Browsing by Author "McGookin, David"
Now showing 1 - 20 of 23
Results Per Page
Sort Options
Item Acoustic Transparency and the Changing Soundscape of Auditory Mixed Reality(2020-04-21) McGill, Mark; Brewster, Stephen; McGookin, David; Wilson, Graham; Department of Computer Science; Professorship McGookin D.; University of Glasgow; University of StrathclydeAuditory headsets capable of actively or passively intermixing both real and virtual sounds are in-part acoustically transparent. This paper explores the consequences of acoustic transparency, both on the perception of virtual audio content, given the presence of a real-world auditory backdrop, and more broadly in facilitating a wearable, personal, private, always-available soundspace. We experimentally compare passive acoustically transparent, and active noise cancelling, orientation-tracked auditory headsets across a range of content types, both indoors and outdoors for validity. Our results show differences in terms of presence, realness and externalization for select content types. Via interviews and a survey, we discuss attitudes toward acoustic transparency (e.g. Being perceived as safer), the potential shifts in audio usage that might be precipitated by adoption, and reflect on how such headsets and experiences fit within the area of Mixed Reality.Item Ad-hoc social interaction for sports(2016-04-17) Tainio, Ville; McGookin, David; Tietotekniikan laitos; Perustieteiden korkeakoulu; Rousu, JuhoItem Audio technology and mobile human computer interaction: From space and place, to social media, music, composition and creation(The Information Resources Management Association (IRMA), 2017-10-01) Chamberlain, Alan; Bødker, Mads; Hazzard, Adrian; McGookin, David; De Roure, David; Willcox, Pip; Papangelis, Konstantinos; Department of Computer Science; Professorship McGookin D.; University of Nottingham; Copenhagen Business School; University of Oxford; Xi'an Jiaotong-Liverpool UniversityAudio-based mobile technology is opening up a range of new interactive possibilities. This paper brings some of those possibilities to light by offering a range of perspectives based in this area. It is not only the technical systems that are developing, but novel approaches to the design and understanding of audio-based mobile systems are evolving to offer new perspectives on interaction and design and support such systems to be applied in areas, such as the humanities.Item Augmenting Multi-Party Face-to-Face Interactions Amongst Strangers with User Generated Content(2017) Kytö, Mikko; McGookin, David; Department of Computer Science; Professorship McGookin D.We present the results of an investigation into the role of curated representations of self, which we term Digital Selfs, in augmented multi-party face-to-face interactions. Advancements in wearable technologies (such as Head-Mounted Displays) have renewed interest in augmenting face-to-face interaction with digital content. However, existing work focuses on algorithmic matching between users, based on data-mining shared interests from individuals’ social media accounts, which can cause information that might be inappropriate or irrelevant to be disclosed to others. An alternative approach is to allow users to manually curate the digital augmentation they wish to present to others, allowing users to present those aspects of self that are most important to them and avoid undesired disclosure. Through interviews, video analysis, questionnaires and device logging, of 23 participants in 6 multi-party gatherings where individuals were allowed to freely mix, we identified how users created Digital Selfs from media largely outside existing social media accounts, and how Digital Selfs presented through HMDs were employed in multi-party interactions, playing key roles in facilitating strangers to interact with each other. We present guidance for the design of future multi-party digital augmentations in collaborative scenarios.Item Bluetooth Low Energy Beacon Investigation(2015-12-13) Pekkola, Maija; McGookin, David; Tietotekniikan laitos; Perustieteiden korkeakoulu; Rousu, JuhoItem Collocated Sharing of Presentations of Self in Public Settings(2020-11-22) Epp, Felix Anand; Hirskyj-Douglas, Ilyena; Karyda, Maria; McGookin, David; Lucero, Andrés; Department of Computer Science; Department of Design; Department of Media; Cauchard, Jessica; Lochtefeld, Markus; Takala Tapio group; Professorship McGookin D.Various mobile technologies proofed to enhance peoples collocated social interactions. In particular, user-generated presentations of self have proven beneficial, albeit in specific social settings. This field study interviewed 30 participants for their attitudes towards personal sharing in six public settings in a Nordic metropolitan area. We asked participants to draw what they want to share on an attachable paper sticker. We observed retention towards sharing in places with a more heterogeneous audience. Predominantly people’s attitudes towards sharing depended on an individual’s current context. Our results highlight the symbolic act of sharing in public as a factor for placing personal public displays. Further, we suggest leveraging the different strategies of extroverts and introverts for collocated social interactions.Item Cultural heritage 'in-The-wild': Considering digital access to cultural heritage in everyday life(CEUR, 2018) McGookin, David; Tahiroglu, Koray; Vaittinen, Tuomas; Kytö, Mikko; Monastero, Beatrice; Vasquez, Juan Carlos; Department of Computer Science; Department of Media; Mäkelä, Eetu; Tolonen, Mikko; Tuominen, Jouni; Professorship