Ting-Ray Chang Lindley

Greater Madison Area Contact Info
3K followers 500+ connections

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About

I believe knowledge driven design, we research to make design decisions & create…

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Experience & Education

  • UW-Madison Grainger Institute for Engineering

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Volunteer Experience

  • Coordinator Of Volunteers & Web master

    Branksome Community Fridge

    - 2 years

    Social Services

    During Covid lockdown in the UK, I've decided to devote my time to a new cause: bring surplus food from supermarkets to feed families in-need. I lead 20+ volunteers to collect surplus from 6 local supermarkets, and feed 30+ families in-need weekly.
    During my time as a volunteer, I've also self-taught the important practice of managing and fuelling social media such as Facebook and Twitter. I created 11k readership with 340% increase on engagement just in one week, plus 400% on audience…

    During Covid lockdown in the UK, I've decided to devote my time to a new cause: bring surplus food from supermarkets to feed families in-need. I lead 20+ volunteers to collect surplus from 6 local supermarkets, and feed 30+ families in-need weekly.
    During my time as a volunteer, I've also self-taught the important practice of managing and fuelling social media such as Facebook and Twitter. I created 11k readership with 340% increase on engagement just in one week, plus 400% on audience reach. I'm grateful to have this opportunity to practice what I learnt online about running a successful business/organisation Facebook page.
    Most of all, seeing families with children weekly and making sure they are fed during this crisis, is very fulfilling.

  • Founder

    Surplus4Dorset

    - Present 4 years 5 months

    Poverty Alleviation

    I started Surplus4Dorset, a volunteer-based charity group which focus on helping local young families in-need with surplus food, hygiene products, clothes and school supplies. With the support of national and local stores/brands/supermarkets, we help around 300 - 500 families twice weekly and hopefully expending our coverage with "Surplus on the wheel" in the near future.
    Find us on https://www.facebook.com/surplus4Dorset

  • Volunteer

    Sheng Yen Education Foundation

    - Present 25 years 5 months

    Education

    I work closely with the youth groups and help organising international conferences. I volunteered for youth summer camps 4-8 weeks per year since I was 18, and kept my involvement with the foundation when ever I can.

  • Dharma Drum Mountain Buddhist Graphic

    Volunteer

    Dharma Drum Mountain Buddhist

    - Present 24 years 1 month

    Health

    I volunteered during Zen-practice retreats in Taiwan and in New York (upstate)

Publications

  • Persuasive Design in Mobile Applications for Mental Well-Being: Multidisciplinary Expert Review.

    MobiHealth2012/Springer: Wireless Mobile Communication and Healthcare Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering Volume 61, 2013, pp 154-162

    Smartphones are a promising channel for health promotion interventions. Mobile applications can track behaviour and provide real-time guidance and support. Research on mobile interventions has mainly focused on physical health and disease management, whereas promotion of mental well-being has received less attention. This paper presents results of a multidisciplinary expert review of twelve currently available mobile applications for mental well-being. The aim of the study was to identify what…

    Smartphones are a promising channel for health promotion interventions. Mobile applications can track behaviour and provide real-time guidance and support. Research on mobile interventions has mainly focused on physical health and disease management, whereas promotion of mental well-being has received less attention. This paper presents results of a multidisciplinary expert review of twelve currently available mobile applications for mental well-being. The aim of the study was to identify what kinds of engaging and persuasive features are used in the applications and to assess how well the features were implemented. The expert reviews were carried out from user acceptance, mobile intervention design, and persuasive design points of view. Current applications were assessed moderately good from all three perspectives but improvement needs were identified in more versatile utilisation of mobile technology, leveraging social support, and providing a wider range of personalized intervention features.

