Dr Tuck Leong is a Human-Computer Interaction (HCI) and Interaction Design Researcher who specialises in human-centred approaches of inquiry and technology design. He has published widely in topics that contribute to Experience-Centred Design, Participatory Design, and Interaction Design. He is also the Director of the Interaction Design and Human Practice Lab at UTS.
Born in Malaysia and schooled in Australia, where he later took up citizenship, Tuck had training in music performance, conducting, and composition. In addition, he has an Honours degree in Immunology, worked as a secondary school teacher teaching Science, Biology, Music and Indonesian, and later taught multimedia development before completing his PhD in HCI at the University of Melbourne, Australia. Since then, Tuck has worked at Aarhus University, Denmark, and the Culture Lab, Newcastle University, UK.
Tuck is on the Editorial Board for the Digital Creativity journal, a member of the Australia Computer-Human Interaction Special Interest Group (CHISIG), and the ACM. He was also the chair of the OzCHI 2014 conference at UTS.
Can supervise: YES
A main thread of Tuck's research is concerned with people's individual and social interactions surrounding music using digital technologies (listening, creation, sharing, performing, etc) in order to develop insights into people's experiences of technology. This has led to deep studies of technology-mediated experiences such as serendipity, coincidence, and sublime experiences. This understanding is used to offer ideas to design future technologies that can better support such rich experiences.
Research Interests: Internet of Things, Serendipity, Digital Media Consumption, Mobile listening, Quantified Self. For a detailed list of my publications, please visit my personal site.
I teach a range of human-centred technology design subjects. They include:
- Interaction Design
- Human-Centred Design Methods
- Human-Computer Interaction
- User Experience Design
- Participatory Design
© 2017, © The Author(s) 2017. Automation has been central to the development of modern photography and, in the age of digital and smartphone photography, now largely defines everyday experience of the photographic process. In this article, we question the acceptance of automation as the default position for photography, arguing that discussions of automation need to move beyond binary concerns of whether to automate or not and, instead, to consider what is being automated and the degree of automation couched within the particularities of people’s practices. We base this upon findings from ethnographic fieldwork with people engaging manually with film-based photography. While automation liberates people from having to interact with various processes of photography, participants in our study reported a greater sense of control, richer experiences and opportunities for experimentation when they were able to engage manually with photographic processes.
Light, A, Pedell, S, Robertson, T, Waycott, J, Bell, J, Durick, J & Leong, TW 2016, 'What's Special about Aging', Interactions, vol. 23, no. 2, pp. 66-69.View/Download from: UTS OPUS or Publisher's site
Community + Culture features practitioner perspectives on designing technologies for and with communities. We highlight compelling projects and provocative points of view that speak to both community technology practice and the interaction design field as a whole. - Christopher A. Le Dantec, Editor.
Horanont, T, Phithakkitnukoon, S, Leong, T, Sekimoto, Y & Shibasaki, R 2013, 'Weather Effects on the Patterns of People's Everyday Activities: A Study Using GPS Traces of Mobile Phone Users', Plos One, vol. 8, no. 12, pp. 1-14.View/Download from: UTS OPUS or Publisher's site
This study explores the effects that the weather has on people's everyday activity patterns. Temperature, rainfall, and wind speed were used as weather parameters. People's daily activity patterns were inferred, such as place visited, the time this took
Iversen, OS, Halskov, K & Leong, T 2012, 'Values-led Participatory Design', CoDesign: International Journal of CoCreation in Design and the Arts, vol. 8, no. 2-3, pp. 87-103.View/Download from: UTS OPUS or Publisher's site
The widespread use of participatory design (PD) has meant that different approaches and conceptualisations exist in this field today. In this article, it is argued that one fruitful approach is to rekindle a concern for values in design, focusing upon values as the engine that drives activities in PD. Drawing from the authors` own PD projects, this article shows how this can be accomplished: through designers enacting their appreciative judgement of values by engaging in a dynamic and dialogical process of cultivating the emergence of values, developing them and supporting their grounding.
Leong, TW, Vetere, F & Howard, S 2012, 'Experiencing coincidence during digital music listening', ACM Transactions on Computer-Human Interaction, vol. 19, no. 1, pp. 1-19.View/Download from: UTS OPUS or Publisher's site
People have reported encountering coincidences when using particular technologies to interact with personal digital content. However, to date, there is a paucity of research to understand these experiences. This article applies McCarthy and Wright's [2004; 2005] experiential framework to analyze these kinds of technologymediated coincidences. By focusing upon encounters of coincidence during people's digitalmusic listening, we identified the elements at play, elucidated the properties of the individual elements, their inter-relationships, and an understanding of how coincidences can arise. We also reveal how, under particular conditions, such elements provide people with opportunities to encounter coincidence. This understanding of coincidence demonstrates how McCarthy and Wright's [2004; 2005] framework can be usefully applied to an empirical investigation of user experience. © 2012 ACM.
