Digital tools are ubiquitous in our homes, our workplaces, and across all aspects of everyday life. People engage with digital library collections, phone apps, social media platforms, and other digital tools in professional and workplace settings (e.g., hospitals, businesses, schools), in the arts and entertainment (e.g., gaming, music, galleries), and in their personal lives (e.g., social media, websites). Yet, many tools and platforms are not designed with users’ needs or broader social implications in mind. Many systems are not interoperable, or they restrict creativity and productivity.
Effective technology design requires co-creation of new technologies with potential users, as well as post-design testing for fit with users’ needs. These research projects will explore the contexts in which people engage with technology, to critically assess existing tools, to propose new technologies, and/or to conduct user-focused assessments and co-design processes. Possible topic areas may include (but are not limited to):
- Embodied practices (e.g., wearable technologies; virtual/augmented experience; digital intelligent assistants; navigation and space/place mapping technologies)
- Critical approaches to technology design and use (e.g., gender issues; marginalised groups)
- Online information behaviours (e.g., serendipity, creativity, social media use)
- Online privacy, safety, ethics, and security (e.g., technology-facilitated abuse; bias in social media and other information access, retrieval, and recommendation systems)
- User experience design (e.g., design of technologies for novel applications; user-focused testing; autonomous vehicles)