Brendan Cassidy

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In this article, the authors investigate the usability of mobile touch-screen devices for children. This is a growing area, and as such there is currently a lack of definitive guidelines for mobile device designers. This article reports two studies that investigated input methods for touch-screens with children aged 7-10, concentrating on the interaction(More)
This paper presents a study aimed at better understanding how children categorize different games. The paper reports the results of an open card sort where participants were asked to categorize games from the Google Play Store (formerly the 'Android Marketplace'). The key contribution of the paper is that when compared with existing categories in the Google(More)
Widespread variations in electroconvulsive therapy (ECT) prescription between and within countries have led many researchers to study professionals' attitudes to the procedure. A questionnaire looking at knowledge and attitudes was administered to 593 medical and nursing students, psychiatrists and anesthetists, and theater and psychiatric nurses.(More)
When working with children in participatory design activities ethical questions arise that are not always considered in a standard ethics review. This paper highlights five challenges around the ethics of the value of design and the ethics of the children's participation and presents a new tool, CHECk that deals with three of these challenges by virtue of(More)
There have been a number of studies that have compared evaluation results from prototypes of different fidelities but very few of these are with children. This paper reports a comparative study of three prototypes ranging from low fidelity to high fidelity within the context of mobile games, using a between subject design with 37 participants aged 7 to 9.(More)
This paper outlines the design and evaluation of a haptic interface intended to convey non audio-visual directions to an ATM (Automated Teller Machine) user. The haptic user interface is incorporated into an ATM test apparatus on the keypad. The system adopts a well known 'clock face' metaphor and is designed to provide haptic prompts to the user in the(More)
The game industry is a multi-billion dollar industry, with games being developed for a variety of platforms, devices and emerging technologies. Many of the games that are developed target children. It is therefore important to use an evaluation method that has been validated for use with children if user studies are performed. Adaptations to the evaluations(More)
It is known that mobile technologies are now an integrated part of children’s lives and children are increasingly using mobile phones at a younger age (Druin et al, 2011). Children aged between 3 & 13 were one of the largest new user groups of mobile technologies for information access and interactivity (Roberts & Foehr, 2008). From recent news headlines in(More)
This paper presents the findings of a low-fidelity participatory design activity for the design of wearable Augmented Reality (AR) experiences for children at play. The aims of the research were to gain insights into the different types of augmentations children find engaging and useful in different play contexts. The papers contribution is both the method(More)