This page lists all my research outputs (whether published or unpublished): conference papers, journal articles, workshop papers, workshop proposals, and book chapters.
Guido Salimbeni, Steve Benford, Stuart Reeves, and Sarah Martindale.
Decoding AI in Contemporary Art: A Five-Trope Classification for
Understanding and Categorization.
Leonardo, 57(4):415--421, 08 2024.
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The article presents a historical overview of the classification of contemporary artworks that either have utilized artificial intelligence as a tool in their creation or focus on AI as their central theme or subject matter. The authors analyze artworks and descriptions, focusing on artists’ motivations and AI’s role in their practice, identifying five distinct tropes in AI art. The authors compare artworks with respect to key questions, creating a useful tool for art historians, curators, researchers, and artists. This historical classification provides a structured approach to understanding AI art’s creative significance and attributes as it has developed over time.
Hannah R. M. Pelikan, Stuart Reeves, and Marina N. Cantarutti.
Whose perspective are we studying in ethnographic HRI?
In Ethnography in HRI: Embodied, Embedded, Messy and Everyday;
Workshop at the 2024 ACM/IEEE International Conference on Human-Robot
Interaction (HRI '24.
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Hannah R. M. Pelikan, Stuart Reeves, and Marina N. Cantarutti.
Encountering autonomous robots on public streets.
In Proceedings of the 2024 ACM/IEEE International Conference on
Human-Robot Interaction, HRI '24, page 561–571, New York, NY, USA, 2024.
Association for Computing Machinery.
Winner of Best Paper Award.
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Robots deployed in public settings enter spaces that humans live and work in. Studies of HRI in public tend to prioritise direct and deliberate interactions. Yet this misses the most common form of response to robots, which ranges from subtle fleeting interactions to virtually ignoring them. Taking an ethnomethodological approach building on video recordings, we show how robots become embedded in urban spaces both from a perspective of the social assembly of the physical environment (the streetscape) and the socially organised nature of everyday street life. We show how such robots are effectively 'granted passage' through these spaces as a result of the practical work of the streets' human inhabitants. We detail the contingent nature of the streetscape, drawing attention to its various members and the accommodation work they are doing. We demonstrate the importance of studying robots during their whole deployment, and approaches that focus on members' interactional work.
Andriana Boudouraki, Joel E Fischer, Stuart Reeves, and Sean Rintel.
Your mileage may vary: Case study of a robotic telepresence pilot
roll-out for a hybrid knowledge work organisation.
In Extended Abstracts of the 2023 CHI Conference on Human
Factors in Computing Systems, CHI EA '23, New York, NY, USA, 2023.
Association for Computing Machinery.
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Organisations wishing to maintain employee satisfaction for hybrid collaboration need to explore flexible solutions that provide value for both remote and on-site employees. In this case study, we report on the roll-out of a telepresence robot pilot at Microsoft Research Cambridge UK to test whether robots would provide enjoyable planned and unplanned encounters between remote and on-site employees. We describe the work that was undertaken to prepare for the roll-out, including the Occupational Health and Safety assessment, systems for safety and security, and the information for employees on safe and effective use practices. The pilot ended after three months, and robot use has been discontinued after weighing the opportunities against low adoption and other challenges. We discuss the pros and cons within this organisational setting, and make suggestions for future work and roll-outs.
Dipanjan Saha, Phillip Brooker, Michael Mair, and Stuart Reeves.
Thinking like a machine: Alan Turing, computation and the
praxeological foundations of AI.
Science & Technology Studies, Jul. 2023.
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Christian Greiffenhagen, Xinzhi Xu, and Stuart Reeves.
The work to make facial recognition work.
Proc. ACM Hum.-Comput. Interact., CSCW1(CSCW1), April 2023.
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Facial recognition technology (FRT) has become a significant topic in CSCW owing to widespread adoption and related criticisms: the use of FRT is often considered an assault on privacy or a kind of neo-phrenology. This discussion has revolved around uses of FRT for identification, which are often non-voluntary, in particular for surveillance wherein people are (by and large) unwittingly recognized by FRT systems. At the same time, we have also seen a rise of forms of FRT for verification (e.g., passport control or Apple’s Face ID), which typically are overt and interactive. In this paper we study an interactive FRT system used for guest check-in at a hotel in China. We show how guests and bystanders engage in ‘self-disciplining work’ by controlling their facial (and bodily) comportment both to get recognized and at times to avoid recognition. From our analysis we discuss the role of preparatory and remedial work, as well as dehumanization, and the importance of CSCW paying closer attention to the significance of interactional compliance for people using and bystanding facial recognition technologies.
Andriana Boudouraki, Joel E. Fischer, Stuart Reeves, and Sean Rintel.
“Being in on the action” in mobile robotic telepresence:
Rethinking presence in hybrid participation.
In Proceedings of the 2023 ACM/IEEE International Conference on
Human-Robot Interaction, HRI '23, page 63–71, New York, NY, USA, 2023.
Association for Computing Machinery.
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Mobile Robotic Telepresence (MRP) systems afford remote communication with an embodied physicality and autonomous mobility, which is thought to be useful for creating a sense of presence in hybrid activities. In this paper, drawing on phenomenology, we interviewed seven long term users of MRP to understand the lived experience of participating in hybrid spaces through a telepresence robot. The users' accounts show how the capabilities of the robot impact interactions, and how telepresence differs from in-person presence. Whilst not feeling as if they were really there, users felt present when they were being able to participate in local action and be treated as present. They also report standing out and being subject to behaviour amounting to 'othering'. We argue that these experiences point to a need for future work on telepresence to focus on giving remote users the means to exercise autonomy in ways that enable them to participate --- to be 'in on the action' --- rather than in ways that simply simulate being in-person.