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  • What influences users' decisions to take apps into use?: a framework for evaluating persuasive and engaging design in mobile Apps for well-being

    ACM/Proceeding MUM '12 Proceedings of the 11th International Conference on Mobile and Ubiquitous Multimedia

    Personal well-being is influenced by small daily decisions such as what or when to eat or whether to go jogging. The health consequences of these decisions accumulate over time. Mobile applications can be designed to support people in everyday decisions and thus help to improve well-being real-time. In this paper we propose a framework to study the influential factors for users to download and use applications from the wide selection currently available in App stores. The framework includes…

    Personal well-being is influenced by small daily decisions such as what or when to eat or whether to go jogging. The health consequences of these decisions accumulate over time. Mobile applications can be designed to support people in everyday decisions and thus help to improve well-being real-time. In this paper we propose a framework to study the influential factors for users to download and use applications from the wide selection currently available in App stores. The framework includes attractiveness, value, ease-of-use, trust, social support, diffusiveness, as well as fun and excitement. We illustrated how the framework works in practise by applying it to an online survey to assess 12 mobile Apps for well-being. The results showed that these influential factors did match the decisions on users' attitudes toward taking Apps into use. User feedback explained how people assessed the influential factors before actually using the applications.

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  • Three User-Driven Innovation Methods for Co-Creating Cloud Services

    Full paper, published at Interact 2011 conference proceedings

    Abstract: The role of users in design is changing from one of passive research subjects to one of active co-designers. Users are the best experts of their everyday life experiences, making them great potential sources of innovation. User-driven innovation requires methods by which user ideas can be captured and worked on further with designers. In this paper, we describe our experiences of three different methods to co-create cloud services. Our aim was to innovate with users how open access to…

    Abstract: The role of users in design is changing from one of passive research subjects to one of active co-designers. Users are the best experts of their everyday life experiences, making them great potential sources of innovation. User-driven innovation requires methods by which user ideas can be captured and worked on further with designers. In this paper, we describe our experiences of three different methods to co-create cloud services. Our aim was to innovate with users how open access to telecommunication data such as user location, user profile and usage logs could be utilised in cloud services. The user-driven innovation methods included focus group, crowdsourcing in an open web lab and face-to-face interaction in an open innovation showroom. We compare these three methods and identify the best usage possibilities for each. We propose guidance on selecting user-driven innovation methods based on the available resources and targeted results.

    Keywords: User-Driven Innovation, Co-creation, Cloud Services, HCI research methods, Focus Group, Crowdsourcing, Open Web Lab (Owela), Open Innovation Showroom (Ihme)

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  • Behand: Augmented Virtuality Gestural Interaction for Mobile Phones

    MOBILE HCI - International conference on Human computer interaction with mobile devices and services

    Behand is a new way of interaction that allows a mobile phone user to manipulate virtual three-dimensional objects inside the phone by gesturing with his hand. Behand provides a straightforward 3D interface, something current mobile phones do not offer, and extends the phone's input and display space. The 3D direct manipulation paradigm makes it intuitive for people of all cultural backgrounds. It is ergonomically appropriate and technically feasible. A user evaluation of the concept was…

    Behand is a new way of interaction that allows a mobile phone user to manipulate virtual three-dimensional objects inside the phone by gesturing with his hand. Behand provides a straightforward 3D interface, something current mobile phones do not offer, and extends the phone's input and display space. The 3D direct manipulation paradigm makes it intuitive for people of all cultural backgrounds. It is ergonomically appropriate and technically feasible. A user evaluation of the concept was carried out, showing that users find the concept "useful", "innovative" and "fun" and there are no acceptability issues.

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  • Violent Video Games: Changes in non-verbal behavior and short-term effects on valence and arousal

    Interaction 09 | South America, regional conference of Interaction Design Association (IxDA)

    Video gaming researchers have already studied the effects of violent video games on gamers’ behavior. The present study investigated gamers’ non-verbal behavior and short term effects during and shortly after playing violent video games. The research included three main phases: 1) preselecting violent versus non-violent video games; 2) setting-up an experiment with 20 male college students playing a pair of video games (one violent and one nonviolent game) on Nintendo Wii. After playing each…

    Video gaming researchers have already studied the effects of violent video games on gamers’ behavior. The present study investigated gamers’ non-verbal behavior and short term effects during and shortly after playing violent video games. The research included three main phases: 1) preselecting violent versus non-violent video games; 2) setting-up an experiment with 20 male college students playing a pair of video games (one violent and one nonviolent game) on Nintendo Wii. After playing each game, participants’ degree of violence and arousal were measured by using the International Affective Picture System (IAPS) and the results were compared; 3) asking another group of 17 students to distinguish each gamer’s film clips of playing violent versus non-violent video games. While IAPS results showed that gamers’ degree of violence and arousal did not change significantly after a short experience of playing violent video game, gamers’ non-verbal behavior (facial expression) was 78% correctly distinguished by observers. Limitations are reported and further work is proposed.

