Peta Wyeth
Queensland University of Technology
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Featured researches published by Peta Wyeth.
human factors in computing systems | 2002
Peta Wyeth; Helen C. Purchase
Tangible programming elements offer the dynamic and programmable properties of a computer without the complexity introduced by the keyboard, mouse and screen. This paper explores the extent to which programming skills are used by children during interactions with a set of tangible programming elements: the Electronic Blocks. An evaluation of the Electronic Blocks indicates that children become heavily engaged with the blocks, and learn simple programming with a minimum of adult support.
The Journal of the Learning Sciences | 2008
Peta Wyeth
Electronic Blocks are a new programming environment designed specifically for children aged between 3 and 8 years. These physical, stackable blocks include sensor blocks, action blocks, and logic blocks. By connecting these blocks, children can program a wide variety of structures that interact with one another and the environment. Electronic Blocks provide young children with opportunities to program and observe dynamic behavior without having to acquire complex symbolic notation systems. Young children are able to build and debug program structures by using Electronic Blocks because the syntactic and semantic problems that confront users of conventional programming languages have been reduced.
human factors in computing systems | 2015
D. Johnson; Lennart E. Nacke; Peta Wyeth
Video games provide unique interactive player experiences (PX) often categorised into different genres. Prior research has looked at different game genres, but rarely through a PX lens. Especially, PX in the emerging area of massive online battle arena (MOBA) games is not well understood by researchers in the field. We address this knowledge gap by presenting a PX study of different game genres, which we followed up with a second semi-structured interview study about PX in MOBA games. Among the results of our analyses are that games that are likely played with other players, such as MOBA games, stimulate less immersion and presence for players. Additionally, while challenge and frustration are significantly higher in this genre, players get a sense of satisfaction from teamwork, competition and mastery of complex gameplay interactions. Our study is the first to contribute a comprehensive insight into key motivators of MOBA players and how PX in this genre is different from other genres.
australasian computer-human interaction conference | 2006
Peta Wyeth; Carla Diercke
This paper reports on the challenges faced during the design and deployment of educationally-focused cultural probes with children. The aim of the project was to use cultural probes to discover insights into childrens interests and ideas within an educational context. The deployment of a cultural probe pack with children aged between 11 and 13 has demonstrated the methods effectiveness as a tool for design inspiration. Childrens responses to the cultural probe have provided a valuable insight into the attributes of successful probe activities, the nature of contextual information which may be gathered and the limitations of the method.
human factors in computing systems | 2014
Alexander Baldwin; D. Johnson; Peta Wyeth
Multiplayer Dynamic Difficulty Adjustment (mDDA) is a method of reducing the difference in player performance and subsequent challenge in competitive multiplayer video games. As a balance of between player skill and challenge experienced is necessary for optimal player experience, this experimental study investigates the effects of mDDA and awareness of its presence on player performance and experience using subjective and biometric measures. Early analysis indicates that mDDA normalizes performance and challenge as expected, but awareness of its presence can reduce its effectiveness.
human factors in computing systems | 2006
Peta Wyeth
This paper describes an ethnographic study completed within a kindergarten environment with the view of gaining insights into the development of new technology for young children. Ethnography within HCI has primarily focused on studies of work practices. This project explored the effectiveness of ethnography in supporting the design of playful technology for a constantly changing, creative, and (sometimes) messy environment. The study was effective in drawing out patterns in observations and as such provides useful suggestions for the development of technology for kindergarten settings.
Australian Critical Care | 2012
Ross A. Brown; Rune K. Rasmussen; Ian Baldwin; Peta Wyeth
Nursing training for an Intensive Care Unit (ICU) is a resource intensive process. High demands are made on staff, students and physical resources. Interactive, 3D computer simulations, known as virtual worlds, are increasingly being used to supplement training regimes in the health sciences; especially in areas such as complex hospital ward processes. Such worlds have been found to be very useful in maximising the utilisation of training resources. Our aim is to design and develop a novel virtual world application for teaching and training Intensive Care nurses in the approach and method for shift handover, to provide an independent, but rigorous approach to teaching these important skills. In this paper we present a virtual world simulator for students to practice key steps in handing over the 24/7 care requirements of intensive care patients during the commencing first hour of a shift. We describe the modelling process to provide a convincing interactive simulation of the handover steps involved. The virtual world provides a practice tool for students to test their analytical skills with scenarios previously provided by simple physical simulations, and live on the job training. Additional educational benefits include facilitation of remote learning, high flexibility in study hours and the automatic recording of a reviewable log from the session. To the best of our knowledge, we believe this is a novel and original application of virtual worlds to an ICU handover process. The major outcome of the work was a virtual world environment for training nurses in the shift handover process, designed and developed for use by postgraduate nurses in training.
australasian user interface conference | 2000
Peta Wyeth; Helen C. Purchase
Electronic Blocks is a new programming interface, designed for children aged between three and eight years. The Electronic Blocks programming environment includes sensor blocks, action blocks and logic blocks. By connecting these blocks, children can program structures that interact with the environment. The Electronic Blocks programming interface design is based on principles of developmentally appropriate practices in early childhood education. As a result, the blocks provide young children with a programming environment that allows them to explore quite complex programming principles. The simple syntax of the blocks provides opportunities for young children that are unavailable through the use of traditional programming languages. The blocks allow children to create and use simple code structures. The Electronic Blocks environment provides a developmentally appropriate environment for planning overall strategies for solving a problem, breaking a strategy down into manageable units, and systematically determining the weakness of the solution. The Electronic Blocks interface is the physical embodiment of computer programming. The blocks have the unique dynamic and programmable properties of a computer, without its complexity.
Science & Engineering Faculty | 2013
Zachary Fitz-Walter; Peta Wyeth; Dian Tjondronegoro; Bridie Scott-Parker
Driving can be dangerous, especially for young and inexperienced drivers. To help address the issue of inexperience a gamified logbook application was developed for Learner drivers. The application aims to encourage learners to undertake a wider range of practice, while also making it easier to record their mandatory practice sessions. This paper reports on the design of this application, focusing on the effect that adding gamification can have on the usability and user experience of the application and the importance of playability testing for gamified systems. Two versions of the application were developed, one with game elements and one without game elements. This paper presents findings from a study that compares the user experience of these two versions of the application with twelve recent Learner drivers. Overall, participants reported that the gamified version was more engaging and motivating than the non-gamified version, however neither versions were preferred over the other. We theorise that this may have occurred due to a number of usability issues that arose, including an increased difficulty in learnability due to the added game elements. These design issues are important to address in future gamified system designs.
advances in computer entertainment technology | 2011
Peta Wyeth; Jennifer A. Summerville; Barbara A. Adkins
For people with intellectual disabilities there are significant barriers to inclusion in socially cooperative endeavors. This paper investigates the effectiveness of Stomp, a tangible user interface (TUI) designed to provide new participatory experiences for people with intellectual disability. Results from an observational study reveal the extent to which the Stomp system supports social and physical interaction. The tangible, spatial and embodied qualities of Stomp result in an experience that does not rely on the acquisition of specific competencies before interaction and engagement can occur.