Teresa Castle-Green, Stuart Reeves, Joel Fischer, and Boriana Koleva.
Revisiting the digital plumber: Modifying the installation process of
an established commercial IoT alarm system.
Computer Supported Cooperative Work, 2023.
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The ‘digital plumber’ is a conceptualisation in ubicomp research that describes the work of installing and maintaining IoT devices. But an important and often understated element of commercial IoT solutions is their long-term socio-technical infrastructural nature, and therefore long-term installation and maintenance needs. This adds complexity to both the practice of digital plumbing and to the work of design that supports it. In this paper we study a commercial company producing and installing IoT alarm systems. We examine video recordings that capture how a digital plumbing representative and software development team members make changes to both the installation process and supporting technology. Our data enables us to critically reflect on concepts of infrastructuring, and uncover the ways in which the team methodically foreground hidden elements of the infrastructure to address a point of failure experienced during field trials of a new version of their product. The contributions from this paper are twofold. Firstly, our findings build on previous examples of infrastructuring in practice by demonstrating the use of notions of elemental states to support design reasoning through the continual foregrounding and assessment of tensions identified as key factors at the point of failure. Secondly, we build on current notions of digital plumbing work. We argue that additional responsibilities of ‘reporting failure’ and ‘facilitation of change’ are part of the professional digital plumbing role and that commercial teams should support these additional responsibilities through collaborative troubleshooting and design sessions alongside solid communication channels with related stakeholders within the product team.
Stuart Reeves and Martin Porcheron.
Conversational AI: Respecifying participation as regulation.
In William Housley, Adam Edwards, Roser Beneito-Montagut, and Richard
Fitzgerald, editors, The SAGE Handbook of Digital Society. SAGE,
December 2022.
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Gisela Reyes Cruz, Joel Fischer, and Stuart Reeves.
Supporting awareness of visual impairments and accessibility
reflections through video demos and design cards.
In Nordic Human-Computer Interaction Conference, NordiCHI '22,
New York, NY, USA, October 2022. Association for Computing Machinery.
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Disabled people’s experiences and knowledge are oftentimes not central in design processes. Further, the burden of outreach and sensitising others to these experiences and knowledge is frequently not recognised. This paper offers a workshop approach for including disabled people in the early stages of design and supporting accessibility awareness among non-disabled design practitioners. Our approach and associated tools—designed to help support this deeper participatory work—bring together users, researchers and design specialists with different visual abilities (blind, partially sighted and sighted). We describe how these groups were engaged with video demos and reflective design cards for prompting conversations about technology, accessibility, and visual impairments (VI). Eight online workshops were conducted with 17 participants (2-3 participants per session) and found varied types of interactions between them. Overall, the approach and tools enabled participants to learn about, share, and reflect on how technologies are used by visually impaired people (VIP).
Stuart Reeves, Christian Greiffenhagen, and Mark Perry.
Back to the control room: Managing artistic work.
Computer Supported Cooperative Work, 33:59–102, 2022.
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Control rooms have long been a key domain of investigation in HCI and CSCW as sites for understanding distributed work and fragmented settings, as well as the role and design of digital technologies in that work. Although research has tended to focus mainly on ‘command and control’ configurations, such as rail transport, ambulance dispatch, air traffic and CCTV rooms, centres of coordination shaped by artistic and performative concerns have much to contribute. Our study examines how a professional team of artists and volunteers stage manage and direct the performance of a mixed reality game from a central control room, with remote runners performing live video streaming from the streets nearby to online players. We focus on the work undertaken by team members to bring this about, exploring three key elements that enable it. First, we detail how team members oriented to the work as an artistic performance produced for an audience, how they produced compelling, varied content for online players, and how the quality of the work was ongoingly assessed. Second, we unpack the organisational hierarchy in the control room’s division of labour, and how this was designed to manage the challenges of restricted informational visibility there. Third, we explore the interactional accomplishment of the performance by looking at the role of radio announcements from the event’s director to orchestrate how the performance developed over time. Announcements were used to resolve trouble and provide instructions for avoiding future performative problems; but more centrally, to give artistic direction to runners in order to shape the performance itself. To close we discuss how this study of a performance impacts CSCW’s understandings of control room work, how the problem of ‘diffuse’ tasks like artistic work is co-ordinated, and how orientations towards quality as an artistic concern is manifest in / as control room practices. We also reflect on hierarchical and horizontal control room arrangements, and the role of video as both collaborative resource and product.
Stuart Reeves.
Navigating incommensurability between ethnomethodology, conversation
analysis, and artificial intelligence, June 2022.
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Shazmin Majid, Richard Morriss, Grazziela Figueredo, and Stuart Reeves.
Exploring self-tracking practices for those with lived experience of
bipolar disorder: Learning from combined principles of patient and public
involvement and HCI.
In Designing Interactive Systems Conference, DIS '22, page
1907–1920, New York, NY, USA, June 2022. Association for Computing
Machinery.
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Bipolar Disorder (BD) is a complex, cyclical and chronic mental illness where self-tracking is central to self-management. Mobile technology is often leveraged to support this. Limited research has investigated the everyday practices of self-tracking for BD, and it is unclear how the normative ontology that is seen in existing self-tracking technology discourses (e.g. the Quantified Self movement) is applicable to the domain of mental health. Combining principles of Patient and Public Involvement (PPI)—a staple research design principle in mental healthcare—with design and HCI-oriented research approaches, we conducted interviews and workshops with people with lived experience of BD to explore reasons and methods for self-tracking, and challenges and opportunities for technology. Our results describe recommendations for the design of self-tracking mental health technology. We also reflect upon the complex role of researchers working at the intersection of emerging mental health technologies, the principles of PPI, and HCI research.
Andriana Boudouraki, Stuart Reeves, Joel E Fischer, and Sean Rintel.
