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34th OZCHI 2022: Canberra, ACT, Australia
- Penny Sweetser, Jennyfer Lawrence Taylor, Charles Martin, Dana McMay, Melissa J. Rogerson, Bronwyn J. Cumbo, Greg Wadley, Luke Hespanhol, Jess Tsimeris, Mingze Xi, Jane Turner, Soojeong Yoo, Ned Cooper, Jessica S. Rahman, Josh Andres, Ajit G. Pillai, Cat Kutay:
Proceedings of the 34th Australian Conference on Human-Computer Interaction, OzCHI 2022, Canberra, ACT, Australia, 29 November 2022 - 2 December 2022. ACM 2022
1.1: Dignity and Emerging Systems
- Lorenn P. Ruster, Paola Oliva-Altamirano, Katherine A. Daniell:
Centring dignity in algorithm development: testing a Dignity Lens. 1-8 - Bingyi Han, George Buchanan, Dana McKay:
Learning in the Panopticon: Examining the Potential Impacts of AI Monitoring on Students. 9-21 - Nelli Holopainen, Alessandro Soro, Margot Brereton:
Using Augmented Reality to Explore Gender and Power Dynamics in STEM Higher Education. 22-31 - Yuankun Zhu, Sirinthip Roomkham, Laurianne Sitbon:
Augmented Reality as an Educational Tool and Assistive Technology for People with Intellectual Disabilities: Scoping Review. 32-37 - Lan An, Diego Muñoz, Sonja Pedell, Leon Sterling:
Understanding Confidence of Older Adults for Embracing Mobile Technologies. 38-50
1.2: Tangibles and AI
- Tiffany E. Taylor, Wolfgang Stuerzlinger:
LitPorts: On-demand Illuminated Ports to Facilitate Inter-device Connections in Low-light Conditions. 51-57 - Jamie Ullerich, Maximiliane Windl, Andreas Bulling, Sven Mayer:
ThumbPitch: Enriching Thumb Interaction on Mobile Touchscreens using Deep Learning. 58-66 - Miho Kajita, Satoshi Nakamura, Takayuki Itoh:
Research on how to present images showing uneven foundation application that do not cause unfavorable impressions to the viewer. 67-73 - Maliheh Ghajargar, Jeffrey Bardzell:
Making AI Understandable by Making it Tangible: Exploring the Design Space with Ten Concept Cards. 74-80 - Julia Hermann, Aiden Danny Mäder, Ann-Kathrin Kubullek, Celine-Chiara Hey, Aysegül Dogangün:
(Intelligent) Technical Systems in Elderly Care: The Caregivers Perspective. 81-87 - Khoa-Dang Tran, Alethea Blackler, Bernd Ploderer, Nicole E. M. Vickery:
Intergenerational active play: a scoping review. 88-96 - Dannielle Tarlinton, Nicole E. M. Vickery, Yuehao Wang, Linda Knight, Alethea Blackler:
Identifying Factors of Young Children's Engagement in Active Play to Inform the Design of TEIs. 97-110
1.3: Design and the Design Process
- Bernd Ploderer, Jennifer Muller, Matthew Busato, Amina Tariq, Kevin Clark, Theresa L. Green:
Co-Design with People Who Have Had a Stroke to Better Understand the Transition from Hospital to Home: A Narrative Account. 111-116 - Mathilde R. Desselle, Andrea McKittrick, Jason Brown, Marianella Ivonne Chamorro-Koc, Glenda Amayo Caldwell:
Open innovation voices and choices: case studies of designing interactive virtual reality experiences in Australian public hospitals. 117-125 - Geertje Slingerland, Kavita Agneta Gonsalves, Maria Teresa Murray:
Design Probes in a Pandemic: Two Tales of Hybrid Radical Placemaking from Ireland and Australia. 126-142 - Øivind Klungseth Zahlsen, Elena Parmiggiani, Yngve Dahl:
Challenges of Scaling Participatory Design: A Systematic Literature Review. 143-159 - Erik Grönvall, Stefan Lundberg:
Exploring participatory pre-project processes: Making research work in municipality organizations. 160-171
2.1: HCI at Work
- Bernard Bucalon, Chris Williams, Jeanette Conley, David Rankin, Martin Veysey, Tim Shaw, Judy Kay:
"You can't improve until you measure": A Need Finding Study on Repurposed Clinical Indicators for Professional Learning. 172-179 - Alarith Uhde, Matthias Laschke, Marc Hassenzahl:
Experiential Benefits of Interactive Conflict Negotiation Practices in Computer-Supported Shift Planning. 180-192 - Taufik Akbar Sitompul:
