Jayne Wallace
Northumbria University
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Publication
Featured researches published by Jayne Wallace.
ubiquitous computing | 2006
John C. McCarthy; Peter C. Wright; Jayne Wallace; Andy Dearden
Improving user experience is becoming something of a rallying call in human–computer interaction but experience is not a unitary thing. There are varieties of experiences, good and bad, and we need to characterise these varieties if we are to improve user experience. In this paper we argue that enchantment is a useful concept to facilitate closer relationships between people and technology. But enchantment is a complex concept in need of some clarification. So we explore how enchantment has been used in the discussions of technology and examine experiences of film and cell phones to see how enchantment with technology is possible. Based on these cases, we identify the sensibilities that help designers design for enchantment, including the specific sensuousness of a thing, senses of play, paradox and openness, and the potential for transformation. We use these to analyse digital jewellery in order to suggest how it can be made more enchanting. We conclude by relating enchantment to varieties of experience.
human factors in computing systems | 2013
Jayne Wallace; John C. McCarthy; Peter C. Wright; Patrick Olivier
Probes have been adopted with great enthusiasm in both Design and HCI. The heterogeneity with which they have been used in practice reflects how the method has proved elusive for many. Originators and commentators of probes have discussed misinterpretations of the method, highlighting the lack of accounts that describe in detail the design of probes and their use with participants. This paper discusses our particular use of Design Probes as directed craft objects that are both tools for design and tools for exploration across a number of projects, spanning a decade, centered on self-identity and personal significance. In offering an example of what a framework for probe design and use might look like, we attempt to address the identified lacuna, providing a synthetic account of probe design and use over an extended period and conceptualizing the relationship between the properties of probes and their use in design projects.
human factors in computing systems | 2013
Anja Thieme; Jayne Wallace; Paula Johnson; John C. McCarthy; Siân E. Lindley; Peter C. Wright; Patrick Olivier; Thomas D. Meyer
In the field of mental health care technologies, very limited attention has been given to the design of interventions for individuals who undergo treatment for severe mental health problems in intense care contexts. Exploring novel designs to engage vulnerable psychiatric patients in therapeutic skills practice and expanding on the potential of technology to promote mental health, the paper introduces the design concept of the Spheres of Wellbeing. A set of interactive artifacts is developed specifically for women with a dual diagnosis of a Learning Disability and Borderline Personality Disorder, living in the medium secure services of a forensic hospital in the UK. The women present a difficult to treat group due to extremely challenging behaviors and a fundamental lack of motivation to engage in therapy. The Spheres are designed to assist the women in practices of mindfulness, to help them tolerate emotional distress and to strengthen their sense of self, all of which are vital components of their specialist treatment Dialectical Behavioral Therapy (DBT). The Spheres are intended to supplement the therapy of the women and to contribute to our understanding of designing technology to enhance mental wellbeing and quality of life more generally.
human factors in computing systems | 2011
Robyn Taylor; Guy Schofield; John Shearer; Jayne Wallace; Peter C. Wright; Pierre Boulanger; Patrick Olivier
We present an experience-based approach to designing a collaborative interactive performance, humanaquarium. Our research explores public interaction with digital technology through the practice-based inquiry of an inter-disciplinary team of interaction designers and musicians. We present a method of designing experience from within, literally situating ourselves within the performance/use space and assuming the roles both of performers and of designers as we develop and refine the humanaquarium project over the course of a years worth of public performances.
International Journal of Human-computer Studies \/ International Journal of Man-machine Studies | 2009
Patrick Olivier; Jayne Wallace
We present an alternative view of family communication that foregrounds both the emotional lives of family members and that which is of personal significance to them. Through the reflections of our participants, and our design response to these, we have used the design of digital jewellery as a window on the family as an emotional entity. In doing so we escape conventional assumptions as to how technology might support family life, and instead propose alternative forms of technology that serve as acceptable sites for highly personalised and personally significant emotional statements. Two designs are presented, Traces and Blossom, which are both responses to the lives and personal accounts of our participants, and a challenge to the conventions of interaction design. By reflecting on our designs we identify and unpick assumptions as to the nature of the digital technology with a view to opening up a design space that places an emphasis on both the individual and the authentic character of our emotional lives.