Mediated visits: Longitudinal domestic dwelling with mobile robotic
telepresence.
In CHI Conference on Human Factors in Computing Systems, CHI
'22, New York, NY, USA, 2022. Association for Computing Machinery.
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Mobile Robotic Telepresence (MRP) systems are remotely controlled, mobile videoconferencing devices that allow the remote user to move independently and have a physical presence in the environment. This paper presents a longitudinal study of MRP use in the home, where the first author used an MRP to connect with family, her partner, and friends over a six-month period. Taking an ethnomethodological approach, we present video recorded fragments to explore the phenomenon of ‘visiting’ where MRP users drop into the home for a period of time. We unpack the more ‘procedural’ elements—arriving and departing—alongside ways of ‘dwelling’ together during a visit, and the qualities of mobility, autonomous presence and spontaneity that emerge.
Krishika Haresh Khemani and Stuart Reeves.
Unpacking practitioners’ attitudes towards codifications of design
knowledge for voice user interfaces.
In CHI Conference on Human Factors in Computing Systems, CHI
'22, New York, NY, USA, 2022. Association for Computing Machinery.
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Recent HCI research has sought to develop guidelines—‘heuristics’, ‘best practices’, ‘principles’ and so on—for voice user interfaces (VUI) to aid both practitioners and researchers in improving the quality of VUI-based design. However, limited research is available on how such design knowledge is conceptualised and used by industry practitioners. We present a small interview-based study conducted with 9 experienced VUI industry practitioners. Their concerns range from terminological challenges associated with VUI design knowledge, the role of codifications of such knowledge like design guidelines alongside their practical design work, through to their views on the value of ‘harmonisation’ of VUI design knowledge. Given the complex—albeit preliminary—picture that emerges, we argue for HCI's deeper consideration of how design knowledge meshes with the contingencies of practice, so that VUI design knowledge—such as design guidelines developed in HCI—delivers the most potential value for industry practice.
Gisela Reyes-Cruz, Joel E. Fischer, and Stuart Reeves.
Demonstrating interaction: The case of assistive technology.
ACM Trans. Comput.-Hum. Interact., jan 2022.
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Technology ‘demos’ have become a staple in technology design practice, especially for showcasing prototypes or systems. However, demonstrations are also commonplace and multifaceted phenomena in everyday life, and thus have found their way into empirical research of technology use. In spite of their presence in HCI, their methodical character as a research tool has so far received little attention in our community. We analysed 102 video-recorded demonstrations performed by visually impaired people, captured in the context of a larger ethnographic study investigating their technology use. In doing so, we exhibit core features of demonstrational work and discuss the relevance of the meta-activities occurring around and within demonstrations. We reflect on their value as an approach to doing HCI research on assistive technologies, for enabling shared understanding and letting us identify opportunities for design. Lastly, we discuss their implications as a research instrument for accessibility and HCI research more broadly.
Shazmin Majid, Stuart Reeves, Grazziela Figueredo, Sue Brown, Alexandra Lang,
Matthew Moore, and Richard Morriss.
The extent of user involvement in the design of self-tracking
technology for bipolar disorder: Literature review.
JMIR Mental Health, 8:e27991, December 2021.
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BACKGROUND: The number of self-monitoring apps for bipolar disorder (BD) is
increasing. The involvement of users in human-computer interaction (HCI) research
has a long history and is becoming a core concern for designers working in this
space. The application of models of involvement, such as user-centered design, is
becoming standardized to optimize the reach, adoption, and sustained use of this
type of technology. OBJECTIVE: This paper aims to examine the current ways in which
users are involved in the design and evaluation of self-monitoring apps for BD by
investigating 3 specific questions: are users involved in the design and evaluation
of technology? If so, how does this happen? And what are the best practice
ingredients regarding the design of mental health technology? METHODS: We reviewed
the available literature on self-tracking technology for BD and make an overall
assessment of the level of user involvement in design. The findings were reviewed by
an expert panel, including an individual with lived experience of BD, to form best
practice ingredients for the design of mental health technology. This combines the
existing practices of patient and public involvement and HCI to evolve from the
generic guidelines of user-centered design and to those that are tailored toward
mental health technology. RESULTS: For the first question, it was found that out of
the 11 novel smartphone apps included in this review, 4 (36%) self-monitoring apps
were classified as having no mention of user involvement in design, 1 (9%)
self-monitoring app was classified as having low user involvement, 4 (36%)
self-monitoring apps were classified as having medium user involvement, and 2 (18%)
self-monitoring apps were classified as having high user involvement. For the second
question, it was found that despite the presence of extant approaches for the
involvement of the user in the process of design and evaluation, there is large
variability in whether the user is involved, how they are involved, and to what
extent there is a reported emphasis on the voice of the user, which is the ultimate
aim of such design approaches. For the third question, it is recommended that users
are involved in all stages of design with the ultimate goal of empowering and
creating empathy for the user. CONCLUSIONS: Users should be involved early in the
design process, and this should not just be limited to the design itself, but also
to associated research ensuring end-to-end involvement. Communities in health
care-based design and HCI design need to work together to increase awareness of the
different methods available and to encourage the use and mixing of the methods as
well as establish better mechanisms to reach the target user group. Future research
using systematic literature search methods should explore this further.
Eric Laurier, Ria Dunkley, Thomas A. Smith, and Stuart Reeves.
Crossing with care: bogs, streams and assistive mobilities as family
praxis in the countryside.
Gesprächsforschung: Online-Zeitschrift zur verbalen
Interaktion", 2021.
