Sarah Webber

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An ongoing aim of human-computer interaction (HCI) is to understand what is meant by user experience, and how to measure it. This is more complex in the case of animal-computer interaction (ACI), in which the user is a non-human. In this paper we discuss the concepts and tools that animal welfare science offers ACI research for evaluating and assessing the(More)
Ill health is often encountered by travellers. As medical students are encouraged to spend their electives overseas, it was considered worthwhile to study the morbidity experience of University of Bristol medical students and to see whether any additional preventive measures could be identified for them. The findings suggest that the quality of advice could(More)
In HCI, the honeypot effect describes how people interacting with a system passively stimulate passers-by to observe, approach and engage in an interaction. Previous research has revealed the successive engagement phases and zones of the honeypot effect. However, there is little insight into: 1) how people are stimulated to transition between phases; 2)(More)
Zoos are increasingly introducing digital technologies to enhance visitors' experience of viewing animals, and promote the welfare and wellbeing of captive animals. Consequently, zoos are an immediate and important context for work in the discipline of animal-computer interaction (ACI). However, zoo enclosure design has a long history of transformation in(More)
In this paper we investigate social dimensions of technology use in human–animal interactions, through a study of interactive systems at the zoo. Zoos are a familiar place for encounters between humans and non-domesticated animals. Accordingly, we examine zoos as a significant site to extend research into animal–computer interaction (ACI). We present a case(More)
As part of an ongoing project to explore the design of behaviour-change technology for smoking cessation, we analysed a successful community who come together on the popular Reddit website to discuss quitting and to encourage each other's quit attempts. We found that users remain anonymous but identify according to their quit stage. We examined the form and(More)
In this paper we consider HCI's role in technology interventions for health and well-being. Three projects carried out by the authors are analysed by appropriating the idea of a value chain to chart a causal history from proximal effects generated in early episodes of design through to distal health and well-being outcomes. Responding to recent arguments(More)
In this paper, we report on Encounters, an interactive public installation that provides a basis for studying the effect of dance performances on the emergence of creative, social experiences. Based on observations and interviews with dancers and participants, we identified a range of tensions that arise from integrating a staged performance with(More)
Animal conservation organisations occasionally harness depictions of animals using digital technology to inspire interest in, and concern for animals. To better understand the forms of empathy experienced by people observing animal-computer interaction, we designed and studied an interactive installation for orangutans at a zoo. Through collaborative design(More)
Strong user engagement with digital technologies for behaviour change is often taken as a precursor to their longer-term efficacy. We critically examine this assumption through a qualitative study of a smoking cessation app, called NewLeaf, which allows quitters to swap personal stories. The study examined what influenced people to engage or disengage with(More)