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Waterworth, J., Chignell, M. & Moller, H. (2020). Age-sensitive wellbeing support: design of interactive technologies that modulate internal-external attentional focus for improved cognitive balance and behavioral effectiveness (1ed.). In: Jihyun Kim Hayeon Song (Ed.), Technology and health : promoting attitude and behavior change. San Diego: Elsevier
Open this publication in new window or tab >>Age-sensitive wellbeing support: design of interactive technologies that modulate internal-external attentional focus for improved cognitive balance and behavioral effectiveness
2020 (English)In: Technology and health : promoting attitude and behavior change / [ed] Jihyun Kim Hayeon Song, San Diego: Elsevier, 2020, 1Chapter in book (Refereed)
Abstract [en]

Many age-specific mental health problems can be related to maladaptive cognitive strategies for engaging with and processing the external environment in relation to self-perception and ego identity. These are essentially attentional balance problems, reflected in maladjustments of the subjective sense of presence in the external world. We present a theoretical rationale for wellbeing design that takes account of developmental changes, including cognitive ageing, sleep and the sense of presence. For example, young children may suffer from attentional problems, where events in the immediate environment are overly distracting. We see this as an over-active presence mechanism, or hyperpresence. As people become older, more waking time is spent in reminiscence and daydreaming. Eventually, the ability to give timely attention to the environment, as needed to carry out intentions, may become lost in hyperabsence. We specify several practical strategies for designing interactive technologies to help alleviate cognitive and behavioral problems, by restoring a more balanced relation between individual and environment.

Place, publisher, year, edition, pages
San Diego: Elsevier, 2020 Edition: 1
Keywords
presence, ageing, attention, wellbeing, action, sleep, mediation, developmental changes
National Category
Medical and Health Sciences
Identifiers
urn:nbn:se:umu:diva-161639 (URN)9780128169582 (ISBN)
Available from: 2019-07-17 Created: 2019-07-17 Last updated: 2019-12-18
Mannapperuma, C., Street, N. & Waterworth, J. (2019). Designing Usable Bioinformatics Tools for Specialized Users. In: Rocha Á., Ferrás C., Paredes M. (Ed.), Information Technology and Systems: Proceedings of ICITS 2019. Paper presented at ICITS'19 - The 2019 International Conference on Information Technology & Systems (pp. 649-670). Paper presented at ICITS'19 - The 2019 International Conference on Information Technology & Systems. Cham: Springer
Open this publication in new window or tab >>Designing Usable Bioinformatics Tools for Specialized Users
2019 (English)In: Information Technology and Systems: Proceedings of ICITS 2019 / [ed] Rocha Á., Ferrás C., Paredes M., Cham: Springer, 2019, p. 649-670Chapter in book (Refereed)
Abstract [en]

Visualization - the process of interpreting data into visual forms -  is increasingly important in science as data grows rapidly in volume and complexity. A common challenge faced by many biologists is how to benefit from this data deluge without being overwhelmed by it. Here, our main interest is in the visualization of genomes, sequence alignments, phylogenies and systems biology data. Bringing together new technologies, including design theory, and applying them into the above three areas in biology will improve the usability and user interaction.

The main goal of this paper is to apply design principles to make bioinformatics resources, evaluate them using different usability methods, and provide recommended steps to design usable tools.

Place, publisher, year, edition, pages
Cham: Springer, 2019
Series
Advances in Intelligent Systems and Computing ; 918
Keywords
User Experience Designing, Participatory Design, Bioinformatics
National Category
Media and Communications Human Computer Interaction
Research subject
media and communication studies; human-computer interaction
Identifiers
urn:nbn:se:umu:diva-153032 (URN)10.1007/978-3-030-11890-7_62 (DOI)978-3-030-11889-1 (ISBN)978-3-030-11890-7 (ISBN)
Conference
ICITS'19 - The 2019 International Conference on Information Technology & Systems
Available from: 2018-11-02 Created: 2018-11-02 Last updated: 2020-01-13Bibliographically approved
Moller, H., Saynor, L., Waterworth, J. & Chignell, M. (2019). Nature and Nurturance across the ages: Modest means for modern times. In: Proceedings of ArtsIT 2019: . Paper presented at ArtsIT 2019 – 8th EAI International Conference: ArtsIT, Interactivity & Game Creation, Aalborg, Denmark, November 6-8, 2019. Springer
Open this publication in new window or tab >>Nature and Nurturance across the ages: Modest means for modern times
2019 (English)In: Proceedings of ArtsIT 2019, Springer, 2019Conference paper, Published paper (Refereed)
Abstract [en]

Access to leisure and wellbeing can be difficult to arrive at due to constraints in health, income, location and time. With shifting demographics ( inversion of the aging pyramid) and increasing urbanization, there is an increasingly urgent need to improve access to leisure activities, particularly for those living in crowded cities or who have limited mobility.