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In this paper, we use ethnomethodology, membership categorisation analysis, and conversation analysis (EMCA) to investigate traversing obstacles in outdoor environments as reflexively constitutive of producing, resisting and adjusting family relationships. We look at how relationship categories are a resource to be drawn upon in organising intercorporeal mobile actions. When faced with obstacles, group members offer, recruit, request or reject assistance, through altered bodily movements, in relation to obstacles. The assistance offered is constituted through, literally, lending a hand in finely coordinated and adjusted forms of contact and support. We locate the significance of assisting practices that are made relevant by these relationships (e.g. adult-child) and how such practices are intertwined with perceiving the local environment (e.g. rivers, the terrain underfoot). The data are video recordings of families walking through the countryside and assisting one another in crossing obstacles. Our findings on the organisation and accountability of traversing, through touch, gesture and talk, contribute to studies of family practices, mobility, and inter-corporeality.
Andriana Boudouraki, Joel E. Fischer, Stuart Reeves, and Sean Rintel.
“I can't get round”: Recruiting assistance in mobile robotic
telepresence.
Proc. ACM Hum.-Comput. Interact., 4(CSCW3), jan 2021.
Winner of a CSCW 2020 Honourable Mention Award.
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Via audiovisual communications and a controllable physical embodiment, Mobile Robotic telePresence (MRP) systems aim to support enhanced collaboration between remote and local members of a given setting. But MRP systems also put the remote user in positions where they frequently rely on the help of local partners. Getting or 'recruiting' such help can be done with various verbal and embodied actions ranging in explicitness. In this paper, we look at how such recruitment occurs in video data drawn from an experiment where pairs of participants (one local, one remote) performed a timed searching task. We find a prevalence of implicit recruitment methods and outline obstacles to effective recruitment that emerge due to communicative asymmetries that are built into MRP design. In a future where remote work becomes widespread, assistance through remote work technology like MRPs needs close examination at a fundamental interactional level, taking into account how communicative asymmetries are at play in everyday use of such technologies.
Martin Porcheron, Joel E. Fischer, and Stuart Reeves.
Pulling back the curtain on the Wizards of Oz.
Proc. ACM Hum.-Comput. Interact., 4(CSCW3), Dec 2020.
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The Wizard of Oz method is an increasingly common practice in HCI and CSCW studies as part of iterative design processes for interactive systems. Instead of designing a fully-fledged system, the `technical work' of key system components is completed by human operators yet presented to study participants as if computed by a machine. Yet, little is known about how Wizard of Oz studies are interactionally and collaboratively achieved in situ by researchers and participants. By adopting ethnomethodological perspective, we analyse our use of the method in studies with a voice-controlled vacuum robot and two researchers present. We present data that reveals the work of how such studies are organised and presented to participants and unpack the coordinated orchestration work that unfolds `behind the scenes' to complete the study. We examine how the researchers attend to participant requests and technical breakdowns, and discuss the performative, collaborative, and methodological nature of their work. We conclude by offering insights from our application of the approach to others in the HCI and CSCW communities for applying the method.
Raphael Velt, Steve Benford, and Stuart Reeves.
Translations and boundaries in the gap between HCI theory and
design practice.
ACM Trans. Comput.-Hum. Interact., 27(4), September 2020.
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The gap between research and design practice has long been a concern for the HCI community. In this article, we explore how different translations of HCI knowledge might bridge this gap. A literature review characterizes the gap as having two key dimensions—one between general theory and particular artefacts and a second between academic HCI research and professional UX design practice. We report on a 5-year engagement between HCI researchers and a major media company to explore how a particular piece of HCI research, the trajectories conceptual framework, might be translated for and with UX practitioners. We present various translations of this framework and fit them into the gap we previously identified. This leads us to refine the idea of translations, suggesting that they may be led by researchers, by practitioners or co-produced by both as boundary objects. We consider the benefits of each approach.
Teresa Castle-Green, Stuart Reeves, Joel E. Fischer, and Boriana Koleva.
Decision trees as sociotechnical objects in chatbot design.
In Proceedings of the 2nd Conference on Conversational User
Interfaces, CUI '20, New York, NY, USA, 2020. Association for Computing
Machinery.
Winner of a CUI 2020 Honourable Mention.
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Designers of dialogue-driven systems and `conversational' agents like chatbots face huge complexities, both in the rich meanings of language and its sophisticated sequential organisation. To this end designers are starting to work out what it means to treat `conversation' as a design material. But the elephant in the room is that for the most part, the key way of managing the complexities of chatbot design is the decision tree, or some variant of this. Yet decision trees have received little scrutiny as sociotechnical objects which both provide purchase for---but also simultaneously significantly restrict---design practice. CUI research needs to ramp up its concern for various assumptions built into chatbot design processes, and the various stakeholders which may be at play
Yumei Gan, Christian Greiffenhagen, and Stuart Reeves.
Connecting distributed families: Camera work for three-party mobile
video calls.
In Proceedings of the 2020 CHI Conference on Human Factors in
Computing Systems, CHI ’20, page 1–12, New York, NY, USA, 2020.
Association for Computing Machinery.
Winner of Best Paper Award.
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Mobile video calling technologies have become a critical link to connect distributed families. However, these technologies have been principally designed for video calling between two parties, whereas family video calls involve young children often comprise three parties, namely a co-present adult (a parent or grandparent) helping with the interaction between the child and another remote adult. We examine how manipulation of phone cameras and management of co-present children is used to stage parent-child interactions. We present results from a video-ethnographic study based on 40 video recordings of video calls between 'left-behind' children and their migrant parents in China. Our analysis reveals a key practice of 'facilitation work', performed by grandparents, as a crucial feature of three-party calls. Facilitation work offers a new concept for HCI's broader conceptualisation of mobile video calling, suggesting revisions that design might take into consideration for triadic interactions in general.
Gisela Reyes-Cruz, Joel E. Fischer, and Stuart Reeves.
