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Ashley Colley

Publications and source records attributed to Ashley Colley.

6 recordsLinked to original sources

Household Plastic Recycling: Empirical Insights and Design Explorations

This article examines household plastic recycling in Finland through two qualitative studies and four design concepts. Study 1 reports short interviews with residents about how they store, sort, and dispose of plastic packaging in their homes. The findings highlight recurring frictions: limited space, improvised storage, uncertainty about correct sorting, and difficulties with bulky or dirty items. Study 2 focuses on laundry detergent packaging as a common source of large plastic containers. Participants' purchase decisions prioritised price and cleaning performance, while expressing concern for environmental impact and confusion about materials, rinsing, and recyclability. Building on these insights, four student groups designed interactive recycling concepts that combine physical bins or bags with mobile applications. The concepts explore modular storage, sensing and compaction, playful feedback, and reward schemes to support domestic recycling routines. Together, the studies and concepts point to design opportunities at the intersection of packaging, home infrastructure, and digital services, while also raising questions about feasibility, privacy, and the cost of new devices.

cs.HC

Virtual Reality in Service Design for Plastics Recycling: Two Application Cases

Plastics recycling depends on everyday sorting practices and on how recycling services are communicated and experienced. Virtual reality (VR) can present these practices and services in situated, interactive form, yet its role in service design for plastics recycling is still emerging. This paper examines how VR tools can contribute to designing plastics recycling services through two application cases that address different stages of the recycling journey. The first case, Clean Cabin Escape, is a household scale VR escape room where players collect and sort waste items into locally relevant categories, with immediate feedback that supports practice with plastics recycling decisions. The second case is a VR simulation of a plastics recycling center that represents a real planned site and is used in service design workshops where stakeholders explore layout, signage and customer paths for plastics fractions. Across the cases, we analyse how VR supported learning, engagement and shared sensemaking, and how it interacted with other service design methods such as workshops, customer path mapping and physical artefacts. The findings show that VR can make domestic sorting tasks and complex recycling centers more concrete for both citizens and professionals, but also highlight trade offs related to hardware access, onboarding effort, visual fidelity and localisation of recycling rules. The paper concludes by outlining opportunities for integrating VR into broader service design toolsets for plastics recycling and circular economy services, and by pointing to directions for future research on long term impact and inclusive design.

cs.HC

Different Length, Different Needs: Qualitative Analysis of Threads in Online Health Communities

Online health communities provide a knowledge exchange platform for a wide range of diseases and health conditions. Informational and emotional support helps forum participants orient around health issues beyond in-person doctor visits. So far, little is known about the relation between the level of participation and participants' contributions in online health communities. To gain insights on the issue, we analyzed 456 posts in 56 threads from the Dermatology sub-forum of an online health community. While low participation threads (short threads) revolved around solving an individual's health issue through diagnosis suggestions and medical advice, participants in high participation threads (long threads) built collective knowledge and a sense of community, typically discussing chronic and rare conditions that medical professionals were unfamiliar with or could not treat effectively. Our results suggest that in short threads an individual's health issue is addressed, while in long threads, sub-communities about specific rare and chronic diseases emerge. This has implications for the user interface design of health forums, which could be developed to better support community building elements, even in short threads.

cs.HC

The Usability and Trustworthiness of Medical Eye Images

The majority of blindness is preventable, and is located in developing countries. While mHealth applications for retinal imaging in combination with affordable smartphone lens adaptors are a step towards better eye care access, the expert knowledge and additional hardware needed are often unavailable in developing countries. Eye screening apps without lens adaptors exist, but we do not know much about the experience of guiding users to take medical eye images. Additionally, when an AI based diagnosis is provided, trust plays an important role in ensuring in the adoption. This work addresses factors that impact the usability and trustworthiness dimensions of mHealth applications. We present the design, development and evaluation of EyeGuide, a mobile app that assists users in taking medical eye images using only their smartphone camera. In a study (n=28) we observed that users of an interactive tutorial captured images faster compared to audible tone based guidance. In a second study (n=40) we found out that providing disease-specific background information was the most effective factor to increase trustworthiness in the AI based diagnosis. Application areas of EyeGuide are AI based disease detection and telemedicine examinations.

cs.HC

Medical Selfies: Emotional Impacts and Practical Challenges

Medical images taken with mobile phones by patients, i.e. medical selfies, allow screening, monitoring and diagnosis of skin lesions. While mobile teledermatology can provide good diagnostic accuracy for skin tumours, there is little research about emotional and physical aspects when taking medical selfies of body parts. We conducted a survey with 100 participants and a qualitative study with twelve participants, in which they took images of eight body parts including intimate areas. Participants had difficulties taking medical selfies of their shoulder blades and buttocks. For the genitals, they prefer to visit a doctor rather than sending images. Taking the images triggered privacy concerns, memories of past experiences with body parts and raised awareness of the bodily medical state. We present recommendations for the design of mobile apps to address the usability and emotional impacts of taking medical selfies.

cs.HC

The Geography of Pok\'emon GO: Beneficial and Problematic Effects on Places and Movement

The widespread popularity of Pok\'emon GO presents the first opportunity to observe the geographic effects of location-based gaming at scale. This paper reports the results of a mixed methods study of the geography of Pok\'emon GO that includes a five-country field survey of 375 Pok\'emon GO players and a large scale geostatistical analysis of game elements. Focusing on the key geographic themes of places and movement, we find that the design of Pok\'emon GO reinforces existing geographically-linked biases (e.g. the game advantages urban areas and neighborhoods with smaller minority populations), that Pok\'emon GO may have instigated a relatively rare large-scale shift in global human mobility patterns, and that Pok\'emon GO has geographically-linked safety risks, but not those typically emphasized by the media. Our results point to geographic design implications for future systems in this space such as a means through which the geographic biases present in Pok\'emon GO may be counteracted.

cs.HC