Leyi Ouyang, Bernd Ploderer, Peta Wyeth, Xiao-xuan Wang, R. Brown
This paper describes the design and evaluation of two tangible interaction designs with children aged from three to five years in a pre-school setting. Our aim was to support early music education, especially rhythm, pitch, dynamic and expression practice. Over 10 weeks we conducted cooperative inquiry workshops with 12 children in a pre-school setting which have led to “Music Jars” and “Pass the Parcel”: two tangible designs that combine digital technology and everyday objects to engage children in learning music. Children were invited to share design ideas and their experience with these designs. The results show that curiosity, fantasy, and fellowship are important to design technologies for playful learning with young children.
{"title":"Designing Tangible Interactions with Children for Pre-school Music Education","authors":"Leyi Ouyang, Bernd Ploderer, Peta Wyeth, Xiao-xuan Wang, R. Brown","doi":"10.1145/3441000.3441023","DOIUrl":"https://doi.org/10.1145/3441000.3441023","url":null,"abstract":"This paper describes the design and evaluation of two tangible interaction designs with children aged from three to five years in a pre-school setting. Our aim was to support early music education, especially rhythm, pitch, dynamic and expression practice. Over 10 weeks we conducted cooperative inquiry workshops with 12 children in a pre-school setting which have led to “Music Jars” and “Pass the Parcel”: two tangible designs that combine digital technology and everyday objects to engage children in learning music. Children were invited to share design ideas and their experience with these designs. The results show that curiosity, fantasy, and fellowship are important to design technologies for playful learning with young children.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130876824","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
An important yet oft-overlooked front in the scope of interactive media, audio technologies have remained relatively stagnant compared to groundbreaking advancements made in fields such as visual fidelity and virtual reality. This paper explores the use of generative audio within a gaming environment, examining how dynamically-rendered audio can modify the creative pipeline, offer greater flexibility for audio designers, and improve the overall immersion of games and interactive media. A prototype generative audio engine is created, allowing for various musical parameters like tempo and pitch to be changed at runtime. Additionally, bidirectional linking between gameplay and music is explored, allowing player inputs to influence the soundtrack and the soundtrack to trigger or quantize player inputs. The final result, while somewhat limited in scope, demonstrates the potential of partially generative soundtracks to provide greater variety and freedom for audio engineers.
{"title":"Generative Audio and Real-Time Soundtrack Synthesis in Gaming Environments: An exploration of how dynamically rendered soundtracks can introduce new artistic sound design opportunities and enhance the immersion of interactive audio spaces.","authors":"Cameron Bossalini, W. Raffe, J. Garcia","doi":"10.1145/3441000.3441075","DOIUrl":"https://doi.org/10.1145/3441000.3441075","url":null,"abstract":"An important yet oft-overlooked front in the scope of interactive media, audio technologies have remained relatively stagnant compared to groundbreaking advancements made in fields such as visual fidelity and virtual reality. This paper explores the use of generative audio within a gaming environment, examining how dynamically-rendered audio can modify the creative pipeline, offer greater flexibility for audio designers, and improve the overall immersion of games and interactive media. A prototype generative audio engine is created, allowing for various musical parameters like tempo and pitch to be changed at runtime. Additionally, bidirectional linking between gameplay and music is explored, allowing player inputs to influence the soundtrack and the soundtrack to trigger or quantize player inputs. The final result, while somewhat limited in scope, demonstrates the potential of partially generative soundtracks to provide greater variety and freedom for audio engineers.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134628962","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Vinoth Pandian Sermuga Pandian, Sarah Suleri, C. Beecks, M. Jarke
Transforming lo-fi UI sketches to higher-fidelities is an expensive, time-consuming process that requires significant rework. In this paper, we systematically research utilizing AI to assist the transformation of lo-fi sketches to higher fidelities. To provide this assistance, we introduce MetaMorph, an AI tool to detect the constituent UI elements of lo-fi sketches. To train MetaMorph, we collected the UISketch dataset that contains 6,785 hand-drawn sketches of 21 UI elements, 201 hand-drawn lo-fi sketches, and 125,000 synthetically generated lo-fi sketches. MetaMorph provides 63.5% mAP for hand-drawn lo-fi sketches and 82.9% mAP for synthetic lo-fi sketches. Results from ASQ indicate that designers experience an above-average satisfaction level towards ease of task completion (4.9), time taken (5.3), and supporting information (5.3) upon utilizing AI assistance for transforming lo-fi sketches. Their qualitative feedback indicates that they perceive utilizing AI as a novel and useful approach to transform lo-fi sketches into higher fidelities.