We propose the use of 3D capture of majestic nature scenes and their display in a therapeutic context, as an affordable way to enhance well-being and to provide care to those lacking adequate access to leisure and wellbeing. Our approach to the application of VR-based nature therapy involves immersive media interfaces employing either contemplative (mindfulness-based stress reaction - MBSR) or active (mind/body based behavioural activation) approaches, both using environmental cues salient to end-users and developed within an inclusive design paradigm. The end goal is to employ immersive virtual reality and suitably designed human-machine interfaces to allow individuals of varying ages, means and abilities to continue to enjoy an optimal level of presence and engagement in the real world to preserve quality (and perhaps quantity) of life.

Place, publisher, year, edition, pages
Springer, 2019
Keywords
Virtual Reality, Mindfulness Meditation, MBSR, Leisure, Wellbeing, Nature Therapy, Presence, Disability, Public Health Policy, History of Medicine.
National Category
Applied Psychology
Research subject
Psychology
Identifiers
urn:nbn:se:umu:diva-164267 (URN)
Conference
ArtsIT 2019 – 8th EAI International Conference: ArtsIT, Interactivity & Game Creation, Aalborg, Denmark, November 6-8, 2019
Available from: 2019-10-19 Created: 2019-10-19 Last updated: 2019-12-11
Tjostheim, I., Leister, W. & Waterworth, J. A. (2019). Telepresence and the role of the senses. In: Don Berkich; Matteo Vincenzo d'Alfonso (Ed.), On the Cognitive, Ethical and Scientific Dimensions of Artificial Intelligence: Themes from IACAP 2016 (pp. 169-187). Springer
Open this publication in new window or tab >>Telepresence and the role of the senses
2019 (English)In: On the Cognitive, Ethical and Scientific Dimensions of Artificial Intelligence: Themes from IACAP 2016 / [ed] Don Berkich; Matteo Vincenzo d'Alfonso, Springer, 2019, p. 169-187Chapter in book (Refereed)
Abstract [en]

The telepresence experience can be evoked in a number of ways. A well-known example is a player of videogames who reports about a telepresence experience, a subjective experience of being in one place or environment, even when physically situated in another place. In this paper we set the phenomenon of telepresence into a theoretical framework. As people react subjectively to stimuli from telepresence, empirical studies can give more evidence about the phenomenon. Thus, our contribution is to bridge the theoretical with the empirical. We discuss theories of perception with an emphasis on Heidegger, Merleau-Ponty and Gibson, the role of the senses and the Spinozian belief procedure. The aim is to contribute to our understanding of this phenomenon. A telepresence-study that included the affordance concept is used to empirically study how players report sense-reactions to virtual sightseeing in two cities. We investigate and explore the interplay of the philosophical and the empirical. The findings indicate that it is not only the visual sense that plays a role in this experience, but all senses.

Place, publisher, year, edition, pages
Springer, 2019
Series
Philosophical Studies Series, ISSN 0921-8599, E-ISSN 2542-8349 ; 134
Keywords
Affordance, Telepresence, Perceptual experience, Virtual environments, Subjective experience
National Category
Human Aspects of ICT
Research subject
media and communication studies; human-computer interaction
Identifiers
urn:nbn:se:umu:diva-150296 (URN)10.1007/978-3-030-01800-9_9 (DOI)978-3-030-01799-6 (ISBN)978-3-030-01800-9 (ISBN)
Available from: 2018-08-03 Created: 2018-08-03 Last updated: 2020-01-09Bibliographically approved
Waterworth, J., Chignell, M., Moller, H. & Kandylis, D. (2018). Presence and human development: age-specific variations in presence and their implications for the design of life-enhancing interactive applications. In: PRESENCE 2018 Proceedings: . Paper presented at PRESENCE 2018, 18th conference of the International Society for Presence Research (ISPR), Prague, May 21-22, 2018. International Society for Presence Research
Open this publication in new window or tab >>Presence and human development: age-specific variations in presence and their implications for the design of life-enhancing interactive applications
2018 (English)In: PRESENCE 2018 Proceedings, International Society for Presence Research , 2018Conference paper, Published paper (Other academic)
Abstract [en]

This paper examines the relatively unexplored topic of changes in the sense of presence corresponding to individual development from early childhood to old age. How does presence change over the lifespan and how can presence-modulating interactive environments be designed to accommodate the needs of different age groups in the light of these changes? To address these questions, we adopt an existing framework for theorising about relevant aspects of the sense of presence, emphasising the distinction between presence and absence based on attentional focus, and the role of presence as a link between intentions and actions. We explore changes in presence and absence over the course of the human lifespan, and in relation to various psychological and cognitive problems. This includes a consideration of the significance of age-specific changes in levels of consciousness, as revealed through patterns of waking, sleeping and dreaming. Finally, we explore the implications of our position for the design of interactive environments, especially as applied to psychotherapy, and to cognitive training and development.

