PhD (University of Queensland)
Professor Wyeth is at the forefront of research into emerging technology for games and other interactive experiences. She has wide-ranging experience in the application of human-computer interaction and interaction design techniques for the development of technology for education and entertainment. She builds intelligent, ubiquitous technology that children and adults can use in meaningful, engaging and appropriate ways. Her research outputs are tangible products that have been used in a range of educational settings. From a methodological perspective, the development of such systems has involved key industry stakeholders to inform the design of technology to meet the unique needs of children and people with disabilities. Research themes: Environment and Information Research discipline: Computer Science
Accessible Interactions for People with Intellectual Disabilities This project examines the issue of accessibility for people with intellectual disabilities through using a technology that embraces natural interaction and consequently has the ability to engage people who have a range of skills and abilities. We have developed an innovative technology platform called Stomp. Stomp is a floor-based system that allows users to interaction with digital environments through whole body interaction.
Make and Connect: Enabling People to Connect through their Things: The Internet of Things promises a future in which everyday things are all connected through the internet enabling them to share data and communicate with one another. The vision is technology-centric and things cannot be built by end-users. We are researching how the Internet of Things can be demoncratised: designed and built by everyone young and old, of different cultures and remote, with a domain focus on enabling social engagement and connectedness. People will be able to connect through familiar objects such as their tables and kettles, building interfaces themselves with intuitive building blocks. Outcomes will be new toolkits, new creative practices, a theoretical model and example networks of things connecting people in new ways.
Using Digital Games to Promote Learning and Support Cognitive, Social and Physical Skill Development in Children: Increasingly, children are spending their leisure time playing digital games. This project seeks to identify how game play can be a positive learning experience, so that parents and game designers can provide the best gaming experiences for children and avoid gaming pitfalls. We are using a new framework of cognitive, social and physical skill development to investigate the many and varied types of games available to children, across the range of situations in which they are played. Our aim is to develop comprehensive insight into the learning opportunities supported through digital game play. This project will produce wide-reaching guidelines and promote positive examples to ensure that the time children spend playing digital games has positive outcomes.
- Sweetser P, Johnson D, Ozdowska A, Wyeth P, (2012) Active versus passive screen time for young children, Australasian Journal of Early Childhood p94-98
- Brown R, Rasmussen R, Baldwin I, Wyeth P, (2012) Design and implementation of a virtual world training simulation of ICU first hour handover processes, Australian Critical Care p178-187
- Wyeth P, MacColl I, (2012) Noise detectives: design implications for mobile learning, International Journal of Arts and Technology p177-198
- Wyeth P, (2008) How young children learn to program with sensor, action, and logic blocks, Journal of the Learning Sciences p517-550
- Sweetser P, Wyeth P, (2005) GameFlow: a model for evaluating player enjoyment in games, Computers in Entertainment p1-24
- Wyeth P, Hall J, Johnson D, (2014) Designing a digital experience for young children with developmental disabilities, Entertainment Computing - ICEC 2014: 13th International Conference, ICEC 2014, Proceedings [Lecture Notes in Computer Science, Volume 8770] p139-146
- Mcewan M, Blackler A, Johnson D, Wyeth P, (2014) Natural mapping and intuitive interaction in videogames, Proceedings of the First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI Play 2014) p191-200
- Fitz-Walter Z, Tjondronegoro D, Wyeth P, (2012) A gamified mobile application for engaging new students at university orientation, Proceedings of the 24th Australian Computer-Human Interaction Conference (OzCHI 2012) p138-141
- Wyeth P, (2008) Understanding engagement with tangible user interfaces, Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat p331-334
- Wyeth P, (2006) Ethnography in the kindergarten: examining children's play experiences, Proceedings of the 2006 SIGCHI Conference on Human Factors in Computing Systems p1225-1228
- Make and Connect: Enabling People to Connect through their Things
- Primary fund type
- CAT 1 - Australian Competitive Grant
- Project ID
- Start year
- Human-Computer Interaction; Participatory Design; User-centred Design