McGookin D.As digital cultural heritage applications begin to be deployed out with 'traditional' heritage sites (such as museums, open-Air museums or galleries), there is an increased need to consider their use amongst individuals who are open to learning about the heritage of a site, but where that is a clearly secondary purpose of their visit. Parks, recreational areas and the everyday built environment represent places that although often rich in heritage, are often not visited primarily to access that heritage. We present the results of a study of a mobile application, called Explore, that supports accessing heritage on a Finnish recreational island. Evaluation with 45 participants, who were not visiting primarily to access the heritage, provided insight into how digital heritage applications can be developed for this user group. Our results showed how low immersion and lightweight interaction support individuals to integrate cultural heritage around their primary visit purpose. Although participants were willing to include heritage as part of their visit, they were not willing to be directed by Explore. Our work outlines future directions that should be considered when expanding the reach of heritage access beyond 'traditional' sites.Item Developing ActivABLES for community-dwelling stroke survivors using the Medical Research Council framework for complex interventions(BioMed Central, 2020-05-25) Olafsdottir, Steinunn A.; Jonsdottir, Helga; Magnusson, Charlotte; Caltenco, Héctor; Kytö, Mikko; Maye, Laura; McGookin, David; Bjartmarz, Ingibjörg; Arnadottir, Solveig Asa; Hjaltadottir, Ingibjörg; Hafsteinsdottir, Thora B.; Department of Computer Science; Professorship McGookin D.; University of Iceland; Lund University; National University Hospital ReykjavikBackground: Novel technical solutions are called for to promote home-based exercise among community-dwelling stroke survivors supported by their caregivers. Lack of resources and knowledge about how to accomplish it, has been demonstrated. The objective of this study is to describe in detail the development of ActivABLES, a technical intervention to promote home-based exercise and physical activity engagement of community-dwelling stroke survivors with support from their caregivers. Methods: The technical development process of ActivABLES was guided by the Medical Research Council (MRC) framework for development and evaluation of complex interventions as well as by principles of human-centred design and co-design. The main steps included: (1) Synthesis of evidence supporting the inclusion of balance exercises, mobility and walking exercises and exercises for the upper arm; (2) Implementation of initial user studies with qualitative data collection from individual interviews with stroke survivors, and focus group interviews with caregivers and health professionals; (3) Preliminary testing of eight prototypes with seven stroke survivors and their caregivers. Results: After the preliminary testing of eight prototypes, four prototypes were not further developed whereas four prototypes were modified further. In addition, two new prototypes were developed, leaving six prototypes for further modification: 1) ActivFOAM for balance exercises, 2) WalkingSTARR to facilitate walking, 3) ActivBALL for hand exercises, 4) ActivSTICKS for upper arm exercises, and 5) ActivLAMP and 6) ActivTREE which both give visual feedback on progress of daily exercise and physical activities. ActivFOAM, ActivBALL and ActivSTICKS are all connected to a tablet where exercise instructions are given. All the exercise prototypes can be connected to ActivLAMP and ActivTREE to give feedback on how much exercise the user has done. Settings can be individualised and recommended daily time and/or repetition can easily be changed as the user progresses to higher activity levels. Conclusions: The development process of ActivABLES was guided by the principles of human-centred design, with iterative testing of future users, and by the MRC framework of complex intervention, with a repeated process of development and testing. This process resulted in six prototypes which are available for feasibility testing among a small group of community-dwelling stroke survivors.Item Feasibility of ActivABLES to promote home-based exercise and physical activity of community-dwelling stroke survivors with support from caregivers: A mixed methods study(BioMed Central, 2020-06-22) Olafsdottir, Steinunn A.; Jonsdottir, Helga; Bjartmarz, Ingibjörg; Magnusson, Charlotte; Caltenco, Héctor; Kytö, Mikko; Maye, Laura; McGookin, David; Arnadottir, Solveig Asa; Hjaltadottir, Ingibjörg; Hafsteinsdottir, Thora B.; Department of Computer Science; Professorship McGookin D.; University of Iceland; National University Hospital Reykjavik; Lund UniversityBACKGROUND: Technical applications can promote home-based exercise and physical activity of community-dwelling stroke survivors. Caregivers are often able and willing to assist with home-based exercise and physical activity but lack the knowledge and resources to do so. ActivABLES was established to promote home-based exercise and physical activity among community-dwelling stroke survivors, with support from their caregivers. The aim of our study is to investigate the feasibility of ActivABLES in terms of acceptability, demand, implementation and practicality. METHODS: A convergent design of mixed methods research in which quantitative results were combined with personal experiences of a four-week use of ActivABLES by community-dwelling stroke survivors with