Phithakkitnukoon, S, Leong, T, Smoreda, Z & Olivier, P 2012, 'Weather Effects in Mobile Social Interaction: A Case Study of Mobile Phone Users in Lisbon, Portugal', PLoS One, vol. 7, no. 10, pp. 1-13.View/Download from: UTS OPUS or Publisher's site
Increasingly, people are faced with having to deal with vast amount of digital content. But in some situations, having to choose from such large digital libraries can be unpleasant and even paralysing, especially when people have no strong preference for a particular choice. Digital music listening is an example of such a dilemma. Focusing on Shuffle listening on the iPod, whereby listeners abdicate choice to a system to present content to them randomly, we observe that this mode of abdicating choice not only alleviates the pains of choice but also leads to better user-experience in some circumstances. Randomness is highlighted as a versatile resource. Acting as a device that `defamiliarises the digital music tracks, it refreshes and engages listeners' attention as well as shapes their perceptions. In some cases, the use of randomness enriches their listening experience and even encourages encounters with serendipity.
Leong, T, Vetere, F & Howard, S 2008, 'Take a Chance On Me: Using Randomness for the Design of Digital Devices', interactions, vol. 15, no. 3, pp. 16-19.
TIPPING, PG, LEONG, TW & HOLDSWORTH, SR 1991, 'TUMOR-NECROSIS-FACTOR PRODUCTION BY GLOMERULAR MACROPHAGES IN ANTIGLOMERULAR BASEMENT-MEMBRANE GLOMERULONEPHRITIS IN RABBITS', LABORATORY INVESTIGATION, vol. 65, no. 3, pp. 272-279.
TIPPING, PG, LEONG, TW & HOLDSWORTH, SR 1989, 'GLOMERULAR TUMOR NECROSIS FACTOR (TNF) PRODUCTION IN EXPERIMENTAL ANTI-GBM GLOMERULONEPHRITIS (GN)', KIDNEY INTERNATIONAL, vol. 36, no. 6, pp. 1166-1166.
Gay, VC, Garcia, JA & Leong, TW 2019, 'Using asynchronous exergames to encourage an active ageing lifestyle: Solitaire fitness study protocol', pp. 70-75.View/Download from: UTS OPUS or Publisher's site
© 2019 The authors and IOS Press. This article is published online with Open Access by IOS Press and distributed under the terms of the Creative Commons Attribution Non-Commercial License 4.0 (CC BY-NC 4.0). A healthy and active lifestyle can significantly improve the well-being and quality of life; however, some elderly people struggle to stay motivated and engaged with any form of exercise. The project Elaine (Elderly, AI and New Experiences) addresses this problem by seeking to improve the quality of life of the elderly through exergames. Currently, the project explores a novel approach in the field of health informatics called asynchronous exergaming. This approach, a new trend in games in the health domain, allows the elderly to workout at their own pace, and in their own time, with their physical activity linked asynchronously to a game. This paper presents the study protocol for Solitaire Fitness, a new asynchronous exergame developed by the team. The game aims at increasing the motivation of the elderly to engage in physical exercise whilst helping to maintain their cognitive abilities. It also describes the protocol for the trial. The result of this research has the potential to benefit elderly that need nudging to be motivated to exercise, health care providers treating people with sedentary lifestyles and researchers investigating ways to encourage the elderly to exercise.
Armstrong, T & Leong, TW 2019, 'SNS and the Lived Experiences of Queer Youth', Proceedings of the 31st Australian Conference on Human-Computer-Interaction, OZCHI'19: 31ST AUSTRALIAN CONFERENCE ON HUMAN-COMPUTER-INTERACTION, ACM.View/Download from: UTS OPUS or Publisher's site
Bell, J & Leong, T 2019, 'Collaborative Futures: Co-Designing Research Methods for Younger People Living with Dementia', ACM Transactions on Software Engineering and Methodology, Computer Human Interaction, Association for Computing Machinery, Glasgow, Scotland.View/Download from: UTS OPUS
Designing new technologies to support the lived experience of dementia is of increasing interest within HCI. While there is guidance on qualitative research methods to use in areas such as dementia, there is a need for more appropriate ways to research in the younger demographic. In Younger Onset Dementia (YOD), the circumstances and experiences are markedly different from dementia in the later stage of life – requiring a different approach. This paper presents insights into the methods and approaches used in a fieldwork with five people living with YOD; where they engaged as co-researchers in a co-directed inquiry into their lived experiences. Through this, we make a number of methodological contributions to HCI and Participatory Action Research (PAR) for research in the YOD setting. This includes productive approaches that are sensitive, respectful and empowering to the participants. It also extends current approaches to using probes in HCI and dementia research.
