Dorian Peters

Dr. Dorian Peters

orcid

Research Focus & Metrics

Academic Career Length

20Years (2007-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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28 May 2018 in Frontiers in Psychology
Verified
Journal Article
Open access
PDF file
Dorian PetersDorian Peters
Dorian Peters
RCRafael A. Calvo
Rafael A. Calvo
RRRichard M. Ryan
Richard M. Ryan
Research in psychology has shown that both motivation and wellbeing are contingent on the satisfaction of certain psychological needs. Yet, despite a long-standing pursuit in human-computer interaction (HCI) for design strategies that foster sustained engagement, behavior change and wellbeing, the basic psychological needs shown to mediate these outcomes are rarely taken into account. This is possibly due to the lack of a clear model to explain these needs in the context of HCI. Herein we introduce such a model: Motivation, Engagement and Thriving in User Experience (METUX). The model provides a framework grounded in psychological research that can allow HCI researchers and practitioners to form actionable insights with respect to how technology designs support or undermine basic psychological needs, thereby increasing motivation and engagement, and ultimately, improving user wellbeing. We propose that in order to address wellbeing, psychological needs must be considered within five different spheres of analysis including: at the point of technology adoption, during interaction with the interface, as a result of engagement with technology-specific tasks, as part of the technology-supported behavior, and as part of an individual's life overall. These five spheres of experience sit within a sixth, society, which encompasses both direct and collateral effects of technology use as well as non-user experiences. We build this model based on existing evidence for basic psychological need satisfaction, including evidence within the context of the workplace, computer games, and health. We extend and hone these ideas to provide practical advice for designers along with real world examples of how to apply the model to design practice.

18 February 2020 in IEEE Transactions on Technology and Society
Verified
Journal Article
Open access
Dorian PetersDorian Peters
Dorian Peters
KVKarina Vold
Karina Vold
DRDiana Robinson
Diana Robinson
RCRafael A. Calvo
Rafael A. Calvo
In 2019, the IEEE launched the P7000 standards projects intended to address ethical issues in the design of autonomous and intelligent systems. This move came amidst a growing public concern over the unintended consequences of artificial intelligence (AI), compounded by the lack of an anticipatory process for attending to ethical impact within professional practice. However, the difficulty in moving from principles to practice presents a significant challenge to the implementation of ethical guidelines. Herein, we describe two complementary frameworks for integrating ethical analysis into engineering practice to help address this challenge. We then provide the outcomes of an ethical analysis informed by these frameworks, conducted within the specific context of Internet-delivered therapy in digital mental health. We hope both the frameworks and analysis can provide tools and insights, not only for the context of digital healthcare but also for data-enabled and intelligent technology development more broadly.

7 February 2020 in CoDesign
Verified
Journal Article
Closed access
Dorian PetersDorian Peters
Dorian Peters
LLLian Loke
Lian Loke
Naseem AhmadpourNaseem Ahmadpour
Naseem Ahmadpour
Analogue tools offer distinct benefits for collaborative design ideation and can take a variety of tailored forms including card decks, templates, toys and board games. However, owing to the disparate and multidisciplinary sources of these tools, there is currently no easy way to gain a coherent view of the tool landscape. To resolve this, we conducted a survey of analogue ideation tools within the design and HCI literatures, and within commercial practice. Of 3,395 results, 76 met the inclusion criteria. The resulting collection is presented and classified according to 10 descriptors including a novel taxonomy for distinguishing 7 tool types (methods, prompts, components, concepts, stories, embodiment, and construction). We also discuss gaps and opportunities for future tool development in inclusivity, cultural-tailoring and embodiment. Our aim is to help designers and design teams more fluently select, customise, critique, analyse and/or build tools to support collaborative designerly inquiry.

1 June 2017 in Internet Interventions
Verified
Journal Article
Open access
ICIsabella Choi
Isabella Choi
DMDavid N. Milne
David N. Milne
NGNicholas Glozier
Nicholas Glozier
Dorian PetersDorian Peters
Dorian Peters
SHSamuel B. Harvey
Samuel B. Harvey
RCRafael A. Calvo
Rafael A. Calvo
A growing number of researchers are using Facebook to recruit for a range of online health, medical, and psychosocial studies. There is limited research on the representativeness of participants recruited from Facebook, and the content is rarely mentioned in the methods, despite some suggestion that the advertisement content affects recruitment success. This study explores the impact of different Facebook advertisement content for the same study on recruitment rate, engagement, and participant characteristics. Five Facebook advertisement sets ("resilience", "happiness", "strength", "mental fitness", and "mental health") were used to recruit male participants to an online mental health study which allowed them to find out about their mental health and wellbeing through completing six measures. The Facebook advertisements recruited 372 men to the study over a one month period. The cost per participant from the advertisement sets ranged from $0.55 to $3.85 Australian dollars. The "strength" advertisements resulted in the highest recruitment rate, but participants from this group were least engaged in the study website. The "strength" and "happiness" advertisements recruited more younger men. Participants recruited from the "mental health" advertisements had worse outcomes on the clinical measures of distress, wellbeing, strength, and stress. This study confirmed that different Facebook advertisement content leads to different recruitment rates and engagement with a study. Different advertisement also leads to selection bias in terms of demographic and mental health characteristics. Researchers should carefully consider the content of social media advertisements to be in accordance with their target population and consider reporting this to enable better assessment of generalisability.