support from their caregivers. Data collection before, during and after the four-week period included the Berg Balance Scale (BBS), Activities-Specific Balance Confidence Scale (ABC), Timed-Up-and-Go (TUG) and Five Times Sit to Stand Test (5xSST) and data from motion detectors. Semi-structured interviews were conducted with stroke survivors and caregivers after the four-week period. Descriptive statistics were used for quantitative data. Qualitative data was analysed with direct content analysis. Themes were identified related to the domains of feasibility: acceptability, demand, implementation and practicality. Data was integrated by examining any (dis)congruence in the quantitative and qualitative findings. RESULTS: Ten stroke survivors aged 55-79 years participated with their informal caregivers. Functional improvements were shown in BBS (+ 2.5), ABC (+ 0.9), TUG (- 4.2) and 5xSST (- 2.7). More physical activity was detected with motion detectors (stand up/sit down + 2, number of steps + 227, standing + 0.3 h, hours sitting/lying - 0.3 h). The qualitative interviews identified themes for each feasibility domain: (i) acceptability: appreciation, functional improvements, self-initiated activities and expressed potential for future stroke survivors; (2) demand: reported use, interest in further use and need for follow-up; (3) implementation: importance of feedback, variety of exercises and progression of exercises and (4) practicality: need for support and technical problems. The quantitative and qualitative findings converged well with each other and supported the feasibility of ActivABLES. CONCLUSIONS: ActivABLES is feasible and can be a good asset for stroke survivors with slight or moderate disability to use in their homes. Further studies are needed with larger samples.Item Gamified musical breathing exercises for children affected by Duchenne Muscular Dystrophy(2018-10-08) Capra, Alessandro; Groothuis, Marijke; Perustieteiden korkeakoulu; McGookin, DavidDuchenne Muscular Dystrophy (DMD) is the second most common gene disorder that affects predominantly male subjects. The most recent statistics report that, coupled with the Becker muscular dystrophy, it affects 1 out of 7250 male children aged between 5 and 24 years [30]. The disease consists in a progressive degeneration of muscle functionality, usually starting from the lower limbs and followed by the upper ones. Eventually, it affects the respiratory and cardiac muscles leading to a premature death in the late teen or early twenties of the subjects. To postpone the late stage respiratory decline, which eventually forces the children to be subjected to invasive operations such as tracheotomy or dependent on different kinds of electronic equipment for ventilation and coughing assistance, a constant training in the early stage of the disease has proven to improve the life quality and prolong the life expectancy of the subjects [38]. The therapy usually consists in a series of breathing exercises that aim at maintaining the respiratory muscles functionality. However, without the inclusion of an engaging factor there is a significant chance of abandonment of the therapy when the children will move to a different school, as reported by one of the physiotherapists that has been interviewed. The current project aims to tackle this issue by making the system more engaging thanks to the addition of gamification and musical therapy elements. Thanks to different interviews with the stakeholders of the project, many insights were collected and informed the final design. The finished implementation includes a hardware prototype, which senses the breathing pattern of a person (direction, strength and duration) and sends it to a central server, which in turn communicates this data to the game client. Thanks to such architecture the implementation of a multiplayer game, which was mentioned as a desirable feature from physiotherapists, children and parents, is made possible. As for the game itself, it consists in a runner game in which the player needs to collect as many coins as possible to achieve a high-score. It incorporates a leaderboard as a gamification component and an audio track is used as a hint system, suggesting the player when to carry out actions based on the dynamics and the beat of the music. However, the broader vision of the project sees a system which allows a set of devices, each one addressing a specific rehabilitation exercise as controller of the game, to be connected to a central unit. The game could then be played by multiple players, although using a different way to control the main character. The evaluation phase of the current implementation involved children affected by DMD, and the results of this qualitative test suggested that the system has potential, especially thanks to the incorporation of the gamification aspects since they promote competitiveness and re-play. However, the role of music should be better integrated with a careful design of the levels, avoiding to fit many actions in a limited span of time since it makes it difficult to breathe properly for patients with respiratory problems. Nonetheless, it seems to be a first step in the right direction and additional research should be carried out to confirm the potential and explore additional possibilities.Item Ikea's Spöka as an Ambient Notification System(2016-04-17) Tyrväinen, Marko; McGookin, David; Tietotekniikan laitos; Perustieteiden korkeakoulu; Rousu, JuhoItem Increasing the Enjoyment of Online Video Content with Topical Interactivity(2015-02-09) Kajalainen, Kaarlo; Kinnunen, Teemu; Sähkötekniikan korkeakoulu; McGookin, DavidOnline video platforms have developed into hosting increasingly long and complex video presentations. The navigation and storytelling properties of the online video presentations can be augmented with video interactivity. Despite this there is little understanding on supporting video interactivity and its impact on video engagement. To investigate this, a study was conducted about increasing the enjoyment of said video content by applying a layer of topical interactivity on top of the media. A satirical news show was created and viewed by participants under one of 5 different test conditions. Each condition differed in the level and presentation of topical interactivity. 