Derix, EC & Leong, TW 2019, 'Towards a Probe Design Framework', Proceedings of the 31st Australian Conference on Human-Computer-Interaction, OZCHI'19: 31ST AUSTRALIAN CONFERENCE ON HUMAN-COMPUTER-INTERACTION, ACM.View/Download from: Publisher's site
Garcia, JA, Sundara, N, Tabor, G, Gay, VC & Leong, TW 2019, 'Solitaire Fitness: Design of an asynchronous exergame for the elderly to enhance cognitive and physical ability', 2019 IEEE 7th International Conference on Serious Games and Applications for Health, SeGAH 2019.View/Download from: UTS OPUS or Publisher's site
© 2019 IEEE. The use of exergames has shown positive results in encouraging the elderly to increase their motivation towards physical activity and rehabilitation. These games usually offer playful routines that require players to perform full body movements in order to interact with the game. While this is often well-received by elderly users, this approach has some limitations that can lead to negative effects in the aged cohort. The main one being, that gameplay and exercise must happen concurrently. This, unfortunately, places limitations on the elderly users and limits the range of exercises that can be delivered. Also, prior studies have revealed that while the aged cohort often finds this approach enjoyable, they are more inclined to exercise in more traditional ways. This paper describes the design and development of an asynchronous game, called Solitaire Fitness, where physical exercise and cognitive gameplay do not occur at the same time. The game is designed to enhance both cognitive and physical abilities. It seamlessly links a well-established card game, solitaire, and let the elderly chose the form of exercise they are familiar with and let them exercise at their own pace, allow them to fully immerse in gameplay, and ultimately increase their motivation towards an healthy active lifestyle.
Lawrence, C, Leong, TW, Brereton, M, Taylor, JL, Bidwell, N & Wadley, G 2019, 'Indigenous HCl', Proceedings of the 31st Australian Conference on Human-Computer-Interaction, OZCHI'19: 31ST AUSTRALIAN CONFERENCE ON HUMAN-COMPUTER-INTERACTION, ACM.View/Download from: UTS OPUS or Publisher's site
Leong, TW, Lawrence, C & Wadley, G 2019, 'Designing for diversity in Aboriginal Australia', Proceedings of the 31st Australian Conference on Human-Computer-Interaction, OZCHI'19: 31ST AUSTRALIAN CONFERENCE ON HUMAN-COMPUTER-INTERACTION, ACM.View/Download from: UTS OPUS or Publisher's site
Wadley, G, Krause, A, Liang, J, Wang, Z & Leong, TW 2019, 'Use of music streaming platforms for emotion regulation by international students', Proceedings of the 31st Australian Conference on Human-Computer-Interaction, OZCHI'19: 31ST AUSTRALIAN CONFERENCE ON HUMAN-COMPUTER-INTERACTION, ACM.View/Download from: UTS OPUS or Publisher's site
Derix, E & Leong, TW 2018, 'Days of our lives', Proceedings of the 30th Australian Conference on Computer-Human Interaction - OzCHI '18, Australian Conference on Computer-Human Interaction, ACM Press, Melbourne, Australia.View/Download from: UTS OPUS or Publisher's site
Henderson, H, Tomitsch, M & Leong, TW 2018, 'Tools to think with - Augmenting User Interviews with Rapid Modular Prototypes', Proceedings of the 30th Australian Conference on Computer-Human Interaction - OzCHI '18, Australian Conference on Computer-Human Interaction, ACM Press, Melbourne, Australia.View/Download from: UTS OPUS or Publisher's site
This paper presents insights from a research study, which involved the use of a Rapid Modular Prototype (RMP) to augment user interviews. RMPs are a combination of interchangeable modules made from tangible materials and physical computing components, such as Arduinos and Raspberry Pi. In our research study, we created a prototype to inform the design of parking meter interfaces. The modular approach to designing the prototype, which led us to the concept of RMPs, was driven by the need to carefully assess and compare various input mechanisms, such as knobs versus buttons, and their efficacy, for example, for selecting the time period on a parking meter. Reflecting on our experiences developing the prototype and its role in supporting our participant interviews, we examine how RMPs can be used as a tool in interviews to gain rich insights from research participants.
Nassir, SA & Leong, TW 2018, 'Conducting Qualitative Fieldwork with Ageing Saudis: A Visual Diary', DIS'18 Proceedings of the 2018 Designing Interactive Systems Conference, Designing Interactive Systems, ACM, Hong Kong.View/Download from: UTS OPUS or Publisher's site
This pictorial offers a visual diary of our qualitative fieldwork to understand ageing people's experiences in Saudi Arabia. It provides insights gained through conducting qualitative fieldwork with ageing Saudis. We present a range of cultural considerations that shaped the design of the fieldwork and highlight opportunities, challenges, and issues that we faced when conducting interviews and deploying research probes. In particular, we highlight the power and effectiveness of using probes to elicit participants' values, views and desires when working within the sociocultural norms of Saudi Arabia.