Reframing disability as competency: Unpacking everyday technology
practices of people with visual impairments.
In Proceedings of the 2020 CHI Conference on Human Factors in
Computing Systems, CHI ’20, page 1–13, New York, NY, USA, 2020.
Association for Computing Machinery.
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More than a billion people in the world live with some form of visual impairment, and a wide variety of technologies are now routinely used by them in the course of 'getting on' in everyday life. However, little is known about the ways in which assistive and non-assistive technologies are brought to bear on material practices. We present findings from a four-month ethnographic study facilitated by a local branch of a UK charity that supports people with visual impairments. Our study explores mainstream and assistive technology use within their everyday lives. We identify three main sites for technology use: social relations and communication practices, textual reading practices, and mobility practices. Via an ethnographic approach we contribute to understanding how people accomplish such practices, and in doing so, uncover the practical competencies that enable people with visual impairments to conduct their everyday activities. Thus we investigate how disability can be thought of in terms of competencies, arguing that understanding of competencies can enrich the design of technologies that fit the needs of people with visual impairments.
Thomas A. Smith, Eric Laurier, Stuart Reeves, and Ria Dunkley.
“Off the beaten track”: Navigating with digital maps on moorland.
Transactions of the Institute of British Geographers, 45:1--18,
March 2020.
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Resources made available through the digital map app change,
but do not replace, the skills of “ordinary wayfinding.” Looking at the challenges of wayfinding with new mobile devices helps inform the development of digital mapping tools for navigating through difficult terrain. With this background in mind, in this paper we consider how the contemporary navigational resources of mobile devices with GPS, and the resources of countryside landscape features, are brought together in visiting a tourist site. We analyse video data from groups walking across unfamiliar moorland terrain, following a guide and map app which takes them on a tour of a remote Roman marching camp in the Brecon Beacons National Park, Wales. Following an ethnomethodological and conversation analytic approach, we examine three instances of navigational work for paired walkers as they traverse the moorland. The three fragments are of: an orientational struggle to establish where to go next; a routine check to select a path; and the discovery of a feature mentioned in the guide. Across the three episodes we explicate how our walkers make sense of the guide and map in relation to investigating the moorland surface. We examine how their ambulatory and undulatory practices on the moorland are tied to their wayfinding practices. While we analyse wayfinding talk, we also attend to the mobile practices of stopping and pausing as part of practical navigational reasoning.
Teresa Castle-Green, Stuart Reeves, Joel E. Fischer, and Boriana Koleva.
Designing with data: A case study.
In Presented at the CHI'19 Workshop: New Directions for the IoT:
Automate, Share, Build, and Care, 2019, May 2019.
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As the Internet of Things continues to take hold in the commercial world, the teams designing these
new technologies are constantly evolving and turning their hand to uncharted territory. This is
especially key within the field of secondary service design as businesses attempt to utilize and find
value in the sensor data being produced by connected products. This paper discusses the ways in
which a commercial design team use smart thermostat data to prototype an advice-giving chatbot.
The team collaborate to produce a chat sequence through careful ordering of
data & reasoning about
customer reactions. The paper contributes important insights into design methods being used in
practice within the under researched areas of chatbot prototyping and secondary service design.
Gisela Reyes-Cruz, Joel Fischer, and Stuart Reeves.
An ethnographic study of visual impairments for voice user interface
design.
In Presented at the CHI'19 Workshop: Addressing the Challenges
of Situationally-Induced Impairments and Disabilities in Mobile Interaction,
2019, May 2019.
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Design for Voice User Interfaces (VUIs) has become more relevant in recent years due to the enormous advances of speech technologies and their growing presence in our everyday lives. Although modern VUIs still present interaction issues, reports indicate they are being adopted by people with different disabilities and having a positive impact. For the first author's PhD research project, an ethnographic study is currently being carried out in a local charity that provides support and services to people with visual impairments. The purpose is to understand people's competencies and practices, and how these are, or could be, related to voice technologies (assistive technology and mainstream VUIs). Through direct observation and contextual interviews, we aim to investigate the problems and solutions they encounter and the ways they cope with particular situations.
Joel E Fischer, Sarah Martindale, Martin Porcheron, Stuart Reeves, and Jocelyn
Spence, editors.
HTTF 2019: Proceedings of the Halfway to the Future Symposium
2019, New York, NY, USA, 2019. ACM.
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Joel E. Fischer, Stuart Reeves, Martin Porcheron, and Rein Sikveland.
Progressivity for voice interface design.
In Proceedings of the 1st International Conference on
Conversational User Interfaces, CUI '19, pages 26:1--26:8, New York, NY,
USA, August 2019. ACM.
Winner of Best Paper Award.
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Drawing from Conversation Analysis (CA), we examine how the orientation towards progressivity in talk-keeping things moving-might help us better understand and design for voice interactions. We introduce progressivity by surveying its explication in CA, and then look at how a strong preference for progressivity in conversation works out practically in sequences of voice interaction recorded in people's homes. Following Stivers and Robinson's work on progressivity, we find our data shows: how non-answer responses impede progress; how accounts offered for non-answer responses can lead to recovery; how participants work to receive answers; and how, ultimately, moving the interaction forwards does not necessarily involve a fitted answer, but other kinds of responses as well. We discuss the wider potential of applying progressivity to evaluate and understand voice interactions, and consider what designers of voice experiences might do to design for progressivity. Our contribution is a demonstration of the progressivity principle and its interactional features, which also points towards the need for specific kinds of future developments in speech technology.
Claudia Flores-Saviaga, Jessica Hammer, Juan Pablo Flores, Joseph Seering,
Stuart Reeves, and Saiph Savage.
Audience and streamer participation at scale on twitch.
In Proceedings of the 30th ACM Conference on Hypertext and
Social Media, HT '19, pages 277--278, New York, NY, USA, 2019. ACM.