75 participants evaluated attributes relevant to engagement and interactivity of the different test conditions, 15 participants per condition. Data was collected via a post-test questionnaire and an interview containing open ended questions about the material. Results show that, in the context of online video, the addition of topical interactivity has a positive effect on the media experience as a whole, while not affecting the engagement or enjoyment of the video content itself.Item Investigating tangential access for location-based digital cultural heritage applications(2019-02-01) McGookin, David; Tahiroglu, Koray; Vaittinen, Tuomas; Kytö, Mikko; Monastero, Beatrice; Carlos Vasquez, Juan; Department of Computer Science; Department of Media; Professorship McGookin D.As location-based digital cultural heritage applications are beginning to be applied outside ‘traditional’ cultural heritage sites, there is an increased need to consider their use amongst people who may be interested in the cultural heritage of a site, but have that interest as a tangential, opportunistic, aspect of their visit. We outline why this is important, and present issues in evaluating it. We then introduce Explore: a mobile, location-based, digital cultural heritage application for the Finnish recreational island of Seurasaari. By considering how the common visitor trajectory of a museum visit can be mapped onto a visit to the island, we were able to evaluate Explore with participants who were not primarily there to access cultural heritage. Evaluation with 45 participants over 5 days identified how the low immersion techniques used allowed participants to fit accessing cultural heritage around their visit, how participants managed group tension between those more and those less interested in Explore, as well as issues around considering the use of cultural heritage applications as a tangential purpose of a visit.Item Investigating user generated presentations of self in face-to-face interaction between strangers(2017) Kytö, Mikko; McGookin, David; Department of Computer Science; Professorship McGookin D.A recent trend in HCI has been the reuse of social media to augment face-to-face interactions amongst strangers. Where Digital presentation of media are displayed during face-to-face encounters. Work has shown that displaying media when co-present with a stranger can help to support conversation. However, existing work considers social media as a raw resource, using algorithmic matching to identify shared topics between individuals, presenting these as text. Therefore, we do not know how users would choose digital media to represent themselves to others or how they would wish it to be displayed. This is important, as existing work fails to take into account the rich practices around how users choose to represent themselves on-line to others, and the implications if unwanted data are disclosed. Through a two-part study 32 participants designed a digital representation of themselves that could be presented to strangers in face-to-face interaction. We then studied how these were employed. Our results found that users prefer more social, rich and ambiguous content to present, the majority of which comes from outside existing social and digital media services. The use of ambiguous content helping to both sustain conversation, and being used as a way to control disclosure of information. By considering two display technologies (HMD and Smartwatch) we are also able to decouple the role of the visualisation from how it is displayed, identifying how showing the visualisation can help in the conversation.Item Mobile applications using Bluetooth low energy beacons(2015-12-13) Mäkipää, Antti; McGookin, David; Tietotekniikan laitos; Perustieteiden korkeakoulu; Rousu, JuhoItem Phases of urban tourists' exploratory navigation: A field study(2016-06-04) Vaittinen, Tuomas; McGookin, David; Department of Computer Science; Professorship McGookin D.There is a lack of widely available mobile map applications that effectively support pedestrian tourists who prefer the freedom of exploring their surroundings, and might not have an explicit destination they are trying to reach in mind. Although research systems to support such exploratory navigation have been developed, these are often only studied in controlled trials. It is therefore unclear if researchers are covering all types of navigation tourists do. To get a comprehensive picture of tourists' navigation, we carried out a field study with 16 tourists, shadowing them during part of their visit to Helsinki. Our findings support designers of mobile applications by describing the phases and dynamics of exploration and wayfinding, as well as how existing popular navigation tools are used during exploration. The phases contribute towards a framework for assessing existing tools and