Margot Brereton
Biographic Data
| ID | 229782 |
|---|---|
| NAME | Margot Brereton |
| GIVEN NAMES | Margot |
| FAMILY NAME | Brereton |
| SIGNATURE | BRERETON M |
| AFFILIATIONS | Queensland University of Technology |
| ORCID | 0000-0002-0982-3404 |
| VERIFIED | Yes |
| TOTAL WORKS | 7 |
| TOTAL CITATIONS | 1 |
| WORKS AS AUTHOR | 7 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2013 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Weaving Smartphones Into Mother–Infant Interaction
Intense public scrutiny of mothering practices continues to perpetuate unhelpful narratives of maternal smartphone use as ‘risky’ and ‘harmful’, positioning mothers to experience guilt and judgement around their smartphone use. Yet despite this, the ubiquity of digital device ownership means mothers are increasingly using smartphones around their infants (birth–12 months). This article presents a single case analysis of a video‐recorded interacti…
Reframing search and recommendation as opportunities for communication for people with intellectual disability
AI-driven commercial innovations and the digital disruptions they create, tend to accelerate faster than assistive technologies, and are rarely designed with inclusion and diversity in mind. We explore the joint value of research through design and co-design to give a voice to users with intellectual disability to set new directions for inclusive innovation. To do this, we present an account of, and a reflection on, the reframing that took place …
Design and evaluation of a social and embodied multiplayer reading game to engage primary school learners in Namibia
Namibia, a southern African country with an Ubuntu culture that emphasizes interrelations, generally displays a low reading culture. In this study, we explored a social approach to reading to engage Namibian primary learners. Inspired by promising reading approaches, such as shared group reading enhanced by embodied actions, we created Spin Da Bottle—a multiplayer reading‐action game to draw Namibian learners into reading while keeping them capti…
Exploring Technologies to Better Link Physical Evidence and Digital Information for Disaster Victim Identification
Disaster victim identification (DVI) entails a protracted process of evidence collection and data matching to reconcile physical remains with victim identity. Technology is critical to DVI by enabling the linkage of physical evidence to information. However, labelling physical remains and collecting data at the scene are dominated by low-technology paper-based practices. We ask, how can technology help us tag and track the victims of disaster? Ou…
Design participation lab
How would you describe your lab to visitors? At the Design Participation Lab, our projects have a humanitarian or environmental focus. We work with Indigenous communities, older people, children with autism, and people with intellectual disabilities, seeking to understand how they appropriate technologies and how we might co-design desirable technologies. We value pluralism, seeking to make technologies that reflect the rich diversity and idiosyn…
Collaborative Exploration and Sensemaking of Big Environmental Sound Data
Habituated objects
The boundaries between 'the digital' and our everyday physical world are dissolving as we develop more physical ways of interacting with computing. This forum presents some of the topics discussed in the colorful multidisciplinary field of tangible and embodied interaction. Eva Hornecker, Editor
Exploring Technologies to Better Link Physical Evidence and Digital Information for Disaster Victim Identification
Disaster victim identification (DVI) entails a protracted process of evidence collection and data matching to reconcile physical remains with victim identity. Technology is critical to DVI by enabling the linkage of physical evidence to information. However, labelling physical remains and collecting data at the scene are dominated by low-technology paper-based practices. We ask, how can technology help us tag and track the victims of disaster? Ou…
Habituated objects
The boundaries between 'the digital' and our everyday physical world are dissolving as we develop more physical ways of interacting with computing. This forum presents some of the topics discussed in the colorful multidisciplinary field of tangible and embodied interaction. Eva Hornecker, Editor
Collaborative Exploration and Sensemaking of Big Environmental Sound Data
Design participation lab
How would you describe your lab to visitors? At the Design Participation Lab, our projects have a humanitarian or environmental focus. We work with Indigenous communities, older people, children with autism, and people with intellectual disabilities, seeking to understand how they appropriate technologies and how we might co-design desirable technologies. We value pluralism, seeking to make technologies that reflect the rich diversity and idiosyn…
Design and evaluation of a social and embodied multiplayer reading game to engage primary school learners in Namibia
Namibia, a southern African country with an Ubuntu culture that emphasizes interrelations, generally displays a low reading culture. In this study, we explored a social approach to reading to engage Namibian primary learners. Inspired by promising reading approaches, such as shared group reading enhanced by embodied actions, we created Spin Da Bottle—a multiplayer reading‐action game to draw Namibian learners into reading while keeping them capti…
Exploring Technologies to Better Link Physical Evidence and Digital Information for Disaster Victim Identification
Disaster victim identification (DVI) entails a protracted process of evidence collection and data matching to reconcile physical remains with victim identity. Technology is critical to DVI by enabling the linkage of physical evidence to information. However, labelling physical remains and collecting data at the scene are dominated by low-technology paper-based practices. We ask, how can technology help us tag and track the victims of disaster? Ou…
Reframing search and recommendation as opportunities for communication for people with intellectual disability
AI-driven commercial innovations and the digital disruptions they create, tend to accelerate faster than assistive technologies, and are rarely designed with inclusion and diversity in mind. We explore the joint value of research through design and co-design to give a voice to users with intellectual disability to set new directions for inclusive innovation. To do this, we present an account of, and a reflection on, the reframing that took place …
Weaving Smartphones Into Mother–Infant Interaction
Intense public scrutiny of mothering practices continues to perpetuate unhelpful narratives of maternal smartphone use as ‘risky’ and ‘harmful’, positioning mothers to experience guilt and judgement around their smartphone use. Yet despite this, the ubiquity of digital device ownership means mothers are increasingly using smartphones around their infants (birth–12 months). This article presents a single case analysis of a video‐recorded interacti…
Computer Science (7 works) · Psychology (6 works) · Sociology (3 works) · Artificial Intelligence (2 works) · Child Development and Digital Technology (2 works) · Context (archaeology (2 works) · Data science (2 works) · Embodied cognition (2 works) · Geography (2 works) · Human–computer interaction (2 works)