Margot Brereton
Queensland University of Technology
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Featured researches published by Margot Brereton.
human factors in computing systems | 2000
Margot Brereton; Ben McGarry
There has been an increasing interest in objects within the HCI field particularly with a view to designing tangible interfaces. However, little is known about how people make sense of objects and how objects support thinking. This paper presents a study of groups of engineers using physical objects to prototype designs, and articulates the roles that physical objects play in supporting their design thinking and communications. The study finds that design thinking is heavily dependent upon physical objects, that designers are active and opportunistic in seeking out physical props and that the interpretation and use of an object depends heavily on the activity. The paper discusses the trade-offs that designers make between speed and accuracy of models, and specificity and generality in choice of representations. Implications for design of tangible interfaces are discussed.
technical symposium on computer science education | 2001
Michael Docherty; Peter Sutton; Margot Brereton; Simon M. Kaplan
The University of Queensland has recently established a new design-focused, studio-based computer science degree. The Bachelor of Information Environments degree augments the core courses from the Universitys standard CS degree with a stream of design courses and integrative studio-based projects undertaken every semester. The studio projects integrate and reinforce learning by requiring students to apply the knowledge and skills gained in other courses to open-ended real-world design projects. The studio model is based on the architectural studio and involves teamwork, collaborative learning, interactive problem solving, presentations and peer review. This paper describes the degree program, its curriculum and rationale, and reports on experiences in the first year of delivery.
australasian computer-human interaction conference | 2009
Margot Brereton; Paul Roe; Marcus Foth; Jonathan M. Bunker; Laurie Buys
Growing participation is a key challenge for the viability of sustainability initiatives, many of which require enactment at a local community level in order to be effective. This paper undertakes a review of technology assisted carpooling in order to understand the challenge of designing participation and consider how mobile social software and interface design can be brought to bear. It was found that while persuasive technology and social networking approaches have roles to play, critical factors in the design of carpooling are convenience, ease of use and fit with contingent circumstances, all of which require a use-centred approach to designing a technological system and building participation. Moreover, the reach of technology platform-based global approaches may be limited if they do not cater to local needs. An approach that focuses on iteratively designing technology to support and grow mobile social ridesharing networks in particular locales is proposed. The paper contributes an understanding of HCI approaches in the context of other designing participation approaches.
Codesign | 2008
Margot Brereton; Jacob Buur
Since the advent of participatory design in the work democracy projects of the 1970s and 1980s in Scandinavia, computing technology and peoples engagement with it have undergone fundamental changes. Although participatory design continues to be a precondition for designing computing that aligns with human practices, the motivations to engage in participatory design have changed, and the new era requires formats that are different from the original ones. Through the analysis of three case studies, this paper seeks to explain why participatory design must be brought to bear on the field of ubiquitous computing, and how this challenges the original participatory design thinking. In particular, we will argue that more casual, exploratory formats of engagement with people are required, and rather than planning the all-encompassing systems development project, participatory design needs to move towards iterative, experimental design explorations to provide necessary understanding of todays complex contexts and practices. We argue that there does not need to be a discrepancy between the ideals of empowering people with new technology, and the understanding of customer value in a business perspective.
acm multimedia | 2007
Ann Morrison; Peta Mitchell; Margot Brereton
Designers and artists have integrated recent advances in interactive, tangible and ubiquitous computing technologies to create new forms of interactive environments in the domains of work, recreation, culture and leisure. Many designs of technology systems begin with the workplace in mind, and with function, ease of use, and efficiency high on the list of priorities. [1] These priorities do not fit well with works designed for an interactive art environment, where the aims are many, and where the focus on utility and functionality is to support a playful, ambiguous or even experimental experience for the participants. To evaluate such works requires an integration of art-criticism techniques with more recent Human Computer Interaction (HCI) methods, and an understanding of the different nature of engagement in these environments. This paper begins a process of mapping a set of priorities for amplifying engagement in interactive art installations. I first define the concept of ludic engagement and its usefulness as a lens for both design and evaluation in these settings. I then detail two fieldwork evaluations I conducted within two exhibitions of interactive artworks, and discuss their outcomes and the future directions of this research.
human factors in computing systems | 2014
Margot Brereton; Paul Roe; Ronald Schroeter; Anita Lee Hong
This paper explores an emerging paradigm for HCI design research based primarily upon engagement, reciprocity and doing. Much HCI research begins with an investigatory and analytic ethnographic approach before translating to design. Design may come much later in the process and may never benefit the community that is researched. However in many settings it is difficult for researchers to access the privileged ethnographer position of observer and investigator. Moreover rapid ethnographic research often does not seem the best or most appropriate course of action. We draw upon a project working with a remote Australian Aboriginal community to illustrate an alternative approach in Indigenous research, where the notion of reciprocity is first and foremost. We argue that this can lead to sustainable designs, valid research and profound innovation.
designing interactive systems | 2010
Clint Heyer; Margot Brereton
One of the major challenges in the design of social technologies is the evaluation of their qualities of use and how they are appropriated over time. While the field of HCI abounds in short-term exploratory design and studies of use, relatively little attention has focused on the continuous development of prototypes longitudinally and studies of their emergent use. We ground the exploration and analysis of use in the everyday world, embracing contingency and open-ended use, through the use of a continuously-available exploratory prototype. Through examining use longitudinally, clearer insight can be gained of realistic, non-novelty usage and appropriation into everyday use. This paper sketches out a framework for design that puts a premium on immediate use and evolving the design in response to use and user feedback. While such design practices with continuously developing systems are common in the design of social technologies, they are little documented. We describe our approach and reflect upon its key characteristics, based on our experiences from two case studies. We also present five major patterns of long-term usage which we found useful for design.
Faculty of Built Environment and Engineering | 2004
Margot Brereton
Recent writings on cognition have focused on the contribution of external representations in supporting internal thought processes. External representations have been found to be so instrumental to thought that cognition is described as “distributed.” “Distributed cognition” refers to the way that cognitive achievements arise from not only the internal thought processes of people, but also from the external representations such as the material systems, sketches and information technologies with which they work. The term “distributed” also refers to the fact that thinking processes may be distributed among members of a social group. This chapter focuses on how material representations — prototypes and bits of hardware — are instrumental to thinking in engineering design. In the closing discussion, extensions to other fields of design are considered.
international conference on human computer interaction | 2009
Fiona Redhead; Margot Brereton
This paper discusses the ongoing design and use of a digital community noticeboard situated in a suburban hub. The design intention is to engage residents, collect and display local information and communications, and spark discussion. A key contribution is an understanding of Situated Display navigation that aids retrieval from a long-term collection created by and for suburban community, and engaging qualities of this collection.
frontiers in education conference | 1995
Margot Brereton; Sheri Sheppard; Larry Leifer
The paper explores how engineering students use fundamental concepts studied in analysis classes as they undertake experiences in hardware design and dissection. Examples are drawn from videotape studies and in situ observations of students. We observed that students learn by reflecting on their experiences and by linking and contextualizing theoretical and practical knowledge. Curriculum design and assessment methods that help foster these skills are discussed.