Designing distanced intergenerational interaction with tangible technology. Older people and their young relatives/grandchildren who are geographically distanced cannot currently experience closeness in tangible ways, which are the natural ways they would play and build relationships in “real” life. Enabling this connection would have positive impacts for both groups, and two types of technologies – Mixed Reality and Tangibles - can be explored to allow us to understand how to do this. We will d ....Designing distanced intergenerational interaction with tangible technology. Older people and their young relatives/grandchildren who are geographically distanced cannot currently experience closeness in tangible ways, which are the natural ways they would play and build relationships in “real” life. Enabling this connection would have positive impacts for both groups, and two types of technologies – Mixed Reality and Tangibles - can be explored to allow us to understand how to do this. We will develop approaches to distanced tangible intergenerational interaction which are designed specifically to increase intergenerational closeness and to be innovative and subtle so that they fit seamlessly into the lives of older people and young children.Read moreRead less
Codesigning processes to improve technology service provision for aged care. This research investigates the learning and implementation of novel technologies applying a participatory approach with aged care residents. In partnership with Martin Luther Homes (a not-for-profit aged care provider) and The Brainary (an educational technology provider), we will co-design recommendations and innovative services that are necessary to enable strategic planning and technology uptake of residents. We cre ....Codesigning processes to improve technology service provision for aged care. This research investigates the learning and implementation of novel technologies applying a participatory approach with aged care residents. In partnership with Martin Luther Homes (a not-for-profit aged care provider) and The Brainary (an educational technology provider), we will co-design recommendations and innovative services that are necessary to enable strategic planning and technology uptake of residents. We create value through the shared goal orientation bringing use of technology in aged care and business together as a service. Co-creating processes exploring technologies with older adults will translate into residents receiving the support they need. We can expect to achieve better quality of care and equity in technology use. Read moreRead less
Developing Accessible Playgrounds for Children with Vision Impairment. Children who are blind or have low vision (BLV) often have difficulties accessing and interacting with playgrounds, most of which are not equipped to support them. Through consultation, collaboration and co-creation with the BLV community, foundational knowledge on the user experience of playgrounds, an evaluation framework for auditing existing playgrounds and design guidelines for creating or retrofitting playgrounds will b ....Developing Accessible Playgrounds for Children with Vision Impairment. Children who are blind or have low vision (BLV) often have difficulties accessing and interacting with playgrounds, most of which are not equipped to support them. Through consultation, collaboration and co-creation with the BLV community, foundational knowledge on the user experience of playgrounds, an evaluation framework for auditing existing playgrounds and design guidelines for creating or retrofitting playgrounds will be developed that support the unique challenges of BLV children and carers. Importantly it will promote access, orientation, physical and social play for BLV children, with improved cognitive, physical and social development, thus enabling a more inclusive and healthy society.Read moreRead less
Muscle memory: The key to novel interactive memory support systems. This project aims to investigate how the use of muscle memory as a deliberate interaction design resource can effectively support declarative memory. The project brings together memory interaction design and bodily activity design to address increasing concerns surrounding Australians’ memory. By investigating muscle memory in interaction design, the project is expected to advance international understanding of scholarly and pra ....Muscle memory: The key to novel interactive memory support systems. This project aims to investigate how the use of muscle memory as a deliberate interaction design resource can effectively support declarative memory. The project brings together memory interaction design and bodily activity design to address increasing concerns surrounding Australians’ memory. By investigating muscle memory in interaction design, the project is expected to advance international understanding of scholarly and practical processes that complement design for declarative memory. The project will lay the foundation for extending research which will assist movement, rehabilitation, health and educational sports practitioners that can create engaging experiences that use muscle memory for the benefit of all Australians.Read moreRead less
Discovery Early Career Researcher Award - Grant ID: DE190101151
Funder
Australian Research Council
Funding Amount
$398,000.00
Summary
