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Dive into the research topics where Trevor Hogan is active.

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Featured researches published by Trevor Hogan.


international conference on haptic and audio interaction design | 2012

How does representation modality affect user-experience of data artifacts?

Trevor Hogan; Eva Hornecker

We present a study that explores peoples affective responses when experiencing data represented through different modalities. In particular, we are interested in investigating how data representations that address haptic/tactile and sonic perception are experienced. We describe the creation of a number of data-driven artifacts that all represent the same dataset. In taking a phenomenological approach to our analysis, we used the Repertory Grid Technique (RGT) during a group session to elicit participants personal constructs, which are used to describe and compare these artifacts. Our analysis examines these, traces the emergence of one exemplary personal construct and highlights other emergent themes. Our findings consist of a number of elicited constructs that illuminate how the affective qualities of data driven artifacts relate to the type of modality in use.


designing pleasurable products and interfaces | 2013

Blending the repertory grid technique with focus groups to reveal rich design relevant insight

Trevor Hogan; Eva Hornecker

In the context of better understanding and describing the role of modality in data representations, this paper proposes the blending of the Repertory Grid Technique, a proven and tested elicitation method, with focus group methods, thereby offering researchers an efficient method of obtaining subjective perceptions on a defined area of interest. We demonstrate the potential of this blended approach by conducting two empirical studies that investigate the same artifacts, using two different approaches. The first study follows the classic Repertory Grid approach, while the second adapts this by utilizing the RepGrid in a focus group session. In comparing these, we will illustrate how using a blended approach can validate and reveal further meaning about the data collected. Furthermore, we will demonstrate that this can be achieved in a more natural manner than that of a typical RepGrid study, which can be extremely demanding for both the participant and the researcher while the study is being conducted.


IEEE Transactions on Visualization and Computer Graphics | 2016

The Elicitation Interview Technique: Capturing People's Experiences of Data Representations

Trevor Hogan; Uta Hinrichs; Eva Hornecker

Information visualization has become a popular tool to facilitate sense-making, discovery and communication in a large range of professional and casual contexts. However, evaluating visualizations is still a challenge. In particular, we lack techniques to help understand how visualizations are experienced by people. In this paper we discuss the potential of the Elicitation Interview technique to be applied in the context of visualization. The Elicitation Interview is a method for gathering detailed and precise accounts of human experience. We argue that it can be applied to help understand how people experience and interpret visualizations as part of exploration and data analysis processes. We describe the key characteristics of this interview technique and present a study we conducted to exemplify how it can be applied to evaluate data representations. Our study illustrates the types of insights this technique can bring to the fore, for example, evidence for deep interpretation of visual representations and the formation of interpretations and stories beyond the represented data. We discuss general visualization evaluation scenarios where the Elicitation Interview technique may be beneficial and specify what needs to be considered when applying this technique in a visualization context specifically.


Interacting with Computers | 2016

Towards a Design Space for Multisensory Data Representation

Trevor Hogan; Eva Hornecker

Humans have represented data in many forms for thousands of years, yet the main sensory channel we use to perceive these representations today still remains exclusive to vision. Recent developments now offer us opportunities to perceive data through different levels and combinations of sensory modalities. In this article, we survey the state-of-the-art in data representation that requires more than one sensory channel to fully interpret and understand the data. Drawing on techniques and theories adapted from Thematic Analysis and Prototype Theory, we analysed 154 examples of multisensory data representations to establish a design space along three axes: use of modalities, representation intent and human–data relations. We frame the discussion around presenting how a selection of examples, chosen from the collection, fit into the design space. This not only informs our own research but can also draw the attention of the human–computer interaction and Design Research communities to aspects of data representation that have hitherto been either ill-defined or underexplored. We conclude by discussing key research challenges, which emerged from the exploration of the design space and point out future research topics.


designing interactive systems | 2017

Exploring the Materials of TUIs: A Multi-Method Approach

Sarah Hayes; Trevor Hogan; Kieran Delaney

In this paper we report on the early developments and future plans of a study that aims to shed light on: (1) the material choices designers make when creating tangible user interfaces (TUIs), (2) how people characterise these materials, and (3) how these materials affect the way we experience TUIs. To achieve these goals we designed a study that involves a number of phases and methods, including surveying the range of materials used in TUIs, gathering accounts of how people characterise a selection of these materials and finally evaluating a wider range of materials based on these established characteristics. In the following we present our research approach and discuss the methodologies we will use throughout this study. We conclude by presenting our vision on how these phases will culminate in a better understanding of the material choices of TUIs and how this can be used to inform future designs. Finally, we present this work-in-progress to expose our methodological decisions to the wider DIS community, as we anticipate and welcome expert opinion and feedback on our approach and vision we have for this study.