The Impacts of Different Work Locations and Levels of Automation on Crane Operators' Experiences: A Study in a Container Terminal in Indonesia. 193-198 - Troels A. Rasmussen:
authAR - Automatic Authoring of Picking and Layout Optimization Instructions. 199-205 - Anthony Paul Franze, Glenda Amayo Caldwell, Muge Fialho Leandro Alves Teixeira, Markus Rittenbruch:
Employing AR/MR Mockups to Imagine Future Custom Manufacturing Practices. 206-215
2.2: Nature and the Home
- Shannon Rodgers, Bernd Ploderer, Kellie Vella, Margot Brereton:
Phenology Probes: Exploring Human-Nature Relations for Designing Sustainable Futures. 216-228 - Isabella Bain, Martin Tomitsch:
Designing for Personas That Don't Have a Voice: Reflections on Designing a Mobile Application for Collecting Biodiversity Data. 229-234 - Gabrielle Hong, Phillip Gough, Callum Parker:
Sprayful Interaction: Perceptions of a Moss-based SLow-resolution Living Media Display. 235-240 - Cael Aidin Gallagher, Mackenzie Muir, David Conroy, Ross Andrew Brown, Christoph Eckart Schrank, Selen Türkay:
An Immersive Fold Instruction Module for Training Undergraduate Geologists. 241-247 - Mackenzie Muir, Cael Aidin Gallagher, David Conroy, Ross Andrew Brown, Christoph Eckart Schrank, Selen Türkay:
Development of an Immersive Visualisation System for the 3D Learning of Complex Rock Structures. 248-253 - Chuhan Qu, Leila Aflatoony:
An Augmented Reality Design Tool to Guide Furniture Arrangements at Home. 254-259 - Renan Guarese, Fabio Zambetta, Ron G. van Schyndel:
Evaluating micro-guidance sonification methods in manual tasks for Blind and Visually Impaired people. 260-271
2.3: Care-ful Design
- Jenny Waycott, Jane Davidson, Felicity A. Baker, Shuai Yuan:
Supporting Creativity in Aged Care: Lessons from Group Singing, Music Therapy, and Immersive Virtual Reality Programs. 272-282 - Sadia Azmin Anisha, Reuben Kirkham:
Investigating User Risk Attitudes in Navigation Systems to Support People with Mobility Impairments. 283-290 - Berkan Yuksel, Ahmet Baki Kocaballi:
Conversational Agents to Support Couple Therapy. 291-297
3.1: Games and Play
- Melissa J. Rogerson, Lucy A. Sparrow, Sophie O. Freeman:
The SMeFT Decks: A Card-Based Ideation Tool for Designing Hybrid Digital Boardgames for Distanced Play. 298-309 - Nicole E. M. Vickery, Peta Wyeth:
Exploration in Open-World Videogames: Environment, Items, Locations, Quests, and Combat in The Witcher 3. 310-318 - Zheyin Zeng, Penny Sweetser:
Dynamic Difficulty Adjustment in a Multiplayer Minecraft Server. 319-324 - Yuehao Wang, Nicole E. M. Vickery, Dannielle Tarlinton, Bernd Ploderer, Linda Knight, Alethea Blackler, Peta Wyeth:
Exploring the Affordances of Digital Toys for Young Children's Active Play. 325-337 - Sara Muneeb, Laurianne Sitbon, Faizan Ahmad:
Opportunities for Serious Game Technologies to Engage Children with Autism in a Pakistani Sociocultural and Institutional Context: An investigation of the design space for serious game technologies to enhance engagement of children with autism and to facilitate external support provided. 338-347
4: Workshops
- Josh Andres, Alexandra Zafiroglu, Katherine Daniell, Paul Wong, Mina Henein, Xuanying Zhu, Ben Sweeting, Michael Victor Arnold, Delia Pembrey Macnamara, Ariella Helfgott:
Cybernetic Lenses for Designing and Living in a Complex World. 348-351 - Stine S. Johansen, Hashini Senaratne, Alan Burden, David Howard, Glenda Amayo Caldwell, Jared Donovan, Andreas Duenser, Matthias Guertler, Melanie J. McGrath, Cécile Paris, Markus Rittenbruch, Jonathan Roberts:
Empowering People in Human-Robot Collaboration: Bringing Together and Synthesising Perspectives. 352-355 - Cat Kutay, Tariq Zaman, Nicola J. Bidwell, Éric Le Ferrand:
Co-development is the next step: Participatory Design from First Nations Values. 356-359
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