Tudinh D.

Tudinh D.

London, England, United Kingdom
2K followers 500+ connections

About

I co-founded ON, a fast-growing technology partner working with forward-thinking…

Experience & Education

  • ON (madebyon.com)

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Publications

  • It's Good to Talk: A Comparison of Using Voice Versus Screen-Based Interactions for Agent-Assisted Tasks

    ACM Transactions on Computer-Human Interaction

    Voice assistants have become hugely popular in the home as domestic and entertainment devices. Recently, there has been a move towards developing them for work settings. For example, Alexa for Business and IBM Watson for Business were designed to improve productivity, by assisting with various tasks, such as scheduling meetings and taking minutes. However, this kind of assistance is largely limited to planning and managing user's work. How might they be developed to do more by way of empowering…

    Voice assistants have become hugely popular in the home as domestic and entertainment devices. Recently, there has been a move towards developing them for work settings. For example, Alexa for Business and IBM Watson for Business were designed to improve productivity, by assisting with various tasks, such as scheduling meetings and taking minutes. However, this kind of assistance is largely limited to planning and managing user's work. How might they be developed to do more by way of empowering people at work? Our research is concerned with achieving this by developing an agent with the role of a facilitator that assists users during an ongoing task. Specifically, we were interested in whether the modality in which the agent interacts with users makes a difference: How does a voice versus screen-based agent interaction affect user behavior? We hypothesized that voice would be more immediate and emotive, resulting in more fluid conversations and interactions. Here, we describe a user study that compared the benefits of using voice versus screen-based interactions when interacting with a system incorporating an agent, involving pairs of participants doing an exploratory data analysis task that required them to make sense of a series of data visualizations. The findings from the study show marked differences between the two conditions, with voice resulting in more turn-taking in discussions, questions asked, more interactions with the system and a tendency towards more immediate, faster-paced discussions following agent prompts. We discuss the possible reasons for why talking and being prompted by a voice assistant may be preferable and more effective at mediating human-human conversations and we translate some of the key insights of this research into design implications.

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  • The Role of Mobile and Virtual Reality Applications to Support Well-being: An Expert View and Systematic App Review

    InIFIP Conference on Human-Computer Interaction / Springer

    Interactive technologies for autonomous mental health management are on the rise due to limited therapy access and stigma. However, most commercial mental health apps are neither theory-based nor clinically tested, and psychological theories are not easily accessible to app designers. Thus, it remains unclear if current mobile and VR mental health apps meet therapists’ expectations. To address this gap, we conducted interviews (𝑁=11) to build an understanding about current therapeutic…

    Interactive technologies for autonomous mental health management are on the rise due to limited therapy access and stigma. However, most commercial mental health apps are neither theory-based nor clinically tested, and psychological theories are not easily accessible to app designers. Thus, it remains unclear if current mobile and VR mental health apps meet therapists’ expectations. To address this gap, we conducted interviews (𝑁=11) to build an understanding about current therapeutic practices with a focus on emotion regulation and their applicability to mobile apps. We then conducted a systematic app review of 60 mental-health-related mobile and VR apps applying the themes identified in our interviews as an understanding lens. We draw upon the identified discrepancies to pinpoint design implications for better embedding lived therapeutic practice into mental health apps. We contribute by providing a common grounding between therapists and developers on the features and properties of well-being mobile and VR apps.

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  • Augmenting soft toys for self-reporting well-being

    British Medical Journal: Archives of Disease in Childhood

    It can be difficult for children to express and reflect on how they are feeling to others. As such, we hypothesise that children can use technology to express and reflect on their well-being. Existing research suggests that tangible interfaces offer a potential of being able to help capture well-being in hospitals for children, such as capitalising on young children’s attraction to toys and play as a way for children to communicate and process their inner thoughts.

    An aim was to develop…

    It can be difficult for children to express and reflect on how they are feeling to others. As such, we hypothesise that children can use technology to express and reflect on their well-being. Existing research suggests that tangible interfaces offer a potential of being able to help capture well-being in hospitals for children, such as capitalising on young children’s attraction to toys and play as a way for children to communicate and process their inner thoughts.

    An aim was to develop a prototype to enable children to communicate and express how they are feeling with others. To ensure that prototypes were safe and appropriate, we involved The Young Persons’ Advisory Group and the Play team to provide vicarious insights about a child’s experiences as part of the design process. This process helped to identify user experience challenges such as when reflecting on the potential for negative experiences.

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Languages

  • English

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  • Japanese

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  • Vietnamese

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