{"title":"MetaMorph: AI Assistance to Transform Lo-Fi Sketches to Higher Fidelities","authors":"Vinoth Pandian Sermuga Pandian, Sarah Suleri, C. Beecks, M. Jarke","doi":"10.1145/3441000.3441030","DOIUrl":"https://doi.org/10.1145/3441000.3441030","url":null,"abstract":"Transforming lo-fi UI sketches to higher-fidelities is an expensive, time-consuming process that requires significant rework. In this paper, we systematically research utilizing AI to assist the transformation of lo-fi sketches to higher fidelities. To provide this assistance, we introduce MetaMorph, an AI tool to detect the constituent UI elements of lo-fi sketches. To train MetaMorph, we collected the UISketch dataset that contains 6,785 hand-drawn sketches of 21 UI elements, 201 hand-drawn lo-fi sketches, and 125,000 synthetically generated lo-fi sketches. MetaMorph provides 63.5% mAP for hand-drawn lo-fi sketches and 82.9% mAP for synthetic lo-fi sketches. Results from ASQ indicate that designers experience an above-average satisfaction level towards ease of task completion (4.9), time taken (5.3), and supporting information (5.3) upon utilizing AI assistance for transforming lo-fi sketches. Their qualitative feedback indicates that they perceive utilizing AI as a novel and useful approach to transform lo-fi sketches into higher fidelities.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115885941","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Electronic Nicotine Delivery Systems (ENDS), any device that uses aerosolized nicotine for purposes of inhalation, are becoming popular and ubiquitous. As these systems deliver an addictive substance, consumers face a danger of becoming addicted. To understand the motivations and habits surrounding electronic nicotine consumption to aid consumers manage their vaping behavior, we conducted a literature review (N=72) and collected data using an online survey (N = 15). Our specific aim is to identify any triggering factors including physical or physiological states, habits, and contexts associated with ENDS use. Our survey identified several important insights related to e-cigarette consumption: i) contrary to traditional cigarette consumption habits, most participants did not report that there were any habits or contexts associated with their use, ii) most of our participants did not measure vaping in discrete sessions, which is very different from traditional cigarettes, and iii) stress is not a powerful trigger for vaping urges, contrary to traditional cigarettes where stress is considered as one of the key triggering factors. Additionally, we found that the vaping device itself can be used as the most useful device for collecting data on vaping behavior, especially since consumers keep their vaping device on their person or within reach and chest band and wristbands are considered burdensome by the users. These findings have critical implications for the computing community as they indicate that vaping practices and associated habits are significantly different than traditional smoking and warrants developing computational models that would be able to identify vaping triggers, design interventions specific to vaping practices and identify opportune moments to deliver intervention to assist consumers manage their vaping behavior.