Bell, JA & Leong, T 2017, 'Collaborative Futures: A Technology Design Approach to Support Living Well with Dementia', 29th Australian Conference on Human-Computer Interaction, Brisbane, QLD, Australia, November 2017, Australian Computer Human Interaction Conference, ACM New York, NY, USA, Brisbane, Australia, pp. 397-401.View/Download from: UTS OPUS or Publisher's site
This paper presents insights into Younger Onset Dementia (YOD) offering clear differentiation in the circumstances, needs and challenges of people with YOD from those with late onset dementia. We point to opportunities for the potential role of digital technology to improve the experiences of people living with YOD. This is important because while HCI has long engaged with dementia, these efforts have been predominantly focused on designing technologies for elderly people experiencing dementia. In particular, this paper highlights concerns raised by people with YOD which have significant impact for HCI researchers when engaging people with YOD in research and in technology design. As such, this paper argues for a broadening of HCI research to include YOD and to rethink current research and design methods in ‘dementia and technology’ settings.
Henderson, H & Leong, TW 2017, 'Lessons Learned: A Study on User Difficulties with Parking Meters', Proceedings of the 29th Australian Conference on Computer-Human Interaction, ACM, pp. 533-537.View/Download from: UTS OPUS or Publisher's site
Lawrence, C, Leong, TW, Gay, V, Woods, A & Wadley, G 2017, '#thismymob: Digital land rights and reconnecting indigenous communities', ACM International Conference Proceeding Series, OZICHI Workshop, Brisbane, pp. 646-647.View/Download from: UTS OPUS or Publisher's site
© 2017 Association for Computing Machinery. All rights reserved. We propose to hold a one-day workshop on developing projects relating to #thismymob: Digital Land Rights and Reconnecting Indigenous Communities at OzCHI 2017 Brisbane. See http://www.arc.gov.au/newsmedia/ news/thismymob-digital-land-rights-andreconnecting-indigenous-communities.
Leong, T & Feng, VX 2017, 'Digital meaning: exploring and understanding the motivations and experiences of virtual volunteers', Proceedings of the 29th Australian Conference on Computer-Human Interaction, Australian Conference on Computer-Human Interaction, ACM, Brisbane, pp. 366-370.View/Download from: UTS OPUS
Nassir, S & Leong, TW 2017, 'Traversing Boundaries: Understanding the Experiences of Ageing Saudis', Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, Specialist Interest Group on Conference on Computer Human Interactions, Association for Computing Machinery (ACM), Denver, Colorado, USA, pp. 6386-6386.View/Download from: UTS OPUS or Publisher's site
This is a methods paper that draws from our fieldwork conducted in Saudi Arabia to understand ageing people's experiences. This paper focuses on insights gained when using qualitative methods to understand the experiences of ageing Saudis. The aim is to highlight some of the cultural considerations, opportunities, challenges, and issues that influenced our approach and deployment of interviews and probes. Influences of social-cultural practices and religion led to interesting challenges for recruitment, conducting cross-gender communications, and how participants reported their experiences. This paper offers methodological considerations that include the influences of local culture, gender, religion, etc. We also discuss how we shaped our fieldwork tools based upon considerations of local cultural and religious contexts. In particular, we highlight the usefulness of probes in traversing cultural boundaries.
Soro, A, Brereton, M, Roe, P, Wyeth, P, Johnson, D, Ambe, AH, Morrison, A, Bardzell, S, Leong, T, Ju, W, Lindtner, S, Rogers, Y & Burr, J 2017, 'Designing the Social Internet of Things', http://dl.acm.org/citation.cfm?id=3027069&CFID=761603206&CFTOKEN=700334…, CHI Conference Extended Abstracts on Human Factors in Computing Systems, Denver, Colorado, USA.View/Download from: UTS OPUS or Publisher's site
Kirk, DS, Durrant, A, Wood, G, Leong, TW & Wright, P 2016, 'Understanding the sociality of experience in mobile music listening with Pocketsong', Proceedings of the 2016 ACM Conference on Designing Interactive Systems: Fuse, ACM Conference on Designing Interactive Systems, ACM, Brisbane, Australia, pp. 50-61.View/Download from: UTS OPUS or Publisher's site
Music listening practices are changing. Mobile, networked devices now offer rich opportunities not just for personal music consumption but also for personally broadcasting music and for sharing digital meta-data concerning tastes, preferences and general listening habits. However, experiences of music listening and sharing on the move and how this has been impacted by developments in mobile technology remain under-explored. In this paper we present an empirical study of the sociality of mobile music experiences, 'in the wild', using a new location-based mobile music-sharing application (Pocketsong), designed as a technology probe. We report users' experiences of Pocketsong (distilled from interviews), and critically examine the affordances of mobile music applications, the sociality of sharing and 'co-listening', and the relationships between digitally-mediated mobile music consumption and self-expression. Based upon this we reflect upon the interaction design challenges of developing mobile music technologies that work in digitally-mediated social spaces.