Place, publisher, year, edition, pages
International Society for Presence Research, 2018
National Category
Media and Communications
Research subject
media and communication studies
Identifiers
urn:nbn:se:umu:diva-145991 (URN)978-0-9792217-6-7 (ISBN)
Conference
PRESENCE 2018, 18th conference of the International Society for Presence Research (ISPR), Prague, May 21-22, 2018
Available from: 2018-03-25 Created: 2018-03-25 Last updated: 2019-06-19Bibliographically approved
Moller, H., Chignell, M. & Waterworth, J. (2018). Using the Senses to Make sense: From Aesthetics to Ethics. In: Mattthew Lombard et al. (Ed.), Proceedings of Presence 2018: 18th conference of the International Society for Presence Research (ISPR). Paper presented at Presence 2018.
Open this publication in new window or tab >>Using the Senses to Make sense: From Aesthetics to Ethics
2018 (English)In: Proceedings of Presence 2018: 18th conference of the International Society for Presence Research (ISPR) / [ed] Mattthew Lombard et al., 2018Conference paper, Oral presentation with published abstract (Refereed)
Abstract [en]

Immersive multimodal media increasingly offer virtually realistic experiences, which can be harnessed for a wide variety of industrial, medical/psychological and recreational purposes. With special attention to notions of “reality” being a perceived and experienced world informed by our senses and actions across the lifespan, we review the fundamental scientific evolution of this multidisciplinary field. Using neuroscientific principles, in this panel we debate inherent value added and challenges of differing paradigms to consider in future health-care and educational endeavours.

Keywords
immersive media, virtual reality, inclusive design, ageing, cognition, wellbeing, health-care
National Category
Social Sciences
Research subject
medie- och kommunikationsvetenskap; Psychology; health services research
Identifiers
urn:nbn:se:umu:diva-147918 (URN)
Conference
Presence 2018
Available from: 2018-05-22 Created: 2018-05-22 Last updated: 2018-06-09
Danielsson, K., Lindgren, H., Mulvenna, M., Nilsson, I. & Waterworth, J. (2017). Digital technology in healthcare and elderly care. In: : . Paper presented at Proceedings of the European Conference on Cognitive Ergonomics 2017, Umeå, Sweden — September 19 - 22, 2017 (pp. 188-190).
Open this publication in new window or tab >>Digital technology in healthcare and elderly care
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2017 (English)Conference paper, Oral presentation with published abstract (Other academic)
Abstract [en]

The focus of this ECCE 2017 panel is on digital technology in healthcare and elderly care. The discussion concerns the design of technology and the use of technology for health. 

National Category
Other Social Sciences Interaction Technologies
Identifiers
urn:nbn:se:umu:diva-144178 (URN)10.1145/3121283.3121425 (DOI)978-1-4503-5256-7 (ISBN)
Conference
Proceedings of the European Conference on Cognitive Ergonomics 2017, Umeå, Sweden — September 19 - 22, 2017
Available from: 2018-01-24 Created: 2018-01-24 Last updated: 2018-06-09
Waterworth, J. & Hoshi, K. (2016). Human-experiential design of presence in everyday blended reality: living in the here and now. Springer
Open this publication in new window or tab >>Human-experiential design of presence in everyday blended reality: living in the here and now
2016 (English)Book (Refereed)
Abstract [en]

This book explores how our lives and social interactions have become split between two intertwined, but not integrated, realities: the physical and the digital. Our sense of presence in the here and now has become fragmented, and yet earlier design approaches reinforced the problem, rather than leading to improvements. The authors address these issues by laying out a new human computer interaction (HCI) design approach – human-experiential design – rooted in a return to first principles of how people understand the world, both consciously and unconsciously. The application of this approach to the design of blended reality spaces is described in detail. Examples and scenarios of designing them to overcome the problems inherent in a variety of mixed reality settings are provided.

Human-Experiential Design of Presence in Everyday Blended Reality will appeal to undergraduate and graduate students and researchers in interaction design, psychology, HCI and computer application studies, as well as practicing interaction designers and computer professionals. It will also be of interest to communication, media and urban design students, and to all readers with an interest in the technology-mediated future.