{"title":"Investigating Electronic Nicotine Delivery System Use Habits and Contexts: Habits, Locations, and Situations","authors":"Forest Sweeney, Moushumi Sharmin","doi":"10.1145/3441000.3441045","DOIUrl":"https://doi.org/10.1145/3441000.3441045","url":null,"abstract":"Electronic Nicotine Delivery Systems (ENDS), any device that uses aerosolized nicotine for purposes of inhalation, are becoming popular and ubiquitous. As these systems deliver an addictive substance, consumers face a danger of becoming addicted. To understand the motivations and habits surrounding electronic nicotine consumption to aid consumers manage their vaping behavior, we conducted a literature review (N=72) and collected data using an online survey (N = 15). Our specific aim is to identify any triggering factors including physical or physiological states, habits, and contexts associated with ENDS use. Our survey identified several important insights related to e-cigarette consumption: i) contrary to traditional cigarette consumption habits, most participants did not report that there were any habits or contexts associated with their use, ii) most of our participants did not measure vaping in discrete sessions, which is very different from traditional cigarettes, and iii) stress is not a powerful trigger for vaping urges, contrary to traditional cigarettes where stress is considered as one of the key triggering factors. Additionally, we found that the vaping device itself can be used as the most useful device for collecting data on vaping behavior, especially since consumers keep their vaping device on their person or within reach and chest band and wristbands are considered burdensome by the users. These findings have critical implications for the computing community as they indicate that vaping practices and associated habits are significantly different than traditional smoking and warrants developing computational models that would be able to identify vaping triggers, design interventions specific to vaping practices and identify opportune moments to deliver intervention to assist consumers manage their vaping behavior.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114571387","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The original GameFlow model was first published in 2005 and in the last 15 years it has seen thousands of citations and hundreds of applications to designing and evaluating games and gameful experiences. Previous work has sought to test and validate the model by applying it to different game experiences to further understand those experiences and to expose any weaknesses of the model. In this paper, we survey over 200 applications of GameFlow over the last 15 years, to understand how, where, and why the model has been applied. We found that the model has been applied to a diverse set of experiences, domains, platforms, audiences, and used in a variety of ways. This work lays the foundations for targeting the next version of the GameFlow model towards the most valuable and appropriate applications and to define how it fits within the broader landscape of player experience tools.
{"title":"GameFlow 2020: 15 Years of a Model of Player Enjoyment","authors":"P. Sweetser","doi":"10.1145/3441000.3441048","DOIUrl":"https://doi.org/10.1145/3441000.3441048","url":null,"abstract":"The original GameFlow model was first published in 2005 and in the last 15 years it has seen thousands of citations and hundreds of applications to designing and evaluating games and gameful experiences. Previous work has sought to test and validate the model by applying it to different game experiences to further understand those experiences and to expose any weaknesses of the model. In this paper, we survey over 200 applications of GameFlow over the last 15 years, to understand how, where, and why the model has been applied. We found that the model has been applied to a diverse set of experiences, domains, platforms, audiences, and used in a variety of ways. This work lays the foundations for targeting the next version of the GameFlow model towards the most valuable and appropriate applications and to define how it fits within the broader landscape of player experience tools.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"2016 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128071049","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Sami Alkhatib, Jenny Waycott, G. Buchanan, M. Grobler, Shuo Wang
Aged Care Monitoring Devices (ACMDs) collect and share information about older adults to ensure their wellbeing. While monitoring devices enable older adults to live independently at home, they pose significant privacy challenges. Within HCI, research has sought to understand users’ privacy concerns, but technology developers’ perceptions of privacy have been explored less. According to the Privacy by Design (PbD) framework, developers should incorporate privacy safeguards into devices prior to deployment. However, little is known about how this is done in practice. To better understand developers’ views on privacy, we interviewed 12 developers from ACMD companies and found five factors that affect how they address privacy: 1) users’ requirements, 2) presumptions about users’ privacy perceptions, 3) privacy laws and regulations, 4) third-party providers, and 5) financial challenges. These factors interconnect with other internal organisational challenges. Our research demonstrates the constraints that make it difficult for developers to implement PbD in practice.