11 April 2017 in Journal of Medical Internet Research
Verified
Journal Article
Open access
Dorian PetersDorian Peters
Dorian Peters
SDSharon Davis
Sharon Davis
RCRafael Alejandro Calvo
Rafael Alejandro Calvo
SSSusan M Sawyer
Susan M Sawyer
LSLorraine Smith
Lorraine Smith
JFJuliet M Foster
Juliet M Foster
Background: Although the prevalence of mental illness among young people with asthma is known to be twice the rate of the wider population, none of the asthma apps reported have acknowledged or attempted to include psychological support features. This is perhaps because user involvement in the development of asthma apps has been scarce. User involvement, facilitated by participatory design methods, can begin to address these issues while contributing insights to our understanding of the psychological experience associated with asthma and how technology might improve quality of life. Objective: The goal of this participatory user research study was to explore the experience, needs, and ideas of young people with asthma while allowing them to define requirements for an asthma app that would be engaging and effective at improving their well-being. Methods: Young people aged 15-24 years with doctor-diagnosed asthma were invited to participate in a participatory workshop and to complete a workbook designed to elicit their thoughts and ideas about living with asthma, technology use, and the design of an app. Participants generated a number of artifacts (including collages, concept maps, and paper prototypes) designed to reify their ideas, tacit knowledge, and experience. Results: A total of 20 participants (mean age 17.8 years; 60%, 12/20 female) representing a range from inadequately to well-controlled asthma completed a workbook and 13 of these also took part in a workshop (four workshops were held in total), resulting in 102 participant-generated artifacts. Theoretical thematic analysis resulted in a set of personal needs, feature ideas, and app characteristics considered relevant by young people for an asthma support app. The data revealed that psychological factors such as anxiety, and impediments to autonomy, competence, and relatedness (as consistent with self-determination theory [SDT]), were considered major influences on quality of life by young people with asthma. Furthermore, the incorporation of features pertaining to psychological experience was particularly valued by participants. Conclusions: In addition to practical features for asthma management, an app for young people with asthma should include support for the mental health factors associated with lived experience (ie, anxiety, lack of autonomy, and social disconnectedness). We show how support for these factors can be translated into design features of an app for asthma. In addition to informing the development of asthma-support technologies for young people, these findings could have implications for technologies designed to support people with chronic illness more generally.

28 November 2017 in Journal of Asthma
Verified
Journal Article
Closed access
SDSr Davis
Sr Davis
Dorian PetersDorian Peters
Dorian Peters
RCRa Calvo
Ra Calvo
SSSm Sawyer
Sm Sawyer
JFJm Foster
Jm Foster
LSL Smith
L Smith
Objective: Young people with asthma often lack engagement in self-management. Smartphone apps offer an attractive, immediate method for obtaining asthma information and self-management support. In this research we developed an evidence-based asthma app tailored to young peoples needs, created using a participatory design approach to optimize user engagement. This paper describes the participatory design process. Methods: This multi-phased research included concept generation and ideation of app design by young people with asthma, and development of asthma information by the research team. Clinical review was sought regarding safety and accuracy of app content. Participants suggestions for improvement and any problems with the app were logged throughout. Our young co-designers were invited back to test a high fidelity prototype app using a "think aloud" process and completed a usability questionnaire. Results: Twenty asthma patients aged 15-24 years contributed to the initial app design. Three respiratory specialists and two pharmacists suggested minor corrections to clinical terminology in the app which were all incorporated. Nine co-designers acted as expert reviewers of the prototype app, of whom eight completed a usability questionnaire. Median usability scores (maximum score 6) indicated high satisfaction with app content, usefulness and ease of use [median item score 5.3 (range 4.7-6.0)]. All feedback was incorporated to create an updated prototype app. Conclusions: A clinically sound asthma app has been developed which is considered highly acceptable to the young co-designers. A six-week test of the engagement, acceptability, and usefulness of the app in young people not involved in the participatory design will follow.