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  • DESIGN FOR WELLNESS: A COST EFFECTIVE PROTOTYPING TOOL FOR PARTICIPATORY DESIGN OF EXAM ROOMS IN HOSPITALS

    EDRA 40/2009: Ethical Design of Places. Kansas City, MO. pp. iii-vi. Note: Full proceedings available on www.lulu.com

    The goal is to build a full scale, quick,inexpensive, changeable, interactive room for designers and architects to interact with the physicians and other health-care professionals.
    Twelve students of design and architecture worked as a team, designed and built this prototype for testing, interacting and evaluating in three different locations, including the University of Kansas campus, the North KansasCity Hospital, and the Harvard University Design School. The practical elements including…

    The goal is to build a full scale, quick,inexpensive, changeable, interactive room for designers and architects to interact with the physicians and other health-care professionals.
    Twelve students of design and architecture worked as a team, designed and built this prototype for testing, interacting and evaluating in three different locations, including the University of Kansas campus, the North KansasCity Hospital, and the Harvard University Design School. The practical elements including costs,traveling, ease of build, flexibility, representation for communication and more were considered as design opportunities. It was also a lesson for the students to understand the real-world design experience when has to adapt all the professional language from few visits and background research. Base camp was used as a communication tool for the team, with the abilityof content large amount of information and fi les,as well as keep everyone on the same page ofeach process. Cardboards, Velcro, wood frames,and post-note were used as representation ofthe room and the facilities. Scenarios that were researched and defi ned which are commonlyhappen in exam rooms were role-played in the full scale prototype. Through the interactionand scenario playing, the designers and architects were able to understand more aboutthe space requirements for different proceduresas well as the human factor aspects of the workenvironment.
    Interviews were applied during and afterthe interaction in the full scale exam room prototype. Large amounts of image andfootage were documented for further evaluation.Material lists and building instruction were made into a manual for later implementation for otherhealth-care professionals.

    Other authors
    • Kent Spreckelmeyer
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  • EFFECTS OF DISPLAY DESIGN FEATURES ON VISITORS' BEHAVIOR IN A MUSEUM SETTING

    EDRA 40/2009: Ethical Design of Places. Kansas City, MO. pp. iii-vi. Note: Full proceedings available on www.lulu.com

    This study aims to define and measureaspects of possible interplay between designfeatures of display and visitors' behavior in a museum setting. It asks, 'What display features related to design decisions have an impact on visitors' behavior? The research was doneby observing single adult visitors in the 20/21gallery of the Spencer Museum of Art in the University of Kansas over two weeks of time.Research methods included: 1) mapping andmeasuring the physical setting of the display andart…

    This study aims to define and measureaspects of possible interplay between designfeatures of display and visitors' behavior in a museum setting. It asks, 'What display features related to design decisions have an impact on visitors' behavior? The research was doneby observing single adult visitors in the 20/21gallery of the Spencer Museum of Art in the University of Kansas over two weeks of time.Research methods included: 1) mapping andmeasuring the physical setting of the display andart pieces; 2) rating art pieces by the curator on three scales: canonical value, popularity, andexhibit goals for the Museum; and 3) tracking visitors' time-spent viewed-frequency at each art piece by observing and note-taking over two weeks of time. Correlation analysis was usedto discover the relationships amount designfeatures of display measured (eye-level, lighting,locations and clusters), ratings and visitors' behavior (the stops, viewed-frequency and time).Graphs were studied as visual representationsof the display in comparison with the patterns of behavior. Findings include: 1) how display designs refl ected the importance of the artpieces in the mind of the curator; and 2) patterns of visitors' behavior related to the display of art.

    Other authors
    • Mahbub Rashid
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Projects

Languages

  • English

    Full professional proficiency

  • Chinese

    Native or bilingual proficiency

  • Taiwanese

    Native or bilingual proficiency

Organizations

  • IDSA

    -

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