Building a Dog Driven Device – DoggyVision: Examining how Dogs Interact with Media using a Dog-Driven Proximity Tracker Device
This project explores a dog controlling his/her own TV device through a prototype system (DoggyVision) in order to study activation with screen media in home settings. The system is used with two dogs where it is shown to be non-invasive for the dog and easy to use in the home. The project focused on building on ‘dog-centered’ methods presenting the first system that allows the dog to trigger the activation of the device as the system records the activation automatically. The full project has been accepted into the Journal of Animal Behavior and Cognition.
Dogs use of Multiple Screens: A dog centred approach to the analysis of dogs’ interactions with media on TV screens.
This project used a study of dogs’ attention between three screens to explore the movement of attention between screens, and between videos in a relatively uncontrolled research environment. This work shows that the dogs were seen to attend mainly to a favoured screen (left and centre in this case) and three of the videos appeared to be preferred over the others. The full project was published in International Journal of Human Computer Studies (IJHCS).
Building Dog Recognition Systems: Is My Dog Watching TV?
This project looked to create a high-quality method of face tracking dogs from a Human Computer Interaction (HCI) standpoint. Dogs have continually been reported to view television screens but there is diminutive knowledge behind this phenomenon. Research here brings forward the possibility of animals having meaningful interaction with the TV screen and suggests ways to possibly quantify and build methods to create animal-computer-interaction. This project presents the findings of a MatLab created face recognition software for an dog between three facial features (looking left, center and right). The full project was published at NordiCHI’14.
Animal Personas: How to Represent Dog Stakeholders in Interaction Design
This project contributes to the field of animal-computing by looking at how to represent dogs as users using the HCI method of personas. Building from 196 dog owner reports describing dog behaviours and explaining how they interact with digital media devices, six dog personas are created as examples of both how these can be presented but also of how they can be derived. The created personas are then evaluated by experts in terms of their value to the Animal Computer Interaction Community. These experts reported that the personas were useful commenting on their use across ACI. The contributions of this project are the datastore used to generate the personas, the method used and the persona set. The full paper was published in BHCI’18.
Requirement Gathering: Using Behavioural Information to Help Owners Gather Requirements from their Dogs’
This project focused on increasing data gathering with dog-technology users through their owners. To improve data gathering in ACI research, we present a Dog Information Sheet (DISH) for owners which contains known dog physical behaviours and their potential cognitive reactions. This is used to create a more informed dog owner observer in order to improve feedback. The full paper was published in BHCI’17.
Models & Ethics
Dogs Participation in Computer Systems: Doggy Ladder of Participation
This project presents a topology for defining the level of participation within ACI adapted from Hart’s Ladder Model of Youth Participation. Dogs have continually been included within ACI design with varying participatory roles. This work aims to define dogs’ participation according to their ability to participate. A model containing four rungs is presented and then explored in terms of increasing dogs’ participation within ACI design. The full paper was published at BHCI’15.
User Centered Design: Who is Really In The Center of Dog Computer Design?
With new ACI methods and technology being created for dogs’ consideration has to be given to who is in the center of the design process: the human or the dog. This project aimed to explore the problems surrounding this inquiry from the two perspectives a) the aptitude that dogs have to design technology and b) the flaws in how humans are currently designing ACI. This is discussed in a presetting of Human Computer Interaction (HCI) evolution to see whether we can transition HCI methods such as co-design and Grounded Theory Methodology (GTM) from humans to animals using their methods. The output of this project was a categorization of ACI technology and its relevent to who is in the center of design. This project was published at Advance Computer Entertainment (ACE) 14.
Ethics: How to Work with Dogs in Animal Computer Interaction
This project was the summary of an ongoing effort across my work of questioning ethics within animal-technology. This project presents a list of currently used ethical protocols within my work to ensure the best animal welfare and the usage of appropriate data collection methods. This list is extended into a discussion on how these principals were formed through a literature review of my previous studies. Here it is suggested that the researcher is situated in the tension between human and dog centered design. The extent to which the researcher views the animals will directly affect the results and methods created. This project was published at Measuring Behaviour’16.