Health Communication 1

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  • cours - matière potentielle : public health
  • cours - matière potentielle : health
  • exposé - matière potentielle : research on health communication
  • cours - matière : communication
Health Communication 1 Sparks, L. (in press). Health communication and caregiving research, policy, and practice. In S. S. Travis & R. Talley (Eds.) Multi-disciplinary Coordinated Caregiving: Professional Contributions. Springer. Health Communication and Caregiving Research, Policy, and Practice Lisa Sparks, Ph.D. Professor and Presidential Research Fellow in Health and Risk Communication Schmid College of Science Chapman University, Orange, CA Member of Chao Family Comprehensive Cancer Center/NCI Designated School of Medicine University of California, Irvine sparks@chapman.
  • health care issues from a variety of perspectives
  • impact that message frames
  • study of communication
  • health communication
  • theories of social influence
  • health issues
  • social psychology
  • people
  • research



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Welcome 4
Full Papers How to make friends… 6
Expressive Interaction 8
humanaquarium 10
Landscapes 12
Motivating Mobility 14
Note Swallowing Cue 16
CHI Community Event Designing for Refection 18
Work in Progress Report My Great North Run 20
Workshop Contributions Interactive Stage Lighting 22
Personhood 24
BinCam 26
Moving to… 28
Studying Personal Appropriation 30
Political Sensorium 32
OverWatch & Waves 34
Designer Experience 36

Workshop User in Flux 38
Also at CHI’11 40
2 Digital Interaction: Culture Lab Digital Interaction: Culture Lab 3Welcome
Welcome to this introduction to Digital
Interaction, Culture Lab, and the talks and
activities that we will be involved in at
CHI this year.
Digital Interaction is a research group in
the School of Computing Science at Newcas-
tle University, UK. We’re based in Culture Lab,
Newcastle’s centre for cross-disciplinary digi -
tal practice, and like many practice-oriented
HCI groups our team members hail from a
wide range of disciplines including music,
flm, fne art, psychology, museology, architec -
ture, speech therapy and social gerontology. Patrick Olivier
The backgrounds of our collaborators are
far wider, which is something we actively
pursue, and we like to think of ourselves as
dynamic and sympathetic collaborators for
anyone interested in people or technology.
Our particular interests are in “making”, “in
the wild” design, development and evaluation
studies, and the use of creative practice as a
lens through which to view the relationship
between people and technology.
Hopefully some of the people or work
described here will be of interest to you, in Peter Wright
which case just grab them when you see them,
or drop us an email and we will track you down!
4 Digital Interaction: Culture Lab Digital Interaction: Culture Lab 5How to make friends…
We spend our days engaged in interpersonal
communication. Yet, many people struggle
to carry out these social interactions to their
satisfaction. A key part of creating high quality
interpersonal connections and smooth inter-
actions is dependent on being good at sending
and receiving nonverbal communication. This
nonverbal element of communication is pro-
cessed mainly subconsciously. Ambient displays
have been shown to infuence people on a sub-
Madeline Balaam conscious level. This study explored whether
or not an ambient display could support the
sending and receiving of nonverbal communi -
cation in face-to-face social interactions. Enhancing Interaction
Our ambient display responded to nonverbal Synchrony with an
communicative acts associated with rapport. Pairs Ambient Display
of participants conversed with one another in
Madeline Balaam,
front of our ambient display. As these
Geraldine Fitzpatrick,
participants displayed behaviours asso-
Judith Good & Eric Harris
ciated with rapport, the ambient display
CHI’11 (full paper)subtly rippled. Participants’ self-reports
of rapport were unchanged regardless
of whether the display responded to
their nonverbal communication, or
not. In contrast, independent observ- Funded as part of the EPSRC
ers watching these interactions rated project “Supporting Shy Users
participants as showing signifcantly in Pervasive Computing”
greater rapport when supported by
our ambient display.
6 Digital Interaction: Culture Lab Digital Interaction: Culture Lab 7Expressive
Expression, “the action of making known one’s thoughts
or feelings”, relates to the conveyance of ideas and emotion
through the manipulation of a medium. If HCI is to contrib-
ute to the design of expressive interaction, it needs to explore
the nuanced spaces of user activity that expression inhabits.
