The use of computer applications to support learning and assessment is becoming more common, along with a growing body of research focusing on the pedagogical effectiveness of the...
When designing purely physical products we do not necessarily have to understand what it is about their physicality that makes them work - they simply have it. However, as we desi...
This paper reports the trial of a memory prosthesis, SenseCam, as a resource for digital narratives. Over a period of one week, six participants were asked to use SenseCams to cap...
Richard H. R. Harper, Dave W. Randall, N. Smythe, ...
To help consumers dealing with their growing amount of home video, we have developed the Edit While Watching (EWW) system. It is designed to automatically create an edited version...
Engaging in a secondary task, such as dialing a cell phone, while driving a car has been found to have a deleterious effect on driver performance. A point often overlooked though ...
Second Life is an online 3D virtual environment that offers interesting potential for use in education due to its widespread availability, flexibility, and its use of standard pla...
The Creative Problem-Solving Research Group (CPSRG) at Lancaster University is a collaboration between psychologists and computer scientists conducting research into creativity, p...
Thomas C. Ormerod, Linden J. Ball, Alan J. Dix, Co...
Within the Bluetooth mobile space, overwhelmingly large sets of interaction and encounter data can very quickly be accumulated. This presents a challenge to gaining an understandi...
Daragh Byrne, Barry Lavelle, Gareth J. F. Jones, A...
The landscape of interactive technology design and evaluation is expanding. In the past, usability and task efficiency were the main focus for research in human computer interacti...
This workshop is aimed at reviewing and comparing existing Usability Evaluation Methods (UEMs) which are applicable to monomodal and multimodal applications, whether they are web-...