Leong, T & Robertson, T 2016, 'Voicing values: laying foundations for ageing people to participate in design', PDC '16 Proceedings of the 14th Participatory Design Conference: Full papers - Volume 1, Participatory Design Conference, ACM Press, Aarhus, Denmark.View/Download from: UTS OPUS or Publisher's site
Leong, TW & Johnston, B 2016, 'Co-design and robots: A case study of a robot dog for aging people', Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), International Conference on Social Robotics (ICSR), Springer, Kansas City, Missouri, United States, pp. 702-711.View/Download from: UTS OPUS or Publisher's site
© Springer International Publishing AG 2016.The day-to-day experiences of aging citizens differ significantly from young, technologically savvy engineers. Yet, well-meaning engineers continue to design technologies for aging citizens, informed by skewed stereotypes of aging without deep engagements from these users. This paper describes a co-design project based on the principles of Participatory Design that sought to provide aging people with the capacity to co-design technologies that suit their needs. The project combined the design intuitions of both participants and designers, on equal footing, to produce a companion robot in the form of a networked robotic dog. Besides evaluating a productive approach that empowers aging people in the process of co-designing and evaluating technologies for themselves, this paper presents a viable solution that is playful and meaningful to these elderly people; capable of enhancing their independence, social agency and well-being.
Cumbo, BJ & Leong, TW 2015, 'Wearable Audio-video Recorders As a Tool for Investigating Child Play Experiences in Nature', Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, Australian Computer Human Interaction Conference, ACM, Victoria, Australia, pp. 618-622.View/Download from: UTS OPUS or Publisher's site
Leong, TW & Iversen, OS 2015, 'Values-led Participatory Design As a Pursuit of Meaningful Alternatives', Proceedings of the 27th Australian Computer-Human Interaction Conference (OzCHI 2015), Australian Computer Human Interaction Conference, ACM, University of Melbourne, Melbourne VIC, pp. 314-323.View/Download from: UTS OPUS or Publisher's site
Participatory Design (PD) is inherently concerned with inquiring into and supporting human values when designing IT. We argue that a PD approach that is led by a focus upon participants' values can allow participants to discover meaningful alternatives -- alternative uses and alternative conceptualizations for IT that are particularly meaningful to them. However, how PD works with values in the design process has not been made explicit. In this paper, we aim to (i) explicate this values-led PD approach, (ii) illustrate how this approach can lead to outcomes that are meaningful alternatives, and (iii) explain the nature of meaningful alternatives. We use a PD case study to illustrate how we work with participants in a values-led PD approach towards meaningful alternatives.
Light, A, Leong, T & Robertson, T 2015, 'Ageing Well with CSCW', ECSCW 2015: Proceedings of the 14th European Conference on Computer Supported Cooperative Work, 19-23 September 2015, Oslo, Norway, European Conference on Computer Supported Cooperative Work, Springer International Publishing, Oslo, Norway, pp. 295-304.View/Download from: UTS OPUS or Publisher's site
This paper rethinks the role of technology in the life of older people by critically considering the discourses around ageing: drawing on insights from literatures on active ageing, findings from two studies conducted with older citizens and prevalent understandings of old age in technology design. It argues for a departure from the deficit model of old age, to an understanding that reveals older people’s agency in the ageing process and the work they do to manage their capacity to age well. This reframing of ageing and the ageing population offers new insights to CSCW and suggests new goals to support when designing technology for older people—goals that are more cognizant of people’s agency and their desires to manage their evolving experiences of the ageing process. We conclude with characteristics of the technologies we might develop.
Nassir, S, Leong, TW & Robertson, T 2015, 'Positive Ageing: Elements and Factors for Design', Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, Australian Computer Human Interaction Conference, ACM, University of Melbourne, pp. 264-268.View/Download from: UTS OPUS or Publisher's site
A significant number of models and frameworks have introduced, and been used to support, positive approaches to ageing. They include Successful Ageing, Active Ageing and Ageing in Place, among others. The number of models can create confusion for technology designers who wish to incorporate such models into practice. This paper reviews different models of positive ageing in order to distil a comprehensive list of elements and factors that are important to, and supportive of, positive ageing. This list offers designers a useful source for considering the design of technology to support positive ageing. Finally, we discuss some gaps found in existing models and offer some insights into how designers could use this paper as a resource for design.