developing new ones to cover all navigation activities tourists undertake. We present 5 design implications to support creating tools that take into account the real-world insights collected in the study.Item Tangible Computing in Health(2017-04-15) Ahonen, Emma; McGookin, David; Tietotekniikan laitos; Perustieteiden korkeakoulu; Kannala, JuhoItem Tangible Materials in a Service Co-Design Workshop with Asylum Seekers(2016-10-25) Grekula, Anssi; Mizutani, Michihito; Perustieteiden korkeakoulu; McGookin, DavidThe side effects of war and turmoil in Syria, Iraq, the Middle East and North Africa have recently reached Europe and Finland. Many kinds of actions have been taken on various societal levels to process the case of each asylum seeker with dignity. Accommodating thousands of people in reception centres throughout Finland has not been a simple task. The practice of service design has a promising theoretical basis for making sustainable and impactful interventions to solve the complex problems generated by the crisis. A human-centred and holistic approach enables it to address the dynamic, interlinked networks of value co-creation. By including stakeholder representatives in design activities, such as workshops, service designers can better understand the context they are designing for and the people they are designing with. It has been argued that using tangible materials in those workshops helps sharing of knowledge, engages everyone to participate, and mitigates communication problems. This thesis aims at testing the assumptions about tangibility in a challenging context, a service co-design workshop with students and asylum seekers. The thesis begins with a literature review, describing the theoretical roots of service design, discussing aspects of stakeholder inclusion, and presenting tangible service design methods. Based on the literature review, the thesis asks, how tangible materials contribute to the work of a cross-cultural service co-design team with inherent power imbalance. The research question is considered from three perspectives, democracy & inclusion, communication & shared understanding, and perceived quality of the result. The second main part of the thesis, the explorative case study, seeks to answer the research question by investigating a service co-design workshop, Fjord X Fablab Makeshop: Asylum Seekers in Finland. The workshop was arranged by the author together with design consultancy Fjord, Aalto Media Factory, and a local asylum seeker reception centre, operated by Finnish Red Cross. Observations and interviews provide some evidence for the positive contribution of tangible materials to communication within the team and perceived quality of their work, whereas findings related to inclusiveness remain limited. Other factors, such as facilitation, work environment, and personal qualities of the participants, have at least as big influence on the work of such team as the use of tangible materials. The results of the case study for the most part align with the existing literature. Based on the experience, the thesis gives a set of recommendations for practitioners who wish to employ tangible materials to service co-design workshops with marginalised people groups.Item Traces: Studying a Public Reactive Floor-Projection of Walking Trajectories to Support Social Awareness(2018-04-20) Monastero, Beatrice; McGookin, David; Department of Computer Science; Professorship McGookin D.Walking trajectories have been used to understand how users interact with public displays. However, it has not yet been studied how displaying them in-situ could affect users’ awareness about others’ presence and activities. We present the study of an interactive public floor-projection called Traces. Traces projects the walking trajectories of individuals as they pass through the lobby of a university building. We investigated Traces through a 6 week in-field study. Our results outline how different uses and understandings of Traces contributed towards its appropriation as a glanceable display for social awareness. We outline design suggestions that future designers should consider to support social awareness with public displays.Item Uncover: supporting city exploration with egocentric visualizations of location-based content(2018-08) Vaittinen, Tuomas; McGookin, David; Department of Computer Science; Professorship McGookin D.This paper describes the design and evaluation of Uncover: a mobile application that supports users in exploratory pedestrian behavior to gain situational awareness of their immediate environment. The design was based on guidelines derived from foraging theory and relies on egocentric views, which keep the virtual content automatically aligned with the real world. We carried out two studies with Uncover, which examine the successfulness of design choices aiming to support tourists’ city exploration while interfering with experiencing the surroundings as little as possible. A lab study tested the effect of different marker and background types on the time to recognize the direction with most content. The designs performing best were implemented in the final prototype, and a field study analyzed the exploration behavior tourists and visitors exhibited while using it. The study showed that supporting the exploration can be improved by enabling features that are either disabled by default or not available at all in commercial map applications, like egocentric orientation of the map, providing images of venues just by pointing to their direction, and displaying clusters of several venue types.