In this project we study VJs – visual artists who use digi-
A VJ Centered Exploration of Expressive Interaction
tal media to express themselves to an audience during a
live performance – with the intent of gaining insights into Jonathan Hook, David Green, John McCarthy,
expression that are applicable to HCI. VJs are particularly Stuart Taylor, Peter Wright & Patrick Olivier
relevant subjects for such an investigation as in their artis-
CHI’11 (full paper)
tic practice they adapt and appropriate interactive technol-
ogy in order to attain expression through visual media. Contact:
Our work combines the exploration of pre-existing
Funded as part of an EPSRC Doctoral Training Award
expressive practice with the design of novel interactive
and the RCUK Digital Economy Research Hub “SiDE:
systems. As a consequence we hope to uncover qualities of
Social Inclusion through the Digital Economy”
interactive technology that are conducive to expression. Jon Hook Dave Green
8 Digital Interaction: Culture Lab Digital Interaction: Culture Lab 9humanaquarium
Guy Schofeld, Robyn Taylor, John Shearer
As a design- and performance- led enquiry into collabora -
tive behavior in public spaces, humanaquarium allows us
to explore the roles of audience, participant, performer,
and designer in the context of co-creative experiences.
Two musicians invite participants to join an interac-
tive performance, co-creating an aesthetic audio-visual
experience localized within the uncanny confnes of the
humanaquarium’s miniature stage environment.
When participants make contact with the humanaquar-
ium’s touch sensitive transparent screen, their touches
and gestures infuence the sonic and visual properties of Designing from Within: humanaquarium
the ongoing performance, allowing them to contribute
Robyn Taylor, Guy Schofeld, John Shearer, Jayne Wallace,
to the performance’s development. Fantastical sounds
Peter Wright, Pierre Boulanger & Patrick Olivier
and imagery emanate from within the unprepossessing
wooden box that rests simply on the ground. CHI’11 (full paper & interactive)
Drawing upon the traditions of improvisation and busking,
we bring the audience members into the performance frame,
encouraging them to Funded as part of the RCUK Digital Economy Research
share in the experience Hub “SiDE: Social Inclusion through the Digital Economy”
of ludic and creative play.
10 Digital Interaction: Culture Lab Digital Interaction: Culture Lab 11Landscapes
Landscapes of Cross Generational Engagement
is an ESRC funded project led by Professor
Peter Wright with Professors Bill Gaver and
John Bowers (Goldsmiths) and Mark Blythe
(Northumbria). The work explores ways
that digital technologies can promote older
people’s engagement with their physical and
social environments and encourage new
forms of interaction with younger people.
Two communities of people
Peter Wright participated in the research: Resi-
The Photostroller: Supporting
dents of a care home, and nuns in
Diverse Care Home Residents
a Roman Catholic convent. Such
in Engaging with the World
‘older old’ people in their late
eighties, nineties and hundreds William Gaver, Andy Boucher.
are very seldom considered in John Bowers, Mark Blythe,
studies of innovative technology. Nadine Jarvis, David Cameron,
We have developed two innova- Tobie Kerridge, Alex Wilkie,
Robert Phillips & Peter Wrighttive devices, one for each context.
For the Convent we developed
CHI’11 (full paper)
the Prayer Companion, reported
at CHI 2010. In the residential Contact:
home, extensive arts-based
Funded as part of the RCUK New
research led to the development
Dynamics of Ageing Research
of the Photostroller, a device for
Programme project “Landscapes
exploring libraries of internet
of Cross General Engagement”
12 Digital Interaction: Culture Lab Digital Interaction: Culture Lab 13Motivating Mobility
Stroke is one of the leading causes of physical
disability. It is possible to recover function
lost due to stroke, but in order to do so indi-
viduals must complete specifc and repeti -
tive exercises regularly. Since rehabilitation
is a process that can take many years, these Madeline Balaam
rehabilitative exercises are ones that are often
carried out independently in the home.
