeting recommended levels of physical activity. Similar systems have been the subject of previous research, but many of these studies were conducted over a short-term and some results may be...
The problems with inactive and sedentary lifestyles are widely recognised. People believe that activity tracking systems, such as the Fitbit, may aid them in meeting recommended levels of physical activity. Similar systems have been the subject of previous research, but many of these studies were conducted over a short-term and some results may be...
Low-cost sensing technologies that stream data into web platforms have become increasingly available for households, blurring the boundaries between the public and the private. In this paper we draw on our experience with the Smart Citizen crowdsensing project to present a vision of a future where households become city infrastructure through the d...
HCI projects are increasingly evaluating technologies in the wild, which typically involves working with communities over extended periods, often with the goal of effecting sustainable change. However, there are few descriptions of projects that have been successful in the long-term. In this paper we investigate what factors are important for devel...
HCI projects are increasingly evaluating technologies in the wild, which typically involves working with communities over extended periods, often with the goal of effecting sustainable change. However, there are few descriptions of projects that have been successful in the long-term. In this paper we investigate what factors are important for devel...
There has been little research on how interactions with tabletop and Tangible User Interfaces (TUIs) by groups of users change over time. In this article, we investigate the challenges and opportunities of a tabletop tangible interface based on constructive building blocks. We describe a long-term lab study of groups of expert musicians improvising...
An imbalanced diet is the primary cause of the majority of non-communicable diseases. In particular, obesity rates are increasing in both the developed and developing world and this disease has been described as a pandemic by the World Health Organization. Many governments provide dietary guidelines, for example, recommended weekly amounts of diffe...
Many journeys in urban environments are short and could be conveniently carried out on foot or bike. However, many people use public transport or cars and this places pressure on urban transport infrastructures. Motivating people to change their transport habits is a wicked problem and challenging to address. We outline our current approach that in...
Research is increasingly focusing on the role of spatial context in encouraging or discouraging interaction with public displays. However, there are few tools available to aid researchers in analyzing space in terms of its relevant properties when deciding where the most appropriate location is to position a display. In this paper we argue that a t...
Very little research has concurrently explored the influence of both physical space and social context (or place) on the way people engage with a public interactive display. We addressed this issue with a novel approach: studying how people engaged with the same interactive installation in ten situations with varying spatial and social properties....
Theories of embodiment focus on how practical engagement and the structure of the body shape perception, experience, and cognition. They typically reject a view of human cognition as grounded in abstract information processing. The concept of embodied interaction is increasingly used in the design, analysis, and evaluation of interactions with and...
Research on and with digital technologies is everywhere today. This timely, authoritative Handbook explores the issues of rapid technological development, social change, and the ubiquity of computing technologies which have become an integrated part of people's everyday lives.
This is a comprehensive, up-to-date resource for the twenty-first centur...
Floor displays, because of the novelty of their location,
can be more effective at grabbing the attention of
passersby than public wall mounted screens. However,
a concern is that as floor displays become more
familiar, people will take less notice of them. We are
exploring how to maintain interest in a large-scale
interactive floor display in a se...
We describe the motivations behind the E-Sense project which will investigate augmented perception by building a range of novel tactile interfaces. As well as exploring the practical utility of these systems for real world tasks, we are particularly interested in the following question: how can we design tactile interfaces to mediate novel sensory...
The rise of ubiquitous computing leads to a natural convergence between the areas of architectural design (the design of buildings, spaces and experience of being in and moving through them) and HCI. We suggest that Architecture and CHI have much to learn from each other in terms of research and practice. This workshop will bring together these com...
Previous research has demonstrated the capacity of interactive table-tops to support co-located collaborative learning; however, these analyses have been at a coarse scale---focusing on general trends across conditions. In this paper, we offer a complimentary perspective by focusing on specific group dynamics. We detail three cases of dyads using t...
Cars offer an increasing number of infotainment systems as well as comfort functions that can be controlled by the driver. In our research, we investigate new interaction techniques that aim to make it easier to interact with these systems while driving. We suggest utilizing the steering wheel as an additional interaction surface. In this paper, we...
For over ten years researchers in human-computer interaction (HCI) have explored an embodied perspective that seeks to describe and explain the fundamental role played by the physical body in how we experience, interact with and understand computation in the world we live in. Recently, such a perspective has been used to discuss human actions and i...
The development of cheaper eye trackers and open source software for eye tracking and gaze interaction brings the possibility to integrate eye tracking into everyday use devices as well as highly specialized equipment. Apart from providing means for analyzing eye movements, eye tracking also offers the possibility of a natural user interaction moda...
Interaction with groups carrying out tasks across multiple displays and devices can be complex. Users have to switch their attention from controlling one device to another while continuing with their ongoing activity and conversations. This raises questions about how to support and evaluate interface design which facilitate fluid interaction. This...
This special issue is devoted to the topic of tangible user interfaces and children. It emphasizes research on tangibility
that transcends system descriptions, focusing on the empirical support of theories and design guidance. The papers result
from the organization of a workshop at the CHI 2009 ACM conference in Boston, USA. As an introduction to...
Multi-touch tabletops have been much heralded as an innovative technology that can facilitate new ways of group working. However, there is little evidence of these materialising outside of research lab settings. We present the findings of a 5-week in-the-wild study examining how a shared planning application - designed to run on a walk-up-and-use t...
There are few conceptual tools available to analyse physical spaces in terms of their support for social interactions and their potential for technological augmentation. In this paper, we describe how we used Adam Kendon's characterisation of the F-formation system of spatial organisation as a conceptual lens to analyse the social interactions betw...
Can ubiquitous technologies be designed to nudge people to change their behavior? If so, how? We describe an ambient installation that was intended to help people decide - and to encourage them to reflect - when confronted with a choice. In this particular case, it was whether to take the stairs or the elevator in their place of work. The rationale...
When people work face-to-face, they use multiple cues like gesture, orientation and visual attention to co-ordinate interaction, maintain awareness and negotiate meaning (e.g. Gutwin and Greenberg, 1998). Tabletop interfaces are often said to support these multiple cues: people are able to see each other across the table; interface manipulations re...
We describe the many challenges faced when designing, implementing and embedding large-scale installations in a physical space, such as a building. A case study is presented of a distributed ambient display system intended to inform, lure and influence people when moving through the building. We outline the wide range of technical, user, aesthetic...
Many tasks require attention switching. For example, searching for information on one sheet of paper and then entering this information onto another one. With paper we see that people use fingers or objects as placeholders. Using these simple aids, the process of switching attention between displays can be simplified and speeded up. With large or m...
This paper reports on an on-going project, which is investigating the role that location plays in the visibility of information presented on a public display. Spatial measures are presented, derived from the architectural theory of Space Syntax. These are shown to relate to the memorability of words and images presented on different displays. Resul...
An assumption behind much work on the use of tangibles for learning is that there are benefits related to the physical manipulation of materials. However, previous work that has shown learning benefits of using physical materials often hasn’t adequately controlled for the covariates of physicality. In this paper, we describe a study where we compar...
The potential of tabletops to enable groups of people to simultaneously touch and manipulate a shared tabletop interface provides new possibilities for supporting collaborative learning. However, findings from the few studies carried out to date have tended to show small or insignificant effects compared with other technologies. We present the Coll...