Geraldine Fitzpatrick
Vienna University of Technology
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Featured researches published by Geraldine Fitzpatrick.
Communications of The ACM | 2005
Yvonne Rogers; Sara Price; Cliff Randell; Danae Stanton Fraser; Mark J. Weal; Geraldine Fitzpatrick
Digital augmentation dissolves many of the physical barriers to learning by offering tools to integrate data and discoveries that travel with students as they explore new terrain.
interaction design and children | 2004
Yvonne Rogers; Sara Price; Geraldine Fitzpatrick; Rowanne Fleck; Eric Charles Harris; Hilary Smith; Cliff Randell; Henk L. Muller; Claire O'Malley; Danae Stanton; Mark Thompson; Mark J. Weal
Ubiquitous and mobile technologies provide opportunities for designing novel learning experiences that move out of the classroom. Information can be presented and interacted with in a variety of ways while exploring a physical environment. A key issue this raises is when, where, what and how much? Our research is concerned with the design, delivery and interaction of digital information when learning about ecology outdoors. We present a framework of the different forms of digital augmentation and the different processes by which they can be accessed. Using the framework, we designed an outdoors learning experience, aimed at encouraging students to carry out contextualized scientific enquiry and to reflect on their interactions. Pairs of 11-12 year olds explored a woodland and were presented at certain times with different forms of digital augmentation. Our study showed that this kind of exploration promoted interpretation and reflection at a number of levels of abstraction.
conference on computer supported cooperative work | 2013
Geraldine Fitzpatrick; Gunnar Ellingsen
CSCW as a field has been concerned since its early days with healthcare, studying how healthcare work is collaboratively and practically achieved and designing systems to support that work. Reviewing literature from the CSCW Journal and related conferences where CSCW work is published, we reflect on the contributions that have emerged from this work. The analysis illustrates a rich range of concepts and findings towards understanding the work of healthcare but the work on the larger policy level is lacking. We argue that this presents a number of challenges for CSCW research moving forward: in having a greater impact on larger-scale health IT projects; broadening the scope of settings and perspectives that are studied; and reflecting on the relevance of the traditional methods in this field - namely workplace studies - to meet these challenges.
Health Informatics Journal | 2004
Geraldine Fitzpatrick
By default, many discussions and specifications of electronic health records or integrated care records often conceptualize the record as a passive information repository. This article presents data from a case study of work in a medical unit in a major metropolitan hospital. It shows how the clinicians tailored, re-presented and augmented clinical information to support their own roles in the delivery of care for individual patients. This is referred to as the working record: a set of complexly interrelated clinician-centred documents that are locally evolved, maintained and used to support delivery of care in conjunction with the more patient-centred chart that will be stored in the medical records department on the patient’s discharge. Implications are drawn for how an integrated care record could support the local tailorability and flexibility that underpin this working record and hence underpin practice.
conference on computer supported cooperative work | 2006
Geraldine Fitzpatrick; Paul Marshall; Anthony Phillips
Code management systems like Concurrent Version System (CVS) can play an important role in supporting coordination in software development, but often at some time removed from original CVS log entries or removed from the informal conversations around the code. The focus of this paper is one teams long term use of a solution where CVS is augmented with a lightweight event notification system, Elvin, and a tickertape tool where CVS messages are displayed and where developers can also chat with one another. Through a statistical analysis of CVS logs, and a qualitative analysis of tickertape logs and interview data, there is evidence of the tool transforming archival log entries into communicative acts and supporting timely interactions. Developers used the close integration of CVS with chat for growing team culture, stimulating focused discussion, supplementing log information, marking phases of work, coordinating and negotiating work, and managing availability and interruptibility. This has implications for consideration of more lightweight solutions for supporting collaborative software development, as well as managing awareness and interruptions more generally.
human factors in computing systems | 2011
Madeline Balaam; Stefan Rennick Egglestone; Geraldine Fitzpatrick; Tom Rodden; Ann-Marie Hughes; Anna Wilkinson; Thomas Nind; Lesley Axelrod; Eric Charles Harris; Ian W. Ricketts; Sue Mawson; Jane Burridge
How to motivate and support behaviour change through design is becoming of increasing interest to the CHI community. In this paper, we present our experiences of building systems that motivate people to engage in upper limb rehabilitation exercise after stroke. We report on participatory design work with four stroke survivors to develop a holistic understanding of their motivation and rehabilitation needs, and to construct and deploy engaging interactive systems that satisfy these. We reflect on the limits of motivational theories in trying to design for the lived experience of motivation and highlight lessons learnt around: helping people articulate what motivates them; balancing work, duty, fun; supporting motivation over time; and understanding the wider social context. From these we identify design guidelines that can inform a toolkit approach to support both scalability and personalisability.