{"title":"Privacy by Design in Aged Care Monitoring Devices? Well, Not Quite Yet!","authors":"Sami Alkhatib, Jenny Waycott, G. Buchanan, M. Grobler, Shuo Wang","doi":"10.1145/3441000.3441049","DOIUrl":"https://doi.org/10.1145/3441000.3441049","url":null,"abstract":"Aged Care Monitoring Devices (ACMDs) collect and share information about older adults to ensure their wellbeing. While monitoring devices enable older adults to live independently at home, they pose significant privacy challenges. Within HCI, research has sought to understand users’ privacy concerns, but technology developers’ perceptions of privacy have been explored less. According to the Privacy by Design (PbD) framework, developers should incorporate privacy safeguards into devices prior to deployment. However, little is known about how this is done in practice. To better understand developers’ views on privacy, we interviewed 12 developers from ACMD companies and found five factors that affect how they address privacy: 1) users’ requirements, 2) presumptions about users’ privacy perceptions, 3) privacy laws and regulations, 4) third-party providers, and 5) financial challenges. These factors interconnect with other internal organisational challenges. Our research demonstrates the constraints that make it difficult for developers to implement PbD in practice.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"238 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121163199","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper proposes a novel method to directly interact with physical content through virtual objects instead of directly using a physical proxy. The physical objects can be virtually triggered and then perform active reactions that conform to general physical laws and user expectations. We designed and implemented a prototype system to enable users to operate a virtual hammer to hit cups with different amounts of water inside. The cups could produce different audio and vibration feedback and water waves in response to the virtual hammer’s collisions. We conducted a pilot study and found that the system could enhance the realism and presence in AR interaction, compared with using a physical proxy.
{"title":"Enhancing Realism and Presence with Active Physical Reactions in Augmented Reality","authors":"Yupeng Hu, Weiping He, Li Zhang, Silian Li","doi":"10.1145/3441000.3441080","DOIUrl":"https://doi.org/10.1145/3441000.3441080","url":null,"abstract":"This paper proposes a novel method to directly interact with physical content through virtual objects instead of directly using a physical proxy. The physical objects can be virtually triggered and then perform active reactions that conform to general physical laws and user expectations. We designed and implemented a prototype system to enable users to operate a virtual hammer to hit cups with different amounts of water inside. The cups could produce different audio and vibration feedback and water waves in response to the virtual hammer’s collisions. We conducted a pilot study and found that the system could enhance the realism and presence in AR interaction, compared with using a physical proxy.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126323084","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
B. Schouten, Gwen Klerks, M. D. Hollander, N. B. Hansen
Research collaborations with external partners are becoming the norm in HCI. This tendency has been driven by the fact that HCI does research ’in the wild’, engaging with societal problems, necessitating collaboration with external partners. Despite this interest, little work exists on which concrete approaches HCI researchers can take to make the different goals, resources, and responsibilities towards societal wicked problems align, throughout a research project. In this paper, we propose that design can be used as an approach to facilitate a strong and long-lasting inclusive collaboration with industrial as well as social partners. We do this by analyzing a research project with a major industrial partner on circularity and reflect on this using the theoretical constructs of action design research, concept design, and integrated research spaces.
{"title":"Action Design Research Shaping University-Industry Collaborations for Wicked Problems","authors":"B. Schouten, Gwen Klerks, M. D. Hollander, N. B. Hansen","doi":"10.1145/3441000.3441078","DOIUrl":"https://doi.org/10.1145/3441000.3441078","url":null,"abstract":"Research collaborations with external partners are becoming the norm in HCI. This tendency has been driven by the fact that HCI does research ’in the wild’, engaging with societal problems, necessitating collaboration with external partners. Despite this interest, little work exists on which concrete approaches HCI researchers can take to make the different goals, resources, and responsibilities towards societal wicked problems align, throughout a research project. In this paper, we propose that design can be used as an approach to facilitate a strong and long-lasting inclusive collaboration with industrial as well as social partners. We do this by analyzing a research project with a major industrial partner on circularity and reflect on this using the theoretical constructs of action design research, concept design, and integrated research spaces.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126228711","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Anna Kalma, Bernd Ploderer, Laurianne Sitbon, M. Brereton
The experience of ageing is of great interest to interaction design, chiefly to better meet the needs of older adults with assistive technology. Crafting is often part of this experience, yet little explored in previous research, even though it is inherently creative and social. In interaction design, making approaches are known to move the agency of creation away from designers and towards end-users. The aim of this research was to understand and characterize the aspects of crafting that are intrinsically valued by older adult crafters, with a view to understanding how new forms of technologies and socio-technical practices might be designed while honoring these values. We worked with two crafting communities over a period of two months and conducted interviews, participant observations and cultural probes, aimed at exploring the role of technology within crafting. Our results highlighted values that lead to technology being included in crafting practices: belonging, quality, and creativity. We discuss how these values open up a design space for creating technologies with older adult crafters.