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Stuart Reeves.
Conversation considered harmful?
In Proceedings of the 1st International Conference on
Conversational User Interfaces, CUI '19, pages 10:1--10:3, New York, NY,
USA, August 2019. ACM.
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As a concept, `conversation' is rife with troublemaking potential. It is not
that we should necessarily abandon use of `conversation' in
conversational user interface (CUI) research, but rather treat it with a
significant measure of care due to the varied conceptual problems it
introduces---problems sketched in this paper. I suggest an alternative,
possibly safer articulation and conceptual shift: conversation-sensitive
design.
Stuart Reeves and Jordan Beck.
Talking about interaction*.
International Journal of Human-Computer Studies, 131:144--151,
2019.
50 years of the International Journal of Human-Computer Studies.
Reflections on the past, present and future of human-centred technologies.
[ bib |
DOI |
arXiv |
http |
.pdf ]
Recent research has exposed disagreements over the nature and usefulness of what may (or may not) be Human–Computer Interaction's fundamental phenomenon: `interaction'. For some, HCI's theorising about interaction has been deficient, impacting its capacity to inform decisions in design, suggesting the need either to perform first-principles definition work or broader administrative clarification and formalisation of the multitude of formulations of the concepts of interaction and their particular uses. For others, there remain open questions over the continued relevance of certain `versions' of interaction as a useful concept in HCI at all. We pursue a different perspective in this paper, reviewing how HCI treats interaction through examining its `conceptual pragmatics' within HCI's discourse. We argue that articulations of the concepts of interaction can be a site of productive conflict for HCI that for many reasons may resist attempts of formalisation as well as attempts to dispense with them. The main contribution of this paper is in specifying how we might go about talking of interaction and the value of interaction language as promiscuous concepts.
Stuart Reeves.
How UX practitioners produce findings in usability testing.
ACM Trans. Comput.-Hum. Interact., 26(1):3:1--3:38, January
2019.
[ bib |
DOI |
http |
.pdf ]
Usability testing has long been a core interest of HCI research and forms a key element of industry practice. Yet our knowledge of it harbours striking absences. There are few, if any detailed accounts of the contingent, material ways in which usability testing is actually practiced. Further, it is rare that industry practitioners' testing work is treated as indigenous and particular (instead subordinated as a `compromised' version). To service these problems, this paper presents an ethnomethodological study of usability testing practices in a design consultancy. It unpacks how findings are produced in and as the work of observers analysing the test as it unfolds between moderators taking participants through relevant tasks. The study nuances conventional views of usability findings as straightforwardly `there to be found' or `read off' by competent evaluators. It explores how evaluators / observers collaboratively work to locate relevant troubles in the test's unfolding. However, in the course of doing this work, potential candidate troubles may also routinely be dissipated and effectively `ignored' in one way or another. The implications of the study suggest refinements to current understandings of usability evaluations, and affirm the value to HCI in studying industry practitioners more deeply.
Stuart Reeves, Martin Porcheron, and Joel Fischer.
'This is not what we wanted': Designing for conversation with voice
interfaces.
Interactions, 26(1):46--51, December 2018.
[ bib |
DOI |
http |
.pdf ]
Stuart Reeves, Sara Ljungblad, Elizabeth Buie, Torkil Clemmensen, Susan Dray,
Rowanne Fleck, Colin M. Gray, Keith Instone, Carine Lallemand, Gitte
Lindgaard, Andrea Resmini, Marty Siegel, Simone Stumpf, Raphael Velt, and
Selena Whitehead.
Proceedings of the Nottingham Symposium on Connecting HCI and UX.
Technical report, University of Nottingham, 2018.
[ bib |
DOI |
.pdf ]
Stuart Reeves and Martin Porcheron.
Talking with Alexa.
The Psychologist, 31:37--39, December 2018.
[ bib |
.pdf ]
Joel E. Fischer, Stuart Reeves, Barry Brown, and Andrés Lucero.
Beyond `same time, same place': Introduction to the special issue on
collocated interaction.
Human Computer Interaction, 33:305--310, 2018.
[ bib |
DOI |
.pdf ]
Stuart Reeves, Martin Porcheron, Joel E. Fischer, Heloisa Candello, Donald
McMillan, Moira McGregor, Robert J. Moore, Rein Sikveland, Alex S. Taylor,
Julia Velkovska, and Moustafa Zouinar.
Voice-based conversational UX studies and design.
In Extended Abstracts of the 2018 CHI Conference on Human
Factors in Computing Systems, CHI EA '18, pages W38:1--W38:8, New York, NY,
USA, 2018. ACM.
[ bib |
DOI |
http |
.pdf ]
Voice User Interfaces are becoming ubiquitously available, providing unprecedented opportunities to advance our understanding of voice interaction in a burgeoning array of practices and settings. We invite participants to contribute work-in-progress in voice interaction, and to come together to reflect on related methodological matters, social uses, and design issues. This one-day workshop will be geared specifically to present and discuss methodologies for, and data emerging from, ongoing empirical studies of voice interfaces in use and connected emerging design insights. We seek to draw on participants' (alongside organisers') contributions to explore ways of operationalising findings from such studies for the purposes of design. As part of this, will try to identify what can be done to improve user experience and consider creative approaches to how we might ameliorate challenges that are faced in the design of voice UIs.
David S. Kirk, Abigail C. Durrant, Jim Kosem, and Stuart Reeves.
Spomenik: Resurrecting voices in the woods.
Design Issues, 34(1):67--83, 2018.
