Using a mobile phone as a "Wii-like" controller for playing games on a large public display
International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006
One size does not fit all: applying the transtheoretical model to energy feedback technology design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Engaging new digital locals with interactive urban screens to collaboratively improve the city
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Two field trials on the efficiency of unsolicited Bluetooth proximity marketing
Proceedings of the 11th International Conference on Mobile and Ubiquitous Multimedia
Content sharing on public screens: experiences through iterating social and spatial contexts
Proceedings of the 24th Australian Computer-Human Interaction Conference
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Young adults represent the largest group of first time donors to the Australian Red Cross Blood Service, but they are also the least loyal group and often do not return after their first donation. At the same time, many young people use the internet and various forms of social media on a daily basis. Web and mobile based technological practices and communication patterns change the way that young people interact with one another, with their families, and communities. Combining these two points of departure, this study seeks to identify best practices of employing mobile apps and social media in order to enhance the loyalty rates of young blood donors. The findings reported in this paper are based on a qualitative approach presenting a nuanced understanding of the different factors that motivate young people to donate blood in the first place, as well as the obstacles or issues that prevent them from returning. The paper discusses work in progress with a view to inform the development of interactive prototypes trialling three categories of features: personal services (such as scheduling); social media (such as sharing the donation experience with friends to raise awareness); and data visualisations (such as local blood inventory levels). We discuss our translation of research findings into design implications.