{"title":"Understanding Older Adult Values through Technologies Used for Crafting","authors":"Anna Kalma, Bernd Ploderer, Laurianne Sitbon, M. Brereton","doi":"10.1145/3441000.3441027","DOIUrl":"https://doi.org/10.1145/3441000.3441027","url":null,"abstract":"The experience of ageing is of great interest to interaction design, chiefly to better meet the needs of older adults with assistive technology. Crafting is often part of this experience, yet little explored in previous research, even though it is inherently creative and social. In interaction design, making approaches are known to move the agency of creation away from designers and towards end-users. The aim of this research was to understand and characterize the aspects of crafting that are intrinsically valued by older adult crafters, with a view to understanding how new forms of technologies and socio-technical practices might be designed while honoring these values. We worked with two crafting communities over a period of two months and conducted interviews, participant observations and cultural probes, aimed at exploring the role of technology within crafting. Our results highlighted values that lead to technology being included in crafting practices: belonging, quality, and creativity. We discuss how these values open up a design space for creating technologies with older adult crafters.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130004087","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
J. Paay, Nathalie Karzel, Pedro Gonzales, Po-Yu Chiu
Loneliness is a complicated emotion, experienced in different situations, irrespective of gender, age, occupation or nationality. It isn't necessarily about being alone, but a complex state of mind that people experience individually. This paper presents a study using online codesign activities to co-create the conceptual design for a digital interactive art exhibition around “Loneliness”. Conducted during the early stages of self-isolation of the COVID-19 pandemic in Australia, we trialed codesign activities, usually conducted in face-to-face mode, through online methods. We held a mixture of online activities and interviews with 47 participants to unpack people's experiences of loneliness, especially in these unusual times, and explore their strategies to overcome it. We identified the “last lonely hour before bedtime” as an interesting concept to inspire our exhibition. Online codesign gave us flexibility in time and place, access to more participants in the time available, and the benefit of asynchronous data collection.
{"title":"Online Codesign Activities to Co-create a ‘Loneliness’ Exhibition: The Last Lonely Hour - a digital interactive experience","authors":"J. Paay, Nathalie Karzel, Pedro Gonzales, Po-Yu Chiu","doi":"10.1145/3441000.3441011","DOIUrl":"https://doi.org/10.1145/3441000.3441011","url":null,"abstract":"Loneliness is a complicated emotion, experienced in different situations, irrespective of gender, age, occupation or nationality. It isn't necessarily about being alone, but a complex state of mind that people experience individually. This paper presents a study using online codesign activities to co-create the conceptual design for a digital interactive art exhibition around “Loneliness”. Conducted during the early stages of self-isolation of the COVID-19 pandemic in Australia, we trialed codesign activities, usually conducted in face-to-face mode, through online methods. We held a mixture of online activities and interviews with 47 participants to unpack people's experiences of loneliness, especially in these unusual times, and explore their strategies to overcome it. We identified the “last lonely hour before bedtime” as an interesting concept to inspire our exhibition. Online codesign gave us flexibility in time and place, access to more participants in the time available, and the benefit of asynchronous data collection.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"105 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132214067","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}