Papers by Geraldine Fitzpatrick
Educational Technology & Society, 2007
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This paper describes and contrasts findings from two related projects where groups of science pup... more This paper describes and contrasts findings from two related projects where groups of science pupils investigated local air pollution using a collection of mobile sensors and devices. Both projects however played out in different ways. A qualitative analysis of the projects points ...
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Computers & Education, 2008
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Studies in health technology and informatics, 2013
The Nursing Informatics International Research Network (NIIRN) is a group of experts who are coll... more The Nursing Informatics International Research Network (NIIRN) is a group of experts who are collaborating on the development of internationally relevant research programs for nursing informatics. In this paper we outline key findings of a survey exploring international research priorities for nursing informatics. The survey was available online during May-August 2012. Respondents were asked to rate each of 20 listed research topics in terms of respondent's views of its priority for nursing informatics research. 468 completed surveys were received representing respondents from six World Health Organization regions. The two most highly ranked areas of importance for research were development of systems to provide real time feedback to nurses and assessment of the impact of HIT on nursing care and patient outcomes. The lowest ranked research topics were theory development and integrating genomic data into clinical information systems. The identification of these priorities provide...
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International Journal of Medical Informatics, 2015
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Fieldtrips, traditionally associated with science, history and geography teaching, have long been... more Fieldtrips, traditionally associated with science, history and geography teaching, have long been used to support children’s learning by allowing them to engage with environments first-hand. Recently, ubiquitous computing (UbiComp) has been used to enhance fieldtrips in these educational areas by augmenting environments with a range of instruments, devices and sensors. However, the sorts of interaction design that UbiComp makes possible have the potential not just to enhance the value of educational techniques in known application areas, but also to expand the application of those techniques into new areas of curriculum. We report on a UbiComp-supported fieldtrip to support creative writing, associated with the learning of literacy skills. We discuss how the fieldtrip, designed and run in the grounds of a historic English country house with Year 5 UK schoolchildren, engendered interactions which changed both the processes and products of creative writing, with benefits for both teachers and children.
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HCI in Work and …, Jan 1, 2010
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ACM Transactions on Computer-Human Interaction
Many studies show that self-care technologies can support patients with chronic conditions and th... more Many studies show that self-care technologies can support patients with chronic conditions and their carers in understanding the ill body and increasing control of their condition. However, many of these studies have largely privileged a medical perspective and thus overlooked how patients and carers integrate self-care into their daily lives and mediate their conditions through technology. In this review we focus on how patients and carers use and experience self-care technology through a Human Computer Interaction (HCI) lens. We analyse studies of self-care published in key HCI journals and conferences using the Grounded Theory Literature Review Method and identify research trends and design-tensions. We then draw out opportunities for advancing HCI research in self-care, namely: focusing further on patients’ everyday life experience; considering existing collaborations in self-care; and increasing the influence on medical research and practice around self-care technology.
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Fitzpatrick, G., Balaam, M., Axelrod, L., Harris, E., McAllister, G., Hughes, AM, Burridge, J., N... more Fitzpatrick, G., Balaam, M., Axelrod, L., Harris, E., McAllister, G., Hughes, AM, Burridge, J., Nind, T., Ricketts, I., Wilkinson, A., Mawson, S., Rennick-Egglestone, S., Rodden, T., Probert Smith, P., Shublaq, N. and Robertson, Z. (2010) Designing for rehabilitation at home. In: ...
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Drawing on Kendon’s F-formation framework
of social interaction, we analysed the gamespace
activi... more Drawing on Kendon’s F-formation framework
of social interaction, we analysed the gamespace
activity of collocated players engaged in a
tangible multiplayer game. Game input from
groups of 3 players interacting competitively in
a natural spatial arrangement via balance-boards
requiring whole-body movements was logged
and analysed quantitatively. The spatial analysis
of a range of players’ activities in game-space
revealed synergistic effects combining
perceptual-motor factors with game-strategy
behaviour which were reflected in preferred
game-board playing regions. The findings
illustrate the importance for HCI designers of
considering interactions between human spatial
behaviour, physical space and virtual gamespace
as games become increasingly embodied
and social.
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Lecture Notes in Computer Science, 2013
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Lecture Notes in Computer Science, 2013
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Proceedings of the 3rd …, Jan 1, 2008
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Papers by Geraldine Fitzpatrick
of social interaction, we analysed the gamespace
activity of collocated players engaged in a
tangible multiplayer game. Game input from
groups of 3 players interacting competitively in
a natural spatial arrangement via balance-boards
requiring whole-body movements was logged
and analysed quantitatively. The spatial analysis
of a range of players’ activities in game-space
revealed synergistic effects combining
perceptual-motor factors with game-strategy
behaviour which were reflected in preferred
game-board playing regions. The findings
illustrate the importance for HCI designers of
considering interactions between human spatial
behaviour, physical space and virtual gamespace
as games become increasingly embodied
and social.
of social interaction, we analysed the gamespace
activity of collocated players engaged in a
tangible multiplayer game. Game input from
groups of 3 players interacting competitively in
a natural spatial arrangement via balance-boards
requiring whole-body movements was logged
and analysed quantitatively. The spatial analysis
of a range of players’ activities in game-space
revealed synergistic effects combining
perceptual-motor factors with game-strategy
behaviour which were reflected in preferred
game-board playing regions. The findings
illustrate the importance for HCI designers of
considering interactions between human spatial
behaviour, physical space and virtual gamespace
as games become increasingly embodied
and social.