Designing augmented eating interfaces to promote mindful eating. This project aims to develop and test novel augmented eating interfaces in order to address the contradiction between the concept of mindful eating (no distractions) and the reality of screen cultures (eating with screens). Eating while watching screens can be problematic because it can cause overeating, which can manifest into bigger health concerns such as obesity and heart disease. This project expects to generate new knowledge ....Designing augmented eating interfaces to promote mindful eating. This project aims to develop and test novel augmented eating interfaces in order to address the contradiction between the concept of mindful eating (no distractions) and the reality of screen cultures (eating with screens). Eating while watching screens can be problematic because it can cause overeating, which can manifest into bigger health concerns such as obesity and heart disease. This project expects to generate new knowledge in the field of human-food interaction. It presents two new augmented eating systems and a socio-technological study of these systems in use within Australian households. The expected outcomes include a framework on how to design interactive systems that encourage mindful eating without compromising the pleasures of screen-based media and the eating experience, and a greater theoretical understanding of how to support mindful eating in everyday practice.Read moreRead less
Design guidelines for safety-critical controllers in high-risk environments. This project aims to generate novel product design guidelines for developing safer controllers for use by potentially stressed individuals in high-risk situations. It will do this by generating specific insights and verifying generalisable solutions from the context of total artificial heart recipients –who must engage with critical controllers constantly. This project expects to generate new knowledge in design by esta ....Design guidelines for safety-critical controllers in high-risk environments. This project aims to generate novel product design guidelines for developing safer controllers for use by potentially stressed individuals in high-risk situations. It will do this by generating specific insights and verifying generalisable solutions from the context of total artificial heart recipients –who must engage with critical controllers constantly. This project expects to generate new knowledge in design by establishing a new research topic around an under-examined user cohort. Expected outcomes of this project include interaction design theory developments and improved controller design techniques. This should provide significant benefits and competitive advantages by lowering stress and improving safety across a range of contexts.Read moreRead less
Digital fabrication technologies: analysing patterns of adoption and innovative transformations in architectural design and practice. This project on adoption of digital fabrication technologies by Australian architecture practices will reveal emerging opportunities for creative design and associated transformations in the design practices. These outcomes will enable the increasingly globalising sector of architectural design services to become more agile and innovative.
Understanding the design of exertion games to address Australia's obesity issue. In the face of an obesity epidemic, Australians have turned to physical computer games to address their weight issues. This research provides the first understanding of the role of the design of these games in motivating players to play harder, longer and more often, resulting in recommendations how to use and design games for health.
Designing digital aquatic play to foster Australians’ engagement with water. From the beach to the pool, aquatic play is key to Australians’ quality of life and advances physical, mental and social wellbeing. This project harnesses our increasing use of interactive technology (such as wearables) to develop the world’s first design theory on interactive aquatic play. The project creates and evaluates three inspirational aquatic play prototypes, advancing confidence in water skills, self-expressio ....Designing digital aquatic play to foster Australians’ engagement with water. From the beach to the pool, aquatic play is key to Australians’ quality of life and advances physical, mental and social wellbeing. This project harnesses our increasing use of interactive technology (such as wearables) to develop the world’s first design theory on interactive aquatic play. The project creates and evaluates three inspirational aquatic play prototypes, advancing confidence in water skills, self-expression through movement and employment of safe practices to enrich Australian’s physical engagement with water. Digital media developers, government interventions and wellbeing groups can use the derived design knowledge to leverage digital technology and aquatic interactivity to foster Australians’ physical engagement with water.Read moreRead less
The School: Designing a dynamic venue for the new knowledge environment. This project addresses a problem of real concern in relation to national and state government policies for promoting an innovation culture and economy. This project does this at the base level of schools by creating effective education learning environments that will encourage creative and innovative citizens of the future. This detailed examination of the collaborative design process and the day to day functioning of the p ....The School: Designing a dynamic venue for the new knowledge environment. This project addresses a problem of real concern in relation to national and state government policies for promoting an innovation culture and economy. This project does this at the base level of schools by creating effective education learning environments that will encourage creative and innovative citizens of the future. This detailed examination of the collaborative design process and the day to day functioning of the physical setting, including the use of smart technologies, focusing on stakeholder needs for 21st Century success, will assist in identifying the role of intelligent design in assisting a schools to deliver education for innovation.Read moreRead less