Number of co-authors:16
Number of publications with 3 favourite co-authors:Alan F. Newell:2David Benyon:2Graeme W. Coleman:2
Catriona Macaulay's 3 most productive colleagues in number of publications:Bonnie A. Nardi:67David Benyon:46Alan F. Newell:34
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Publications by Catriona Macaulay (bibliography)
Busse, Daniela K., Fraser, Heather, Thompson, Carola Fellenz, Allan, Lesley, Hallstein, Patricia, Macaulay, Catriona and Dalal, Brinda (2009): Fault lines of user experience: the intersection of business and design. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3305-3308.
One of the central challenges of the User Experience discipline has always been how early in the development cycle it can exert any degree of influence. The challenge that our field is facing today more pronounced than ever is how to influence the decision makers that give directions guiding individual product development. And vice versa, this early decision making process can benefit from user experience approaches that help ground its direction in user research, and inform its decisions creatively through concepts and design thinking -- see for example the concept of Business Design (as taught by the Rotman school of management, with similar approaches being the foundation of successes such as design consultancies like IDEO). The goal of the panel will be to draw together a community of experts and interested audience members in this topic and initiate a discourse on its key issues and opportunities.
© All rights reserved Busse et al. and/or ACM Press
Sloan, David, Macaulay, Catriona, Forbes, Paula and Loynton, Scott (2009): User research in a scientific software development project. In: Proceedings of the HCI09 Conference on People and Computers XXIII 2009. pp. 423-429.
The Usable Image project provides usability and user-centred design support to a scientific software development project. OMERO is a complex software application aimed at supporting the management, analysis and processing of microscopy images and associated data. In order to gather a richer understanding of the diversity and similarities of scientific practice and the role technology plays in supporting the work of scientists using images and image-related data, a range of user-research techniques have been applied, including design ethnography and surveys. This work has provided insights that have informed the development team, increasing knowledge and understanding of what is a complex usage environment, and helping in the process of creating a more usable and useful scientific tool. This paper discusses the insights gained from the ethnographic work and from user surveys, in terms of attitudes to and usage patterns of technology amongst life science researchers, and considers the implications of these insights on the user-centred design and development of OMERO.
© All rights reserved Sloan et al. and/or their publisher
Macaulay, Catriona and Busse, Daniela (2009): Using user research in creativity: informing systems, service and product experience design. In: Proceedings of the 2009 Conference on Creativity and Cognition 2009. pp. 495-496.
Within the context of everyday creativity, there is a growing demand for new systems, products and services that mediate such activity. Some of these tools are emerging from commercial design worlds (iPhone apps, sound and image production software, etc.) and some from creative communities/academia (interactive storytelling tools, new programming tools for interactive artworks, physical computing devices, etc.). Across the design disciplines, and from academia to industry, practicing user research is becoming an increasingly important activity informing the design and development of any product, system or service. Whilst our understanding of the methods and techniques available for generating user research is maturing, the understanding of how to leverage its insights effectively is less well developed. Does user research within the design process in itself incubate or quash creativity and innovation? Is there such a thing as 'too data-driven design'? Can researchers (or those practicing research) be educated for depth of insight, not just method? By the same token, how can we be sure that the user research is actionable? What is the best way to communicate user research? Or is co-development and integrated user research the way to go anyway? What role does user research play in the overall development process? Is user research something best gathered from users or generated with users? Do different communities (e.g. academia and industry) define 'valid user research' in the same ways?
© All rights reserved Macaulay and Busse and/or their publisher
Coleman, Graeme W., Macaulay, Catriona and Newell, Alan F. (2008): Sonic mapping: towards engaging the user in the design of sound for computerized artifacts. In: Proceedings of the Fifth Nordic Conference on Human-Computer Interaction 2008. pp. 83-92.
This paper argues for new approaches to the design of sound for contemporary interactive technologies. We begin by presenting what we feel to be the key challenges as yet unaddressed by conventional auditory display research. Subsequently, we propose a user-centered, acoustic ecology-informed, design method that we feel can be built upon to inform the design of sound for contemporary interactive technologies, thus tackling some of the challenges introduced. Our approach consists of three stages: firstly, encouraging designers and users to experience the original auditory environment, identifying the key sounds within that environment, and then summarizing this information into an 'earwitness account' that can be used as a prelude for informing the design of sonically enhanced technologies that may be used within similar environments. By trialing this method with undergraduate interactive media design students, we identify the methodological challenges involved in attempting to engage people, who are not necessarily 'sound professionals', with their existing auditory environments. We highlight the opportunities that arise and pitfalls that should be avoided when attempting to introduce such approaches within real-world design studies.
© All rights reserved Coleman et al. and/or their publisher
Coleman, Graeme W., Macaulay, Catriona and Newell, Alan F. (2006): Listen to This - Using Ethnography to Inform the Design of Auditory Interfaces. In: McGookin, David K. and Brewster, Stephen A. (eds.) HAID 2006 - Haptic and Audio Interaction Design - First International Workshop August 31 - September 1, 2006, Glasgow, UK. pp. 133-144.
Benyon, David and Macaulay, Catriona (2002): Scenarios and the HCI-SE design problem. In Interacting with Computers, 14 (4) pp. 397-405.
Diaper's critical review of Carroll's book 'Making Use' raises a number of interesting issues about how to set about the design of interactive systems. In particular Diaper poses an issue that has long dogged the area of Human-Computer Interaction and Software Engineering (HCI-SE), namely how to deal with the formality required by the SE side and the sensitivity to context required by the HCI side. In this paper, we report on the experience of using scenario-based design and reflect on the effectiveness of the approach. This work fits into a broader context concerned with understanding exactly what the HCI-SE design problem is and now it might be best conceptualised.
© All rights reserved Benyon and Macaulay and/or Elsevier Science
Macaulay, Catriona, Benyon, David and Crerar, Alison (2000): Ethnography, Theory and Systems Design: From Intuition to Insight. In International Journal of Human-Computer Studies, 53 (1) pp. 35-60.
The idea for this paper came from a debate at the 1998 ISCRAT conference in Denmark on cultural-historical activity theory (CHAT). A leading activist in the movement to bring CHAT into systems design, Bonnie Nardi, asked the question; would design not benefit more from training better ethnographers than from burdening them with such a complex set of theoretical concepts and debates as CHAT? This paper seeks to answer that question on the basis of our experiences applying CHAT concepts in a long-term design ethnography at a UK newspaper. It examines the history of the often controversial triadic relationship between ethnography, theory and systems design and argues that the CHAT framework provided us with the opportunity to move from ethnographic intuition to design insight, and that therefore the answer to Nardi's question is no-simply training good ethnographers is unlikely to be enough for a number of reasons (not least of which is the problem of how inexperienced fieldworkers become design ethnographers). The explicit use of theoretical frameworks, at least those such as CHAT which are particularly suited to design issues, discourages the tendency for ethnographers to see themselves as "proxy users" by encouraging greater reflexivity about the researcher's role in constructing the object of study. At a more pragmatic level, it helps the fieldworker navigate the apparently never-ending mass of "potentially interesting material" any field experience throws up.
© All rights reserved Macaulay et al. and/or Academic Press
Kaptelinin, Victor, Nardi, Bonnie A. and Macaulay, Catriona (1999): Methods & tools: The activity checklist: a tool for representing the. In Interactions, 6 (4) pp. 27-29.
Macaulay, Catriona (1999): The checklist in the field. In Interactions, 6 (4) pp. 30-31.
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