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Conference

British HCI Conference 

About: British HCI Conference is an academic conference. The conference publishes majorly in the area(s): Usability & User experience design. Over the lifetime, 102 publication(s) have been published by the conference receiving 771 citation(s).
Papers published on a yearly basis
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Proceedings ArticleDOI
13 Jul 2015
TL;DR: It is argued that design fiction is a compelling and powerful concept but is inherently ambiguous and therefore strategies to disambiguate communications 'about design fiction' in order to strengthen applications 'of design fiction'.
Abstract: The term design fiction was originally coined in 2005 by the Science Fiction author Bruce Sterling. In the 10 years since, design fiction has received considerable interest from a range disciplines most notably HCI which increasingly draws upon generative methods and creative practices. In this paper we consider examples of recent HCI research that refers to design fiction in order to highlight commonalities and ambiguities in how the term is interpreted and used. We argue that design fiction is a compelling and powerful concept but is inherently ambiguous. We therefore suggest strategies to disambiguate communications 'about design fiction' in order to strengthen applications 'of design fiction'.

96 citations


Proceedings ArticleDOI
08 Jun 2017
TL;DR: The aim of this paper is to outline the design of a chatbot to be used within mental health counselling, able to provide initial counselling, and lead users into the correct services or self-help information.
Abstract: The aim of this paper is to outline the design of a chatbot to be used within mental health counselling. One of the main causes of the burden of disease worldwide is mental health problems. Mental health contributes to 28% of the total burden of disease, compared to 16% each for cancer and heart disease in the UK. Stress, anxiety or depression accounted for 15.8 million days of sickness absence across the UK in 2016. By 2020, the gap between the demand for mental health care and the resources the National Health Service (NHS) can provide is likely to widen, therefore providers are increasingly needing to find more cost-effective ways to deliver mental health care. Digital Interventions have been created to help with these issues, for example anxiety, stress and depression. Chatbots can be incorporated into digital interventions, or used as standalone interventions. Chatbots can be a more interactive experience for the user to receive information, or complete diagnostic tools, or to even be used for counselling. A demo chatbot was created using interactive emoji’s and GIFs to improve the user experience when searching for online self-help tips. This chatbot will be further developed and incorporated into a full web based programme for mental health in the workplace. It is envisaged that the chatbot will be able to provide initial counselling, and lead users into the correct services or self-help information.

51 citations


Proceedings ArticleDOI
13 Jul 2015
TL;DR: A prototype application which promotes the choice of secure wireless network options, specifically when users are unfamiliar with the wireless networks available, is presented and colour coding was found to be a powerful influence.
Abstract: People make security choices on a daily basis without fully considering the security implications of those choices. In this paper we present a prototype application which promotes the choice of secure wireless network options, specifically when users are unfamiliar with the wireless networks available. The app was developed based on behavioural theory, choice architecture and good practices informed by HCI design. The app includes several options to 'nudge' users towards selecting more secure public wireless networks. This paper outlines the development and the results of an evaluation of some of the potential app nudges (specifically, presentation order and colour coding). Colour coding was found to be a powerful influence, less so with the order in which we listed the Wi-Fi networks, although the colour x order combination was most effective. The paper contributes to the body of evidence on the effectiveness of cyber-security interventions to empower the user to make more informed security decisions.

50 citations


Proceedings ArticleDOI
13 Jul 2015
TL;DR: A comprehensive definition of mental wellbeing as positive emotional, psychological and social health is provided to encourage more research on positive aspects of mental health in the treatment and care provision of people with mental health problems, and to support preventive approaches.
Abstract: To date, HCI for mental health has primarily responded to challenges in the treatment of mental illness, with a focus on therapy access and engagement. However, approaches to improving and protecting people's mental wellbeing have received less attention. Prompted by recent discussions in Western Healthcare and Psychology, we argue for a more holistic approach to promoting mental health that expands the field's focus to include strategies for enhancing mental wellbeing. A closer consideration of mental wellbeing can increase the effectiveness of mental health interventions, help in preventing mental illness and relapse, and extend our knowledge as to how we can support people to flourish as individuals and enhance their quality of life more generally. Our aim is to encourage more research on positive aspects of mental health in the treatment and care provision of people with mental health problems, and to support preventive approaches. To this end, the paper provides a comprehensive definition of mental wellbeing as positive emotional, psychological and social health; presents a review of HCI literature illustrating how the field is beginning to respond to the mental wellbeing agenda; and proposes avenues for future design and research in this area.

36 citations


Proceedings ArticleDOI
13 Jul 2015
TL;DR: The results show that while game elements provide an initial incentive to become active, the most important aspect for engaging people in urban governance processes is for the governance to show that they are listening and take civic input serious.
Abstract: Emerging technologies make mobile devices promising tools to be used for e-participation. Some municipalities have already recognized this and created m-participation apps. One of the greatest challenges when it comes to civic engagement is encouraging citizens to become involved. This study explores the potential of game elements as motivational factor. An overview of e-participation tools that already employ game elements is given. The main contribution of this study are the findings of an experiment that investigated the effects of introducing game elements to an m-participation prototype. Our results show that while game elements provide an initial incentive to become active, the most important aspect for engaging people in urban governance processes is for the governance to show that they are listening and take civic input serious. We further provide recommendations for future research.

34 citations


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Performance
Metrics
No. of papers from the Conference in previous years
YearPapers
201822
20174
20163
201569
20142
20061