Tan, CT, Leong, TW, Shen, S, Dubravs, C & Si, C 2015, 'Exploring Gameplay Experiences on the Oculus Rift', Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, Annual Symposium on Computer-Human Interaction in Play, ACM, London, UK, pp. 253-263.View/Download from: UTS OPUS or Publisher's site
Compared to previous head-mounted displays, the compact and low-cost Oculus Rift has claimed to offer improved virtual reality experiences. However, how and what kinds of user experiences are encountered by people when using the Rift in actual gameplay has not been examined. We present an exploration of 10 participants' experiences of playing a first-person shooter game using the Rift. Despite cybersickness and a lack of control, participants experienced heightened experiences, a richer engagement with passive game elements, a higher degree of flow and a deeper immersion on the Rift than on a desktop setup. Overly demanding movements, such as the large range of head motion required to navigate the game environment were found to adversely affect gaming experiences. Based on these and other findings, we also present some insights for designing games for the Rift.
Cumbo, BJ, Jacobs, B, Leong, TW & Kanstrup, AM 2014, 'What motivates children to play outdoors? Potential applications for interactive digital tools', Proceedings of the 26th Australian Computer-Human Interaction Conference, OzCHI 2014, Australian Computer Human Interaction Conference, ACM, Sydney.View/Download from: UTS OPUS or Publisher's site
Children (8-12 years) in living cities are spending less time playing outdoors in local natural places. There is potential for place-specific, digital technology to be designed to motivate children ‘off the couch’ and outdoors into their local natural places. This paper presents the outcomes of three workshops conducted with eleven children (8-12 years) in Aalborg, Denmark, designed to understand key motivators for outdoor play in children. Children were divided into five design groups. Fictional inquiry and a series of artifacts and triggers were used to communicate the design task to children and inspire a range of relevant designs. The design outcomes of these workshops, the motivators for outdoor play, and potential applications for interactive digital technology to inspire more regular, outdoor play experiences in children will be discussed.
Harrold, NV, Tan, C, Rosser, DJ & Leong, T 2014, 'CopyMe: a portable real-time feedback expression recognition game for children', CHI '14 Extended Abstracts on Human Factors in Computing Systems, International Conference on Human Factors in Computing Systems, ACM, Toronto, Canada, pp. 1195-1200.View/Download from: UTS OPUS or Publisher's site
Harrold, NV, Tan, C, Rosser, DJ & Leong, T 2014, 'CopyMe: an emotional development game for children', CHI '14 Extended Abstracts on Human Factors in Computing Systems, SIGCHI Conference on Human Factors in Computing Systems, ACM, Toronto, Canada, pp. 503-506.View/Download from: UTS OPUS or Publisher's site
Robertson, TJ, Leong, TW, Durick, J & Koreshoff, T 2014, 'Mutual learning as a resource for research design', PDC 2014: Reflecting Connectedness, Participatory Design Conference, Association for Computing Machinery, Windhoek, Namibia.View/Download from: UTS OPUS or Publisher's site
Mutual learning processes provide the context for this
paper. We reflect on the early research design process of
an ongoing project that is investigating the potential
contributions of the Internet of Things (IoT) to ageing
well. While mutual learning is assumed and embedded in
Participatory Design tools and methods, it was only when
we explicitly used mutual learning processes, as a
resource in the research design of the project, that we
could make clear and accountable decisions about how to
proceed. The paper ends with a reaffirmation of the
importance of mutual learning processes in Participatory
Design, noting the opportunities, even imperatives, for
foregrounding mutual learning processes in the design of
Tan, C, Leong, T & Shen, S 2014, 'Combining Think-aloud and Physiological Data to Understand Video Game Experiences', Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, International Conference on Human Factors in Computing Systems, ACM, Toronto, Canada, pp. 381-390.View/Download from: UTS OPUS or Publisher's site
Think-aloud protocols are commonly used to evaluate player experiences of video games but suffer from a lack of objectivity and timeliness. On the other hand, quantitative captures of physiological data are effective; providing detailed, unbiased and continuous responses of players, but lack contexts for interpretation. This paper documents how both approaches could be used together in practice by comparing video-cued retrospective think-aloud data and physiological data collected during a video gameplay experiment. We observed that many interesting physiological responses did not feature in participants' think-aloud data, and conversely, reports of interesting experiences were sometimes not observed in the collected physiological data. Through learnings from our experiment, we present some of the challenges when combining these approaches and offer some guidelines as to how qualitative and quantitative data can be used together to gain deeper insights into player experiences.
Koreshoff, TJ, Leong, T & Robertson, TJ 2013, 'Approaching a human-centred Internet of Things', Proceedings of the 25th Australian Computer-Human Interaction Conference OzCHI13, Australian Computer Human Interaction Conference, ACM, Flinders University, Adelaide, Australia, pp. 363-366.View/Download from: UTS OPUS or Publisher's site
This paper surveys recent Internet of Things (IoT) related HCI literature, and examines it in light of a comprehensive framework by Atzori et al. (2010). Mapping HCI literature to this framework helped us understand the extend and the focus of IoT related HCI efforts, including a lack of HCI engagement with deeper human-centred perspectives of the IoT. It also revealed HCI considerations for the IoT which we added to the framework.
