This paper describes the challenges and lessons learned in the experience-centered design (ECD) of the Spheres of Wellbeing, a technology to promote the mental health and wellbeing of a group of women, suffering from significant mental health problems and living in a medium secure hospital unit. First, we describe how our relationship with mental health professionals at the hospital and the aspirations for person-centric care that we shared with them enabled us, in the design of the Spheres, to innovate outside traditional healthcare procedures. We then provide insights into the challenges presented by the particular care culture and existing services and practices in the secure hospital unit that were revealed through our technology deployment. In discussing these challenges, our design enquiry opens up a space to make sense of experience living with complex mental health conditions in highly constrained contexts within which the deployment of the Spheres becomes an opportunity to think about wellbeing in similar contexts.
We present a novel approach to the construction of electronic prototypes which can support a variety of interactive devices. Our technique, which we call circuit stickers, involves adhering physical interface elements such as LEDs, sounders, buttons and sensors onto a cheap and easy-tomake substrate which provides electrical connectivity. This assembly may include control electronics and a battery for standalone operation, or it can be interfaced to a microcontroller or PC. In this paper we illustrate different points in the design space and demonstrate the technical feasibility of our approach. We have found circuit stickers to be versatile and low-cost, supporting quick and easy construction of physically flexible interactive prototypes. Building extra copies of a device is straightforward. We believe this technology has potential for design exploration, research prototyping, education and for hobbyist projects.
In this paper, we report on one lab study and seven follow-up studies on a crowdsourcing platform designed to investigate the potential of animation cues to influence users' perception of two smart systems: a handwriting recognition and a part-ofspeech tagging system. Results from the first three studies indicate that animation cues can influence a participant's perception of both systems' performance. The subsequent three studies, designed to try and identify an explanation for this effect, suggest that this effect is related to the participants' mental model of the smart system. The last two studies were designed to characterise the effect more in detail, and they revealed that different amounts of animation do not seem to create substantial differences and that the effect persists even when the system's performance decreases, but only when the difference in performance level between the systems being compared is small.
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