Motivating Mobility: Designing for Lived
The exercises that support rehabilitation are often
Motivation in Stroke Rehabilitation
boring and frustrating, acting as a continual reminder of
how the stroke has impacted on physical ability. Self-moti - Madeline Balaam, Stefan Rennick
vation is therefore key to adhering to an exercise plan and Egglestone, Geraldine Fitzpatrick, Tom
improving physical function. Rodden, Ann-Marie Hughes, Anna
Technologies are being designed to support rehabilita- Wilkinson, Thomas Nind, Lesley Axelrod,
tion in the home post-stroke, but few have looked expli-c Eric Harris, Ian Ricketts, Susan Mawson &
Jane Burridge itly at how these technologies might help motivate indi-
viduals to complete the sometimes boring and frustrating
CHI’11 (full paper)
exercises that are necessary. In addition, few of these
technologies are yet to be deployed outside of the lab. Contact:
Motivating Mobility explored the motivations of four
Funded as part of the EPSRC project
individuals recovering from stroke, and co-designed
“Motivating Mobility: Interactive Systems
bespoke technologies to tap into these motivations. The
to Promote Physical Activity and Leisure for
resulting technologies were then deployed in participants’
People with Limited Mobility”
homes for between 4 weeks and 6 months.
14 Digital Interaction: Culture Lab Digital Interaction: Culture Lab 15Swallowing Cue
Roisin McNaney
A signifcant symptom mentioned by
many people with Parkinson’s disease is
‘sialorrhea’, or drooling. Drooling can impact
an individual’s quality of life both socially, by
causing social embarrassment and isolation,
and health-wise. Saliva that remains pooled
in the mouth can become an aspiration
source, and can in some cases result in chok-
ing or pneumonia. Excessive loss of saliva can
also present related difculties with feeding
and oral hygiene.  Cas Ladha
The aim of this study was to develop a
cueing device which would vibrate at regular
Cueing Swallowing in Parkinson’s Disease
intervals to act as a reminder for the wearer
to swallow their saliva. This can ultimately Roisin McNaney, Stephen Lindsay, Karim Ladha, Cassim
help in behaviorally managing their drooling Ladha, Guy Schofeld, Thomas Ploetz, Nils Hammerla,
problem. We took care to design a device Daniel Jackson, Richard Walker, Nick Miller & Patrick Olivier
that the user would actually want to wear – a
CHI’11 (note)
device which would not become a source
of stigmatization for the wearer, but rather Contact:
would enable them to engage with the object
Funded as part of the RCUK Digital Economy Research
in ways beyond the clinical and functional
Hub “SiDE: Social Inclusion through the Digital Economy”
aspects of what it provided. Dan Jackson Karim Ladha
16 Digital Interaction: Culture Lab Digital Interaction: Culture Lab 17Designing for Refection
Digital Mysteries is a learning application
designed to explore the potential of large
horizontal interactive surfaces (digital tab-
letops) for supporting collaborative learning
and higher level thinking skills.
Digital tabletops have the unique character-
istic of combining the advantages of face-to-
face collaboration around traditional tables
with all their social and learning benefts, and
the advantages of digital technologies such
Ahmed Kharrufa as the ability to regulate the interaction and
the structure of the process, and logging and
playing back of complete sessions.
Refection on a Refection Paper: The Computer
The design of Digital Mysteries was aimed at
as a Tool for Learning through Refection
utilizing such unique characteristics of tabletops,
focusing on promoting the higher level thinking Ahmed Kharrufa
skills of students with special emphasis on the
CHI’11 Community Event:
support of refection. We classifed
Interaction Design and Children Remixed
the diferent types of refection as
identifed by pedagogy literature Learning at interactive surfaces
and proposed a number of guide- and designing for refection
lines that enable tabletop applica-
Ahmed Kharrufa, David Leat & Patrick Olivier
tion designers to take advantage of
the technology to support all the CH’11 Workshop on UI Technologies and
identifed refection types. Educational Pedagogy
Digital Mysteries was developed
through an iterative design process
with all trials carried out in real Funded by Diwan Software Ltd
school environments (in the wild).
18 Digital Interaction: Culture Lab Digital Interaction: Culture Lab 19