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Dive into the research topics where Dorian Peters is active.

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Featured researches published by Dorian Peters.


australasian computer-human interaction conference | 2013

The irony and re-interpretation of our quantified self

Rafael A. Calvo; Dorian Peters

The new possibilities afforded by cloud computing infrastructure, with respect to the large amounts of data that can now be collected and processed unobtrusively, have triggered a growing interest in systems that record personal life events. We go on the notion that this information can be used as a kind of extended memory to support insights into our past and our present lives. However, as we argue in this paper, the psychological processes and consequences underlying the interpretation of this data can be significantly more complex and less predictable than has generally been acknowledged. Specifically we look at two phenomena: first, that of re-interpretation (that events are reinterpreted every time we recall them) and second, that humans participate in ironic processes such that even self-control goals can become obstacles to behavior change. In this paper we put forward that as we design life-logging systems, personal informatics or quantified-self technologies in future, will need to better find ways to take into account this psychological complexity in order to be effective and avoid inadvertent harm. We also briefly review theoretical frameworks and psychological evidence that may inform the way we design such systems going forward.


Interactions | 2012

Positive computing: technology for a wiser world

Rafael A. Calvo; Dorian Peters

Most conceptualizations of wisdom maintain that it is developed through personal experiences, indeed, experiences now transformed by computers. Whereas we once used computers, now we live with them [4]. The fact that they are now part of the everyday personal experiences that shape us as human beings has triggered a debate on how human values should be included in the design process. There is no evidence that digital technologies, or the experiences they engender, are making us a wiser or happier society. In fact, some have highlighted the negative impacts that new technologies can have on minds and society (e.g., [5]). Sengers has noted how our drive for increasing productivity has led to We all wish that our kids, our politicians, and we ourselves could exhibit greater wisdom. We venerate cross-cultural heroes like Gandhi and Martin Luther King and seek to gain the insight required to take wise action in the face of difficult decisions. Researchers like Sternberg are adamant that it is beneficial, if not critical, to teach wisdom in schools [1]. Others have identified the evolutionary benefits of wisdom [2]. Moreover, in the past two decades, researchers in psychology and neuroscience have applied scientific rigor to the study of wisdom and its development. Although a precise definition of wisdom varies across time and cultures, there is clear consensus about common features [3]. a loss of control over our time [6]. Konrath and colleagues reported a 48 percent decrease in empathetic concern and a 34 percent decrease in perspective taking among college students in the past 30 years (most prominently since 2000), implicating social media among possible causes [7]. The reality is that technology will (and already does) have an effect on our development of wisdom, whether or not we are conscious of it. Therefore, isn’t it our responsibility to add this area of impact to research inquiry, if not also to our design process? We propose that in the 21st century our ambitions should rest not only in seeking the most usable, effective, and satisfying experience, but also in seeking to design in te ra c ti o n s J u ly + A u g u s t 2 0 1 2


Emotions and Affect in Human Factors and Human-Computer Interaction | 2017

Positive Technology, Computing, and Design: Shaping a Future in Which Technology Promotes Psychological Well-Being

Andrea Gaggioli; Giuseppe Riva; Dorian Peters; Rafael A. Calvo

Abstract In the past few years, researchers around the globe have been turning attention toward the question of how information and communication technologies could be designed to better serve the human quest for happiness and well-being. On the one hand, the rise of positive psychology has paved the way for a deeper understanding of the determinants of psychological well-being. On the other hand, technology developers have begun to realize the importance of incorporating well-being principles into the design of interactive systems. The convergence between these two trends has led to the emergence of new research and development fields, including “Positive Technology” and “Positive Computing,” each with the aim of developing technology that is consciously designed to foster well-being in individuals and groups. Herein, we will describe the relationship between these two approaches, including the theoretical pillars of each along with examples of their applications in the real-world. Finally, we look at where these research areas converge and how, together, they can guide us toward a future in which digital experiences support psychological flourishing.


Internet Interventions | 2017

Using different Facebook advertisements to recruit men for an online mental health study: Engagement and selection bias

Isabella Choi; David N. Milne; Nick Glozier; Dorian Peters; Samuel B. Harvey; Rafael A. Calvo

A growing number of researchers are using Facebook to recruit for a range of online health, medical, and psychosocial studies. There is limited research on the representativeness of participants recruited from Facebook, and the content is rarely mentioned in the methods, despite some suggestion that the advertisement content affects recruitment success. This study explores the impact of different Facebook advertisement content for the same study on recruitment rate, engagement, and participant characteristics. Five Facebook advertisement sets (“resilience”, “happiness”, “strength”, “mental fitness”, and “mental health”) were used to recruit male participants to an online mental health study which allowed them to find out about their mental health and wellbeing through completing six measures. The Facebook advertisements recruited 372 men to the study over a one month period. The cost per participant from the advertisement sets ranged from