ACM Transactions on Computer-Human Interaction | 2013
Eva Ganglbauer; Geraldine Fitzpatrick; Rob Comber
Ecological sustainability is becoming of increasing concern to the HCI community, though little focus has been given yet to issues around food waste. Given the environmental impact of food waste, there is potential to make a significant difference. To understand everyday domestic practices around food and waste, we took a “practice” lens and carried out a study in 14 households that involved interviews, in-home tours and, in five of the households, a FridgeCam technology probe. The analysis highlights that food waste is the unintended result of multiple moments of consumption dispersed in space and time across other integrated practices such as shopping and cooking, which are themselves embedded in broader contextual factors and values. We highlight the importance of respecting the complex negotiations that people make within given structural conditions and competing values and practices, and suggest design strategies to support dispersed as well as integrated food practices, rather than focusing on waste itself.
digital interactive media in entertainment and arts | 2008
Gareth R. White; Geraldine Fitzpatrick; Graham McAllister
3D virtual environments are increasingly used for education, business and recreation but are often inaccessible to users who are visually impaired, effectively creating a digital divide. Interviews with 8 visually impaired expert users were conducted to guide design proposals, and a review of current research into haptics and 3D sound for auditory displays is presented with suggestions for navigation and feedback techniques to address these accessibility issues. The diversity and volatility of the environment makes Second Life an unusually complex research object, suggesting the applicability of our work for the field of HCI and accessibility in 3D virtual environments.
human factors in computing systems | 2013
Pejman Mirza-Babaei; Lennart E. Nacke; John Gregory; Nick Collins; Geraldine Fitzpatrick
Improving game design is a hard task. Few methods are available in games user research (GUR) to test formally how game designs work for players. In particular, the usefulness of user tests (UTs) for game designers has not been fully studied in the CHI community. We propose a novel GUR method called Biometric Storyboards (BioSt) and present a study demonstrating how a Classic UT and a BioSt UT both help designers create a better gameplay experience. In addition, we show that BioSt can help designers deliver significantly better visuals, more fun, and higher gameplay quality than designing without UTs and that classic UTs do not provide this significant advantage. Our interviews support the idea that BioSt provides more nuanced game design improvement. The design implication is that a game designed with the BioSt method will result in high gameplay quality.
International Journal of Medical Informatics | 2015
Dawn Dowding; Rebecca Randell; Peter Gardner; Geraldine Fitzpatrick; Patricia C. Dykes; Jesús Favela; Susan Hamer; Zac Whitewood-Moores; Nicholas R. Hardiker; Elizabeth M. Borycki; Leanne M. Currie
AIM This review aimed to provide a comprehensive overview of the current state of evidence for the use of clinical and quality dashboards in health care environments. METHODS A literature search was performed for the dates 1996-2012 on CINAHL, Medline, Embase, Cochrane Library, PsychInfo, Science Direct and ACM Digital Library. A citation search and a hand search of relevant papers were also conducted. RESULTS One hundred and twenty two full text papers were retrieved of which 11 were included in the review. There was considerable heterogeneity in implementation setting, dashboard users and indicators used. There was evidence that in contexts where dashboards were easily accessible to clinicians (such as in the form of a screen saver) their use was associated with improved care processes and patient outcomes. CONCLUSION There is some evidence that implementing clinical and/or quality dashboards that provide immediate access to information for clinicians can improve adherence to quality guidelines and may help improve patient outcomes. However, further high quality detailed research studies need to be conducted to obtain evidence of their efficacy and establish guidelines for their design.