british hci conference | 2015
Anja Thieme; Jayne Wallace; Thomas D. Meyer; Patrick Olivier
To date, HCI for mental health has primarily responded to challenges in the treatment of mental illness, with a focus on therapy access and engagement. However, approaches to improving and protecting peoples mental wellbeing have received less attention. Prompted by recent discussions in Western Healthcare and Psychology, we argue for a more holistic approach to promoting mental health that expands the fields focus to include strategies for enhancing mental wellbeing. A closer consideration of mental wellbeing can increase the effectiveness of mental health interventions, help in preventing mental illness and relapse, and extend our knowledge as to how we can support people to flourish as individuals and enhance their quality of life more generally. Our aim is to encourage more research on positive aspects of mental health in the treatment and care provision of people with mental health problems, and to support preventive approaches. To this end, the paper provides a comprehensive definition of mental wellbeing as positive emotional, psychological and social health; presents a review of HCI literature illustrating how the field is beginning to respond to the mental wellbeing agenda; and proposes avenues for future design and research in this area.
Ai & Society | 2007
Jayne Wallace; Andy Dearden; T Fisher
In this paper, we demonstrate how craft practice in contemporary jewellery opens up conceptions of ‘digital jewellery’ to possibilities beyond merely embedding pre-existing behaviours of digital systems in objects, which follow shallow interpretations of jewellery. We argue that a design approach that understands jewellery only in terms of location on the body is likely to lead to a world of ‘gadgets’, rather than anything that deserves the moniker ‘jewellery’. In contrast, by adopting a craft approach, we demonstrate that the space of digital jewellery can include objects where the digital functionality is integrated as one facet of an object that can be personally meaningful for the holder or wearer.
designing interactive systems | 2012
Anja Thieme; Madeline Balaam; Jayne Wallace; David Coyle; Siân E. Lindley
This two-day workshop will bring together an interdisciplinary group of researchers, designers and practitioners who are interested in the topic of wellbeing in the field of interaction design. Wellbeing is defined as positive mental health, and not only the absence of mental illness, but also the presence of positive psychological functioning. The workshop will provide a platform to share resources, create new ideas for design and build valuable future collaborations. During the first day participants will present their work and exchange their knowledge and experiences in the field. The workshop will utilize a series of interactive activities to support participants in collaboratively constructing a shared understanding of the concept of wellbeing and its challenges in terms of design. On the second day participants will be invited to create low-fidelity prototypes that support an aspect of wellbeing using Microsoft .NET Gadgeteer and other prototyping materials. These practical activities will stimulate discussion so as to contribute to a better understanding of how wellbeing can be facilitated through design, how to address evaluation challenges as well as illustrate related ethical questions.
ACM Transactions on Computer-Human Interaction | 2015
Siân E. Lindley; Jayne Wallace
Moving home in later life is an experience born of necessity for many older people. Yet, although a good deal of research has considered how to support “ageing in place,” relatively little attention has been given to the transition of moving to a new home, or how a feeling of belonging is accomplished once there. We present findings from two studies that explore “placing in age.” The first looks at downsizing ones home and the second at living in a residential care home. We reflect on what placing in age means in these two circumstances, and how technology might be used to support it. We highlight the importance of continuity through change and the ability to “design” everyday life. Rather than support for stability or reminiscing about the past, the aim is to address the need for change and to enable the meaningful spending of time now and in the future.
human factors in computing systems | 2009
Robyn Taylor; Pierre Boulanger; Patrick Olivier; Jayne Wallace
We describe a new application of interactive participatory performance in interaction design. Our pragmatic strategy permits us to use performance as an investigatory tool in the exploration of user behavior. By taking a holistic view of the evaluation of the interplay between the designed artifact (the performance content) and the people who interact and relate to it, we can extract insights from the performance with the intention of informing the process of designing interaction mechanisms for more conventional public interfaces.