[ bib |
DOI |
.pdf ]
Spomenik (`monument') is a digital memorial architecture that transposes in time otherwise hidden cultural memories of atrocity. Spomenik was designed as a simple digital audio guide, embedded in a remote rural location (Kočevski Rog, Slovenia), and working without the infrastructure normally present at national memorial sites. By resurrecting voices and cultural narratives of the deceased, positing them back in to the landscape through digital means, Spomenik opens a dialogue about the events of the past, in relation to networks of the living, exploring the role of voice and agency, as serviced through design in the act of memorialization. We contribute a detailed case study of a design-led inquiry about digital memorialization and digital preservation of cultural heritage, and a reflective account about the nature of legacy and the extent to which it is (and perhaps should be) necessarily bound to networks of collective memory, mediated through designed cultural tools.
Martin Porcheron, Joel E. Fischer, Stuart Reeves, and Sarah Sharples.
Voice Interfaces in Everyday Life.
In Proceedings of the 2018 ACM Conference on Human Factors in
Computing Systems, CHI '18, ACM, New York, NY, USA, 2018. ACM.
Winner of a CHI 2018 Best Paper Award.
[ bib |
DOI |
.pdf |
.pdf ]
Voice User Interfaces (VUIs) are becoming ubiquitously available, being embedded both into everyday mobility via smartphones, and into the life of the home via ‘assistant' devices. Yet, exactly how users of such devices practically thread that use into their everyday social interactions remains underexplored. By collecting and studying audio data from month-long deployments of the Amazon Echo in participants' homes—informed by ethnomethodology and conversation analysis—our study documents the methodical practices of VUI users, and how that use is accomplished in the complex social life of the home. Data we present shows how the device is made accountable to and embedded into conversational settings like family dinners where various simultaneous activities are being achieved. We discuss how the VUI is finely coordinated with the sequential organisation of talk. Finally, we locate implications for the accountability of VUI interaction, request and response design, and raise conceptual challenges to the notion of designing ‘conversational' interfaces.
Stuart Reeves.
Usability in vivo.
Human-Computer Interaction, 33:190--194, June 2017.
Commentary on The Usability Construct: A Dead End?
[ bib |
DOI |
.pdf ]
Stuart Reeves.
Working with 'what counts': Realism in usability testing.
In The International Institute for Ethnomethodology and
Conversation Analysis, July 2017.
Peer-reviewed abstract.
[ bib ]
Stuart Reeves.
Some conversational challenges of talking with machines.
In Talking with Conversational Agents in Collaborative Action,
Workshop at the 20th ACM conference on Computer-Supported Cooperative Work
and Social Computing (CSCW '17), February 2017.
[ bib |
.pdf ]
A surge of interest in the capabilities of so-called
'conversational' technologies—both from research and
industrial contexts—furnishes CSCW and HCI with
opportunities to enrich and leverage its historic
connection to conversation analysis (and relatedly,
ethnomethodology) in novel ways. This paper explores
a number of preliminary interactional troubles one
might encounter when 'talking to' conversational
agents, and in doing so sketches out possible routes
forward in the empirical study of agents as
collaborative technologies, as well as touching on
further conceptual challenges that face research in this
area.
Abigail C. Durrant, David S. Kirk, Jayne Wallace, Simon Bowen, Stuart Reeves,
and Sara Ljungblad.
Problems in practice: Understanding design research by critiquing
cases.
In Proceedings of the 2017 CHI Conference Extended Abstracts on
Human Factors in Computing Systems, CHI EA '17, pages 636--643, New York,
NY, USA, 2017. ACM.
[ bib |
DOI |
http |
.pdf ]
Responding to challenges to better understand design research practice, its contributions to knowledge production and its value to HCI, our one-day workshop critically reflects on case examples of design research practice in interdisciplinary HCI projects. We invite position papers that offer personal perspectives on "critical incidents" in such projects, specifically focusing on problems, miscommunications, tensions and failures. We establish a supportive, discursive forum for constructive critical reflection, to deepen understanding about the nature and value of design practice as a form of research inquiry within HCI. The workshop also aims to develop conceptual resources for supporting design practice in interdisciplinary research.
Raphael Velt, Steve Benford, and Stuart Reeves.
A survey of the trajectories conceptual framework: Investigating
theory use in HCI.
In Proceedings of the SIGCHI Conference on Human Factors in
Computing Systems, pages 2091--2105, New York, NY, USA, May 2017. ACM.
[ bib |
DOI |
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.pdf ]
We present a case study of how Human-Computer Interaction (HCI) theory is reused within the field. We analyze the HCI literature in order to reveal the impact of one particular theory, the trajectories framework that has been cited as an example of both contemporary HCI theory and a strong concept that sits between theory and design practice. Our analysis of 60 papers that seriously engaged with trajectories reveals the purposes that the framework served and which parts of it they used. We compare our findings to the originally stated goals of trajectories and to subsequent claims of its status as both theory and strong concept. The results shed new light on what we mean by theory in HCI, including its relationship to practice and to other disciplines.
Burak Tekin and Stuart Reeves.
Ways of spectating: Unravelling spectator participation in Kinect
play.
In Proceedings of the SIGCHI Conference on Human Factors in
Computing Systems, pages 1558--1570, New York, NY, USA, May 2017. ACM.
Note that PDF contains animated figures.
[ bib |
DOI |
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.pdf ]
We explore spectating on video game play as an interactional and
participatory activity. Drawing on a corpus of video recordings
capturing 'naturally occurring' Kinect gaming within home settings, we
detail how the analytic 'work' of spectating is interactionally
accomplished as a matter of collaborative action with players and
engagement in the game. We examine: spectators supporting players with
continuous 'scaffolding'; spectators critiquing player technique during
and between moments of play; spectators recognising and complimenting
competent player conduct; and spectators reflecting on prior play to
build instructions for the player. From this we draw out a number of
points that shift the conversation in HCI about 'the spectator' towards
understanding and designing for spectating as an interactional activity;
that is, sequentially ordered and temporally coordinated. We also
discuss bodily conduct and the particular ways of 'seeing' involved in
spectating, and conclude with remarks on conceptual and design
implications for HCI.