Koreshoff, TJ, Robertson, TJ & Leong, T 2013, 'Internet of Things: a review of literature and products', Proceedings of the 25th Australian Computer-Human Interaction Conference, Australian Computer Human Interaction Conference, ACM, Flinders University, Adelaide, Australia, pp. 335-344.View/Download from: UTS OPUS or Publisher's site
This paper offers an HCI perspective on the emergent agenda of the Internet of Things (IoT). The purpose is to provide insights and resources for how HCI could engage productively with the IoT agenda while it is still evolving and being realised.
Leong, T & Wright, P 2013, 'Revisiting social practices surrounding music', Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, SIGCHI Conference on Human Factors in Computing Systems, ACM, Paris, France, pp. 951-960.View/Download from: UTS OPUS or Publisher's site
Music shapes our social lives. While previous research has provided a foundational understanding of the social affordances surrounding people's interactions with music, there is a need to update this understanding in light of recent key developments in o
Leong, T & Wright, P 2013, 'Understanding 'Tingle' in Opera Performances', Proceedings of the 25th Australian Computer-Human Interaction Conference, Australian Computer Human Interaction Conference, ACM, Flinders University, Adelaide, Australia, pp. 43-52.View/Download from: UTS OPUS or Publisher's site
With HCI venturing more into designing for the cultural and entertaining domain, researchers are engaging with experimental designs, and technical interventions to understand how to best consider new technologies for this domain. This paper focuses on audience experience. It presents approaches as to how the HCI community can better support audiences' encounters with deeply engaging peak experiences that are intense, memorable and personally engaging experiences in live performances.
Iversen, OS & Leong, T 2012, 'Values-led Participatory Design: Mediating the Emergence of Values', The 7th Nordic conference on Human-Computer Interaction: Making Sense Through Design, Nordic Conference on Human-Computer Interaction, ACM Press, Copenhagen, pp. 468-477.View/Download from: UTS OPUS or Publisher's site
A survey of the literature confirms that engaging with human values when designing technology is an important undertaking. However, despite these efforts, there is still considerable divergence and a lack of agreement in how we conceptualize and approach values during technology design. This workshop seeks to bring expertise from different perspectives on design to explore theoretical, methodological, and relational issues when working with values in design. The aim is to better conceptualize, understand and establish ways we can work more systematically and productively with human values in future designs. © 2012 ACM.
Identity is a theme spanning multiple discourses, such as feminist HCI, ICT4D and data control, becoming notable as a culturally understood phenomenon within third-wave HCI. This workshop extends current thinking about identity toward performative aspects: how self and identity is constituted, how this relates to digital technology, and what this means for design and use of such technology. As technology's growth in domestic, social and intimate contexts suggests a new consideration of how identity is invoked, we propose to examine philosophical commitments, methodological implications, and pragmatic aspects of putting performativity to work, identifying blind spots and obstacles that hamper research and practice in this area. And we use hands-on critique, panel discussion and brief presentations, to explore how HCI can respond to the challenge of who we are and what we might become in our pursuit of digitally mediated futures. © 2012 Authors.
Ploderer, B, Leong, T, Ashkanasy, S & Howard, S 2012, 'A Process of Engagement: Engaging with the Process', Designing Interactive Systems, Designing Interactive Systems, ACM Press, Newcastle upon Tyne, pp. 224-233.View/Download from: UTS OPUS or Publisher's site
Vines, J, Clarke, R, Leong, T, McCarthy, J, Iversen, OS, Wright, P & Olivier, P 2012, 'Invited SIG - Participation and HCI: Why involve people in design?', Conference on Human Factors in Computing Systems - Proceedings, pp. 1217-1220.View/Download from: Publisher's site
Participation is of high relevance to the CHI Design community. Participatory work has been performed with very different intentions: to democratize the design process; to better inform the design of new systems; to engage the public in the construction of their own futures; or simply to appease funding commitments. Whilst this increased attention has lead to a large amount of methodological innovation, very little effort has been spent reflecting on why various participatory approaches should, or should not be, used and how we can assess their impacts on the design process and products. This invited SIG will bring together invited experts who have explored participation to different degrees within their past work to provoke group and plenary audience discussion. The aim of this SIG is to provide an opportunity for discussion and reflection on how and why participative methods are used in HCI research and practice. © 2012 Authors.
Vines, J, Clarke, R, Leong, TW, Wright, P, Light, A & Iversen, OS 2012, 'Perspectives on participation: Evaluating cross-disciplinary tools, methods and practices', Proceedings of the Designing Interactive Systems Conference, DIS '12, pp. 799-800.View/Download from: Publisher's site
This workshop brings together a cross-disciplinary community of researchers and practitioners interested in participative practice and interactive systems design. The workshop addresses growing fascination with participation across interaction design, community informatics, the arts, science and social science, and asks workshop participants to reflect on the ethics and efficacy of the tools and methods used in these diverse practices. The aim of the workshop will be to map out a critical framework exploring the qualities of participation from multiple disciplines. The workshop outcomes will outline how cross-disciplinary perspectives on participation can contribute to participatory and user-centred interaction design. © 2012 Authors.