Journal of Asthma | 2017

“Kiss myAsthma”: Using a participatory design approach to develop a self-management app with young people with asthma

Sharon R. Davis; Dorian Peters; Rafael A. Calvo; Susan M Sawyer; Juliet M. Foster; Lorraine Smith

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International journal of continuing engineering education and life-long learning | 2007

Towards an accessible learning management system

Tristan Kalnins-Cole; Dorian Peters

3.85 Australian dollars. The “strength” advertisements resulted in the highest recruitment rate, but participants from this group were least engaged in the study website. The “strength” and “happiness” advertisements recruited more younger men. Participants recruited from the “mental health” advertisements had worse outcomes on the clinical measures of distress, wellbeing, strength, and stress. This study confirmed that different Facebook advertisement content leads to different recruitment rates and engagement with a study. Different advertisement also leads to selection bias in terms of demographic and mental health characteristics. Researchers should carefully consider the content of social media advertisements to be in accordance with their target population and consider reporting this to enable better assessment of generalisability.


human factors in computing systems | 2015

Introduction to Positive Computing: Technology that Fosters Wellbeing

Rafael A. Calvo; Dorian Peters

ABSTRACT Objective: Young people with asthma often lack engagement in self-management. Smartphone apps offer an attractive, immediate method for obtaining asthma information and self-management support. In this research we developed an evidence-based asthma app tailored to young peoples needs, created using a participatory design approach to optimize user engagement. This paper describes the participatory design process. Methods: This multi-phased research included concept generation and ideation of app design by young people with asthma, and development of asthma information by the research team. Clinical review was sought regarding safety and accuracy of app content. Participants suggestions for improvement and any problems with the app were logged throughout. Our young co-designers were invited back to test a high fidelity prototype app using a “think aloud” process and completed a usability questionnaire. Results: Twenty asthma patients aged 15-24 years contributed to the initial app design. Three respiratory specialists and two pharmacists suggested minor corrections to clinical terminology in the app which were all incorporated. Nine co-designers acted as expert reviewers of the prototype app, of whom eight completed a usability questionnaire. Median usability scores (maximum score 6) indicated high satisfaction with app content, usefulness and ease of use [median item score 5.3 (range 4.7-6.0)]. All feedback was incorporated to create an updated prototype app. Conclusions: A clinically sound asthma app has been developed which is considered highly acceptable to the young co-designers. A six-week test of the engagement, acceptability, and usefulness of the app in young people not involved in the participatory design will follow.


Communications of The ACM | 2015

When technologies manipulate our emotions

Rafael A. Calvo; Dorian Peters; Sidney K. D'Mello

One of the most consistent problems with modern learning management systems is their failure to comply with international standards for accessibility. Accessibility guidelines ensure that students can use educational websites, regardless of physical disability. When compliance is not met, students with disabilities may be excluded from online learning. This is a problem, not only because of the clear moral obligation educational institutions have to provide equal access to learning for all students, but also because accessibility compliance has been mandated by law in many countries including the USA, Canada, the UK and Australia. Yet, when educational institutions turn to the vendors of even the most popular learning management systems, they are faced with vague statements of commitment but no actual compliance with international standards. One of the key advantages of open source systems is the user communitys freedom to improve the software and make changes as necessary. In this paper we describe an accessibility evaluation, the first step to compliance, for the open source e-learning platform .LRN. We provide the results of this evaluation, and consequent recommendations for development changes that would make .LRN compliant with the W3C international standards for accessibility.


Jmir mhealth and uhealth | 2018

Feasibility, acceptability and preliminary effectiveness of a smartphone-app to reduce depressive symptoms in the workplace (Preprint)

Mark Deady; David Johnston; David N. Milne; Nick Glozier; Dorian Peters; Rafael A. Calvo; Samuel B. Harvey

A growing number of HCI professionals are interested in how we might design technology to foster psychological wellbeing. Meeting such an aim will involve a crossing of disciplines, of methods, and a new way of thinking about what technology should be doing for us. By turning to the well-established research and methods available in psychology, education, neuroscience, and HCI, we can begin to cultivate a field dedicated to the design and development of technology that supports wellbeing and human potential, a field we refer to as positive computing [1]. In this course we will explore multidisciplinary approaches to evaluating and designing for digital experience that supports wellbeing determinants like self-awareness, autonomy, resilience, mindfulness, and altruism. The objective of this course is to provide participants with: a theoretical foundation, a practical framework, a look at the state of the art, and group-generated design strategies to better support wellbeing in their current and future projects.


Frontiers in Psychology | 2018

Designing for Motivation, Engagement and Wellbeing in Digital Experience

Dorian Peters; Rafael A. Calvo; Richard M. Ryan

Implications of the Facebook emotions study.

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Samuel B. Harvey

University of New South Wales

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Mark Deady

University of New South Wales

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Yvonne Rogers

University College London

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D. Johnson

Queensland University of Technology

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H Lang

University of New South Wales

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