tangible and embedded interaction | 2015

TaraScope: Controlling Remote Telescopes Through Tangible Interaction

Trevor Hogan; Dylan Goveas; Rebecca Noonan; Luke Twomey

In this paper we present TaraScope, a multimodal installation that enables student groups, participating in workshops at a Space Observatory in Ireland, to remotely manipulate and capture images from a robotic telescope situated in San Francisco, California. This project is developed as part of an international initiative between Blackrock Castle Observatory (BCO), Ireland and Chabot Space & Science Center, California, with the aim of connecting the two locations while also stimulating interest in astronomy, science, technology, engineering and math. We describe the design rationale and implementation of the installation, which is based on creating an inviting, apprehendable, inexpensive and engaging system that supports inquiry-led learning and group interactions. Furthermore, we present several initial observations on the user experience of the system that we gathered through a series of evaluations that we conducted at the Observatory.


tangible and embedded interaction | 2018

Feeling Virtual Worlds: An Exploration into Coupling Virtual and Kinaesthetic Experiences

Joey Campbell; Trevor Hogan; Mike Fraser

In this paper we describe an exploratory study that incorporates the design, implementation and study of a system that utilises virtual reality, tangible interaction and force feedback. The approach we take is to design a VR system that incorporates a moveable tangible interface (wheelchair), which overlaps seamlessly with a 3d counterpart in the virtual world. The user interacts with the virtual environment by pushing the physical wheelchair, which simultaneously controls the virtual avatar. In the virtual world we place objects that once collided with trigger force feedback by stopping the physical wheelchair. In this paper we discuss the design rationale and technical implementation and follow by describing the next phase of this work in progress.


designing interactive systems | 2017

Piecing Together the Past: Constructing Stories with Jigsaw Puzzles in Museums

Sarah Hayes; Michelle O'Keeffe; Trevor Hogan

In this paper we present PuzzleBeo, an interactive installation that comprises of a computer mediated jigsaw puzzle and multimodal display to engage children with museum exhibits in a fun and playful manner. PuzzleBeo is designed to allow children to construct stories within a maritime museum located in south coast of Ireland. The aim here is to augment traditional analogue games with digital technology to enhance childrens experience of the museum while also stimulating their curiosity in the presented stories. In the following we describe the design rationale and technical implementation of the installation, which is based on creating an inviting and engaging environment that supports individuals and group interaction. Furthermore we present initial observations on user experience through a series of evaluations that were conducted in the museum.


designing interactive systems | 2017

Pedagogy & Physicalization: Designing Learning Activities around Physical Data Representations

Trevor Hogan; Uta Hinrichs; Yvonne Jansen; Samuel Huron; Pauline Gourlet; Eva Hornecker; Bettina Nissen

In an age where data and their various representations proliferates many aspects of our professional and private lives, a new form of awareness and visual literacy is required to interpret, critically discuss and actively engage in activities around data representation. Research has found Physicalization to be a productive way to introduce people to activities around data collection, processing, and representation -- be it to learn about the concepts of making abstract data graspable, or to learn about complex phenomena represented within the data. This full-day hands-on workshop will explore how designing and building Physicalizations can be a way to actively learn the principles of data representation. The aim of this workshop is to (1) discuss different learning scenarios in which Physicalization activities can be beneficial, (2) explore different approaches to introduce Physicalization activities to different learning audiences, and (3) to build a community interested in the pedagogy of Physicalization.


tangible and embedded interaction | 2013

In touch with space: embodying live data for tangible interaction

Trevor Hogan; Eva Hornecker

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Uta Hinrichs

University of St Andrews

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Sarah Hayes

Cork Institute of Technology

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Samuel Huron

Université Paris-Saclay

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Dylan Goveas

Cork Institute of Technology

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Kieran Delaney

Cork Institute of Technology

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Kieran Nolan

Dundalk Institute of Technology

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Luke Twomey

Cork Institute of Technology

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Michelle O'Keeffe

Cork Institute of Technology

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