Brynskov, M, Leong, T & Fritch, J 2011, 'Bridging the Affective Gap to Make News Felt: Civic Engagement in the Climate Debate', 5th International Conference on Communities and Technologies, International Conference on Communities and Technologies, ACM Press, Brisbane, QLD, pp. 50-59.View/Download from: UTS OPUS
Brynskov, M, Leong, TW & Fritsch, J 2011, 'Bridging the affective gap to make news felt: Spaces of aestheticized public voice', 5th International Conference on Communities and Technologies, Conference Proceedings, International Conference on Communities & Technologies, ACM, Brisbane, Australia, pp. 50-59.View/Download from: UTS OPUS or Publisher's site
We report our experiences of how public voice, news reporting, and sensor information can be blended and mediated digitally in ways different from the traditional formats of civic debate. We use Klimatrends (Climate Trends), an iPhone app and related infrastructure, as a probe to understand how citizens, journalists, and other stakeholders can engage in conversations and reflections on an important topic or event understood as a space for aestheticized public voice. By attempting to make news "felt" through bridging an "affective gap" between readers/consumers and news/information providers we offer a tentative design strategy for public engagement with civic debate. © 2011 ACM.
Leong, T, Harper, R & Regan, T 2011, 'Nudging towards Serendipity: A Case with Personal Digital Photos', BCS Conference on Human-Computer Interaction, British Computer Society Conference on Human-Computer Interaction, British Computer Society, Newcastle upon Tyne, pp. 385-394.View/Download from: UTS OPUS
Leong, TW, Taylor, R, Gaye, L, Wright, P & Tanaka, A 2011, 'The user in flux: Bringing HCI and digital arts together to interrogate shifting roles in interactive media', Conference on Human Factors in Computing Systems - Proceedings, CHI '11 Extended Abstracts on Human Factors in Computing Systems, ACM DL, Vancouver, BC, Canada, pp. 45-48.View/Download from: Publisher's site
With the advent of interactive digital media, people are no longer simply 'users'. They actively shift between various roles: author, collaborator, and even performer. We coin the term "user in flux" to problematize static definitions of "the user" and highlight how people's roles and practices switch and evolve when engaged in such interactions. Drawing from participatory practices and seeking inspiration from interactive artists, this workshop explores the "user in flux" with an aim to establish directions and approaches that can revitalize the HCI community's understanding of the user and inform the design of technologies used for interacting with digital media, and promote a new research agenda.
Leong, T, Wright, PC, Vetere, F & Howard, S 2010, 'Understanding Experience using Dialogical Methods - The Case of Serendipity', 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction, ACM Press, Brisbane, pp. 256-263.View/Download from: UTS OPUS
Leong, T & Brynskov, M 2009, 'Confessions: Engaging with Values through Urban Conversations', 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design, ACM Press, Melbourne, pp. 209-216.View/Download from: UTS OPUS
Leong, TW & Brynskov, M 2009, 'CO2nfession: Engaging with values through urban conversations', Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group - Design: Open 24/7, OZCHI '09, pp. 209-216.View/Download from: Publisher's site
It has been suggested that future directions of HCI would need to place human values at its core. One approach towards this complex endeavor is to build an understanding of these values through examining systems designed to address them. This paper focuses on an urban installation - -CO2nfession/ CO2mmitment - -that deals with one such (societal) value: environmental sustainability. Designed to solicit personal opinions about climate change, we found the 'confessional' aspect of the installation encouraged strong reflexivity amongst 'users' with regards to this value and precipitated personal considerations about future actions. More importantly this reflexivity exposes people's lived and felt experiences about this societal value, unearthing their ambivalences, hindrances but also motivations. This installation highlights an alternate approach that can complement current efforts without taking a 'big stick' approach. Instead, urban media technologies can be harnessed to engage people with this value on their own terms, through encouraging conversations and supporting reflexivity. © ACM 2009.
Leong, T 2006, 'Designing for Experiences: Randomness as a Resource', Designing Interactive Systems, ACM Press, University Park, pp. 346-347.
Leong, T, Vetere, F & Howard, S 2006, 'Randomness as a Resource for Design', Designing Interactive Systmes, ACM Press, University Park, pp. 132-139.
Leong, T, Vetere, F & Howard, S 2005, 'The Serendipity Shuffle', Australia conference on Computer-Human Interaction, ACM Press, Canberra, pp. 1-4.
Tuck is working on an ARC funded national project to design technology with Aboriginal communities to help close the gap. He also works closely with the IT Division (ITD) of UTS, consutling on various technology projects and initiatives, as well as helping them shape a more human-centred technology vision.