Place, publisher, year, edition, pages
Springer, 2016. p. 105
Series
Human-Computer Interaction, ISSN 1571-5035
Keywords
HCI, interaction, design, experiential, blended reality, virtual reality, mixed reality, presence
National Category
Human Computer Interaction
Research subject
media and communication studies; human-computer interaction
Identifiers
urn:nbn:se:umu:diva-114450 (URN)10.1007/978-3-319-30334-5 (DOI)978-3-319-30334-5 (ISBN)978-3-319-30332-1 (ISBN)
Available from: 2016-01-19 Created: 2016-01-19 Last updated: 2018-06-07Bibliographically approved
Waterworth, J. (2016). The effects of ICT based training on cognition and well-being among healthy older people. In: : . Paper presented at 23NKG2016 - 23rd Nordic Conference on Gerontology.
Open this publication in new window or tab >>The effects of ICT based training on cognition and well-being among healthy older people
2016 (English)Conference paper, Oral presentation with published abstract (Refereed)
Abstract [en]

Aim: Physical exercise can have a significant beneficial effect on mental health, and elderly fitness programs are a widely accepted approach to preventing frailtyMethods: We present the ELF@Home project, and report design insights and other results from user involvement in the project, as well as inputs from medical experts. ELF@Home is an example of a “Positive Technology’’ approach, exemplifying the application of technology to improve the quality of personal experience through structuring of activity and personal augmentation.Findings and conclusion: The project proposes the adoption of new technology into everyday life from the perspective of positive psychology, approaching this aim by designing devices and systems that are actually usable and desirable in supporting extended healthy living for this target population. In the presentation, we focus on our findings from the project and on possibilities for future work in this area.

Keywords
exercise, elderly, sensors, health measurement, activity
National Category
Social Sciences
Research subject
människa-datorinteraktion
Identifiers
urn:nbn:se:umu:diva-122837 (URN)
Conference
23NKG2016 - 23rd Nordic Conference on Gerontology
Projects
ELF@Home
Available from: 2016-06-22 Created: 2016-06-22 Last updated: 2018-06-07
Waterworth, J., Waterworth, E., Álvarez, P., Gutiérrez, J., Carús, J. L. & Garcia, S. (2016). What do elderly users want and need from fitness technologies?: Findings from the ELF@Home project. In: Daniela Villani, Pietro Cipresso, Andrea Gaggioli, Giuseppe Riva (Ed.), Integrating technology in positive psychology practice: (pp. 104-126). Hershey, USA: IGI Global
Open this publication in new window or tab >>What do elderly users want and need from fitness technologies?: Findings from the ELF@Home project
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2016 (English)In: Integrating technology in positive psychology practice / [ed] Daniela Villani, Pietro Cipresso, Andrea Gaggioli, Giuseppe Riva, Hershey, USA: IGI Global, 2016, p. 104-126Chapter in book (Refereed)
Abstract [en]

It is well known that physical exercise has a significant beneficial effect on mental and physical health, and elderly fitness programs are a good and widely accepted approach to prevent frailty. In this chapter, we examine what elderly people actually want and need when it comes to technologies designed to support and encourage their physical fitness. We present the ELF@Home project as a case study, and report design insights and other results from user involvement in the project. User involvement is a key component of the approach and uses methods such as interviews, focus group meetings, early component and prototype tests with users, as well as inputs from medical experts. ELF@Home is a clear example of a "Positive Technology’" approach exemplifying the scientific and applied use of technology for improving the quality of personal experience through its structuring (by using a goal, rules, and a feedback system) and personal augmentation (to achieve multimodal and mixed experiences). The project proposes the adoption of new technology in everyday life from the perspective of positive psychology, approaching this aim by designing devices and systems that are actually usable and desirable in supporting extended healthy living for this target population.

Place, publisher, year, edition, pages
Hershey, USA: IGI Global, 2016
Series
Advances in psychology, mental health, and behavioral studies
Keywords
Elderly, Fitness, Physical Exercise, Sensor Technology, Personal Trainer, Successful Aging, User Involvement
National Category
Human Computer Interaction Media and Communications
Research subject
media and communication studies; human-computer interaction
Identifiers
urn:nbn:se:umu:diva-109186 (URN)9781466699861 (ISBN)
Available from: 2015-09-22 Created: 2015-09-22 Last updated: 2018-12-11Bibliographically approved
Projects
AGNES AAL [2009-01612_Vinnova]; Umeå Universityelf@home [2013-01444_Vinnova]; Umeå University
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0001-9419-0682

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