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Outputs (20)

Perception and appropriation of a web-based recovery narratives intervention: qualitative interview study (2024)
Journal Article
Ali, Y., Rennick-Egglestone, S., Llewellyn-Beardsley, J., Ng, F., Yeo, C., Franklin, D., Perez Vallejos, E., Ben-Zeev, D., Kotera, Y., & Slade, M. (2024). Perception and appropriation of a web-based recovery narratives intervention: qualitative interview study. Frontiers in Digital Health, 6, Article 1297935. https://doi.org/10.3389/fdgth.2024.1297935

Introduction

Mental health recovery narratives are widely available to the public, and can benefit people affected by mental health problems. The NEON Intervention is a novel web-based digital health intervention providing access to the NEON Colle... Read More about Perception and appropriation of a web-based recovery narratives intervention: qualitative interview study.

Crafting Interactive Decoration (2017)
Journal Article
Benford, S., Koleva, B., Quinn, A., Thorn, E.-C., Glover, K., Preston, W., Hazzard, A., Rennick-Egglestone, S., Greenhalgh, C., & Mortier, R. (2017). Crafting Interactive Decoration. ACM Transactions on Computer-Human Interaction, 24(4), 1-39. https://doi.org/10.1145/3058552

We explore the crafting of interactive decoration for everyday artefacts. This involves adorning them with decorative patterns that enhance their beauty while triggering digital interactions when scanned with cameras. These are realised using an exis... Read More about Crafting Interactive Decoration.

Enabling hand-crafted visual markers at scale (2017)
Presentation / Conference Contribution
Preston, W., Benford, S., Thorn, E.-C., Koleva, B., Rennick-Egglestone, S., Mortier, R., Quinn, A., Stell, J., & Worboys, M. (2017, June). Enabling hand-crafted visual markers at scale. Presented at ACM SIGCHI Conference on Designing Interactive Systems (DIS '17)

As locative media and augmented reality spread into the everyday world so it becomes important to create aesthetic visual markers at scale. We explore a designer-centred approach in which skilled designers handcraft seed designs that are automaticall... Read More about Enabling hand-crafted visual markers at scale.

A little respect: four case studies of HCI’s disregard for other disciplines (2017)
Presentation / Conference Contribution
Marshall, J., Linehan, C., Spence, J., & Rennick-Egglestone, S. A little respect: four case studies of HCI’s disregard for other disciplines. Presented at CHI 2017: ACM CHI Conference on Human Factors in Computing Systems

HCI research often demonstrates lack of respect for other disciplines, evidenced by the way work from those disciplines are cited in CHI papers. We present 4 case studies that demonstrate; 1) that HCI researchers sometimes misunderstand and misrepres... Read More about A little respect: four case studies of HCI’s disregard for other disciplines.

Throwaway citation of prior work creates risk of bad HCI research (2017)
Presentation / Conference Contribution
Marshall, J., Linehan, C., Spence, J., & Rennick-Egglestone, S. Throwaway citation of prior work creates risk of bad HCI research. Presented at CHI 2017: ACM CHI Conference on Human Factors in Computing Systems

In CHI papers, citation of previous work is typically a shallow, throwaway action that demonstrates little critical engagement with the work cited. We present a citation context analysis of over 3000 citations from 69 papers at CHI2016, which demonst... Read More about Throwaway citation of prior work creates risk of bad HCI research.

Exploring large-scale interactive public illustrations (2016)
Presentation / Conference Contribution
Thorn, E.-C., Rennick-Egglestone, S., Koleva, B., Preston, W., Benford, S., Quinn, A., & Mortier, R. Exploring large-scale interactive public illustrations. Presented at ACM Conference on Designing Interactive Systems (DIS 2016)

We present a research-through-design exploration of transforming large-scale public illustrations into interactive media. We collaborated with creative practitioners to extend an existing visual marker technology to support spatial and layered inter... Read More about Exploring large-scale interactive public illustrations.

Health technologies ‘In the wild’: experiences of engagement with computerised CBT (2016)
Journal Article
Rennick-Egglestone, S., Knowles, S., Toms, G., Bee, P., Lovell, K., & Bower, P. (2016). Health technologies ‘In the wild’: experiences of engagement with computerised CBT. https://doi.org/10.1145/2858036.2858128

The widespread deployment of technology by professional health services will provide a substantial opportunity for studies that consider usage in naturalistic settings. Our study has documented experiences of engaging with technologies intended to su... Read More about Health technologies ‘In the wild’: experiences of engagement with computerised CBT.

Families and mobile devices in museums: designing for integrated experiences (2016)
Journal Article
Rennick-Egglestone, S., Brundell, P., Koleva, B., Roussou, M., Chaffardon, C., & Benford, S. (2016). Families and mobile devices in museums: designing for integrated experiences. Journal on Computing and Cultural Heritage, 9(2), Article 11. https://doi.org/10.1145/2891416

This paper presents an observational study of eight families engaging with a bespoke tablet experience produced for a space science centre. It documents the various ways in which family members orientate themselves to the usage of technology in this... Read More about Families and mobile devices in museums: designing for integrated experiences.

From front-end to back-end and everything in-between: work practice in game development (2015)
Presentation / Conference Contribution
Koleva, B., Tolmie, P., Brundell, P., Benford, S., & Rennick-Egglestone, S. From front-end to back-end and everything in-between: work practice in game development. Presented at Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '15)

This paper addresses a paucity in the literature of studies of actual game development. It presents the initial findings from a questionnaire addressed to game development companies together with an ethnographic case study that drills into how resour... Read More about From front-end to back-end and everything in-between: work practice in game development.

Smart grids, smart users? The role of the user in demand side management (2014)
Journal Article
Goulden, M., Bedwell, B., RODDEN, T., Rennick-Egglestone, S., & Spence, A. (2014). Smart grids, smart users? The role of the user in demand side management. Energy Research and Social Science, 2, 21-29. https://doi.org/10.1016/j.erss.2014.04.008

Smart grids are a key feature of future energy scenarios, with the overarching goal of better aligning energy generation and demand. The work presented here considers the role of the user in such systems, and the contexts in which such roles might em... Read More about Smart grids, smart users? The role of the user in demand side management.