Shared Decision Making in Health
We are investigating the how technologies like large, interactive displays and mobile devices can help us explore, understand, and interpret the vast amounts of data available to healthcare workers, policymakers, and individuals at home. Students in the IDEA Lab approach this research from both basic and applied perspectives to develop sensemaking and decision-making tools.
This research is a collaboration with Professor Stacey Scott at the University of Guelph, and through working with health care partners across Canada such as the Arthritis Society and the Canadian Arthritis Patient Alliance. We have also collaborated with Professor Joon Lee and the Health Data Science Lab to create a prototype visualization tool for the MIMIC-II data set that is available for use online.
This research has been published at leading HCI conferences such as the ACM Conference on Interactive Surfaces and Spaces (ISS) and the ACM Conference on Human Factors in Computing Systems (CHI).
Games for Health and Outreach
We develop novel games that educate, entertain, and promote health and well being. This research often draws on psychological theories, such as Self Determination Theory or the Proteus Effect. Current students in the IDEA Lab are exploring how we can design games that motivate behaviour change, and that engage friends and family in cognitive therapy.
Our debut outreach game, Quatum Cats, teaches players about fundamental concepts in quantum mechanics and is available on Google Play and the App Store. This project was a collaboration between the Games Institute at the University of Waterloo and the Institute for Quantum Computing.
We are exploring barriers to the use of smartphone applications as a means of collecting context-sensitive data. Our initial focus is understanding the perceptions around sharing potentially sensitive information via smartphone, and how we can motivate individuals to do so for altruistic purposes such as improving the healthcare system.
Interaction via handheld and wearable devices
We have also explored the use of mobile and wearable devices to interact with nearby data, for example data displayed on a projected screen in a meeting room. We have developed and evaluated prototypes across smartphone and smartwatch devices, called Smartcasting, Tiltcasting, and Watchcasting.