Computing and Information Systems - Research Publications

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    Older Adults Using Technology for Meaningful Activities During COVID-19: An Analysis Through the Lens of Self-Determination Theory
    Zhao, W ; Kelly, RM ; Rogerson, MJ ; Waycott, J (ASSOC COMPUTING MACHINERY, 2023)
    Restrictions during the COVID-19 pandemic significantly affected people’s opportunities to engage in activities that are meaningful to their lives. In response to these constraints, many people, including older adults, turned to digital technologies as alternative ways to pursue meaningful activities. These technology-mediated activities, however, presented new challenges for older adults’ everyday use of technology. In this paper, we investigate how older adults used digital technologies for meaningful activities during COVID-19 restrictions. We conducted in-depth interviews with 40 older adults and analyzed the interview data through the lens of self-determination theory (SDT). Our analysis shows that using digital technologies for meaningful activities can both support and undermine older people’s three basic psychological needs for autonomy, competence, and relatedness. We argue that future technologies should be designed to empower older adults’ content creation, engagement in personal interests, exploration of technology, effortful communication, and participation in beneficent activities.
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    Technology Deployment for Social Connection in Residential Aged Care: Care and Technology Providers’ Experiences During the COVID-19 Pandemic
    Zhao, W ; Kelly, R ; Waycott, J ; Schmidt, A ; Väänänen,\, K (ACM, 2023-04-23)
    Information and communication technologies are being used for the social connection of people living in residential aged care. However, in HCI research concerning technology use in aged care, the perspectives of care and technology providers have received limited attention. We conducted semi-structured interviews with 15 aged care workers and technology providers to investigate the challenges and opportunities of deploying technologies in aged care during the COVID-19 pandemic. Our findings highlighted that technologies such as videoconferencing and smart displays connected residents with family and friends, kept families informed and reassured, and were used in small groups to meet individual needs. However, limitations in video calling, staff fatigue, volunteer availability, and infrastructural resources presented barriers to technology deployment. Future use of technology for social connection in aged care requires careful facilitation from staff, better resourcing and infrastructural support, collaborations with volunteers, and more attention to individual needs.
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    The Role of Staff in Facilitating Immersive Virtual Reality for Enrichment in Aged Care: An Ethic of Care Perspective
    Waycott, J ; Kelly, RM ; Baker, S ; Barbosa Neves, B ; Thach, KS ; Lederman, R (ACM, 2022)
    Immersive virtual reality (VR) is being used as an enriching experience for people living in residential aged care, or nursing homes, where care staff play a critical role supporting clients to use VR. In HCI research concerned with technology use in aged care, however, the role of formal caregivers has received limited attention. We conducted interviews with 11 caregivers working in care homes that have implemented VR as part of the social program offered to residents. Our findings highlight tensions between the opportunities created by the immersive VR experience and the risks and challenges full immersion presents for people in aged care. In this paper, we draw on an ethics of care framework to make visible the care practices involved in facilitating VR in aged care homes, highlighting the care required to ensure that older adults experience benefits when using immersive VR, while risks and challenges are carefully managed.
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    Playing blind: Revealing the world of gamers with visual impairment
    Andrade, R ; Rogerson, MJ ; Waycott, J ; Baker, S ; Vetere, F (ACM, 2019-05)
    Previous research on games for people with visual impairment (PVI) has focused on co-designing or evaluating specific games - mostly under controlled conditions. In this research, we follow a game-agnostic, "in-the-wild" approach, investigating the habits, opinions and concerns of PVI regarding digital games. To explore these issues, we conducted an online survey and follow-up interviews with gamers with VI (GVI). Dominant themes from our analysis include the particular appeal of digital games to GVI, the importance of social trajectories and histories of gameplay, the need to balance complexity and accessibility in both games targeted to PVI and mainstream games, opinions about the state of the gaming industry, and accessibility concerns around new and emerging technologies such as VR and AR. Our study gives voice to an underrepresented group in the gaming community. Understanding the practices, experiences and motivations of GVI provides a valuable foundation for informing development of more inclusive games.
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    Session details: Sense Making for Creativity
    Waycott, J (ACM, 2017-06-22)
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    Older adults' perception and use of voice user interfaces: A preliminary review of the computing literature
    Stigall, B ; Waycott, J ; Baker, S ; Caine, K (ACM, 2019-12-02)
    Voice User Interfaces (VUIs) are quickly becoming ubiquitous. The natural language interface of VUIs may be more usable for some groups of users, such as those who may face challenges using physical input methods including older adults and people living with a disability. This study explores research on the use of VUIs by one such group, older adults. We conducted a systematic literature review of research published in the Association of Computing Machinery Digital Library that addresses perception and use of VUIs by older adults. We identified an emerging body of research examining older adults' use and perceptions of VUIs. This research revealed several potential benefits of voice interaction for older adults while also highlighting how the novelty of the technology may be a barrier to adoption. We conclude with a call for further HCI research in this area.
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    Caregivers Perspectives on Privacy in Aged Care Monitoring Devices
    Alkhatib, S ; Waycott, J ; Buchanan, G ; Grobler, M ; Wang, S (IOS Press, 2021-04-19)
    As people move into advanced old age, they may experience cognitive impairments and frailty, making it difficult for them to live without support from others. Caregivers might decide to use aged care monitoring devices (ACMDs) to support older adults under their care. However, these devices raise privacy concerns as they collect and share sensitive data from the older adult’s private life in order to provide monitoring capabilities. This study involved interviewing formal and informal caregivers who used/may use ACMDs to investigate their views on privacy. The study found that although caregivers consider protecting older adults’ privacy important, they may overlook privacy in order to gain benefits from ACMDs. We argue that ACMD developers should simplify privacy terms and conditions so that caregivers can make well-informed decisions when deciding to use the device. They also should consider providing users with flexible privacy settings so that users can decide what data to collect, whom to share it with and when.
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    Introducing the Gamer Information-Control Framework
    Andrade, R ; Rogerson, MJ ; Waycott, J ; Baker, S ; Vetere, F (ACM, 2020-04-21)
    In this paper, we present a foundation for understanding the elements that enable people with visual impairment to engage with digital games. This is defined by the gamer's relation- ships with information and with elements of control provided by the game, and is mediated through in-game metaphors and affordances when gamers interact as users or creators. This work complements previous research exploring the points of view of gamers with visual impairment by focusing on the games they play and prioritising the relationships between the key enablers of access to digital games. Using the framework to examine existing and missing components will enable de- signers to consider broader aspects of accessibility in game design.