Stuart Reeves, Christian Greiffenhagen, and Eric Laurier.
Video gaming as practical accomplishment: Ethnomethodology,
conversation analysis, and play.
Topics in Cognitive Science, 9(2):308--342, 2017.
[ bib |
DOI |
http |
.pdf ]
Accounts of video game play developed from an
ethnomethodological and conversation analytic perspective remain relatively
scarce. This paper collects together a scattered but emerging body of
research which does just this—drawing upon the orientations of
ethnomethodology and conversation analysis (EMCA) in order to explicate
video gaming practices: or put differently, the material, practical 'work
practices' of video game players. In picking out the shape of this emerging
body work, the paper offers an example-driven explication of an EMCA
perspective on video game play phenomena as sites of social order. Data
fragments from a series of exemplars from this literature are drawn upon
throughout in order to do this. Our material is arranged as a 'tactical
zoom'. We start very much 'outside' the game, beginning with a wide view of
how massive-multiplayer online games are played within dedicated gaming
spaces; here we find multiple players, machines and many different sorts of
activities going on (besides playing the game). Still remaining somewhat
distanced from the play of the game itself, we then take a closer look at
the players themselves by examining a notionally simpler setting involving a
pairs taking part in a football game at a games console. As we draw closer
to the technical details of play, we narrow our focus further still to
examine a player and spectator situated 'at the screen' but jointly
analysing play as the player competes in an online first-person shooter.
Finally we go 'inside' the game entirely and look at the conduct of avatars
on-screen via screen recordings of a massively-multiplayer online game.
Having worked through examples, we provide an elaboration of a selection of
core topics of ethnomethodology and conversation analysis that are used to
situate some of the unstated orientations in the presentation of data
fragments; in this way recurrent issues raised in the fragments are shown as
coherent, interconnected phenomena. In closing, we suggest caution regarding
the way game play phenomena have been analysed in the paper, while remarking
on challenges present for the development of further EMCA oriented research
on video game play.
Stuart Reeves and Christian Greiffenhagen.
Distributed and remote correction: Locating and correcting trouble in
a mixed reality game.
In CA Day, Loughborough University, December 2016.
Peer-reviewed abstract.
[ bib ]
Stuart Reeves and Barry Brown.
On the relevance of conversation analysis for understanding social
media use.
In 4th International, Interdisciplinary Symposium: Microanalysis
Of Online Data (MOOD-S), September 2016.
Peer-reviewed abstract.
[ bib ]
Stuart Reeves, Murray Goulden, and Robert Dingwall.
The future as a design problem.
Design Issues, 32(3), Summer 2016.
[ bib |
DOI |
.pdf ]
An often unacknowledged yet foundational problem for design is
how 'futures' are recruited for design practice. This problem saturates
considerations of what could or should be designed. We distinguish two
intertwined approaches to this: 'pragmatic projection', which tries to tie
the future to the past, and 'grand vision', which ties the present to the
future. We examine ubiquitous computing as a case study of how pragmatic
projection and grand vision are practically expressed to direct and
structure design decisions. We assess their implications and conclude by
arguing that the social legitimacy of design futures should be increasingly
integral to their construction.
Susanne Bødker, Kasper Hornbæk, Antti Oulasvirta, and Stuart Reeves.
Nine questions for HCI researchers in the making.
interactions, 23(4):58--61, June 2016.
[ bib |
DOI |
http |
.pdf ]
Stuart Reeves and Barry Brown.
Embeddedness and sequentiality in social media.
In Proceedings of the 19th ACM Conference on Computer-Supported
Cooperative Work & Social Computing, CSCW '16, pages 1052--1064, New York,
NY, USA, February 2016. ACM.
[ bib |
DOI |
http |
.pdf ]
Over the last decade, there has been an explosion of work around
social media within CSCW. A range of perspectives have been applied to the use
of social media, which we characterise as aggregate, actor-focussed or a
combination. We outline the opportunities for a perspective informed by
ethnomethodology and conversation analysis (EMCA)---an orientation that has been influential within CSCW, yet has only rarely been applied to social media use. EMCA approaches can complement existing perspectives through articulating how social media is embedded in the everyday lives of its users and how sequentiality of social media use organises this embeddedness. We draw on a corpus of screen and ambient audio recordings of mobile device use to show how EMCA research is generative for understanding social media through concepts such as adjacency pairs, sequential context, turn allocation / speaker selection, and repair.
Stuart Reeves, Christian Greiffenhagen, and Mark Perry.
Performing camerawork in public settings.
In The International Institute for Ethnomethodology and
Conversation Analysis, August 2015.
Peer-reviewed abstract.
[ bib ]
Stuart Reeves.
Human-computer interaction as science.
In Proceedings of The Fifth Decennial Aarhus Conference on
Critical Alternatives, AA '15, pages 73--84. Aarhus University Press, August
2015.
[ bib |
DOI |
http |
.pdf ]
Human-computer interaction (HCI) has had a long and
troublesome relationship to the role of 'science'. HCI’s status as an
academic object in terms of coherence and adequacy is often in
question---leading to desires for establishing a true scientific discipline.
In this paper I explore formative cognitive science influences on HCI,
through the impact of early work on the design of input devices. The paper
discusses a core idea that I argue has animated much HCI research since: the
notion of scientific design spaces. In evaluating this concept, I
disassemble the broader 'picture of science' in HCI and its role in
constructing a disciplinary order for the increasingly diverse and
overlapping research communities that contribute in some way to what we call
'HCI'. In concluding I explore notions of rigour and debates around how we
might reassess HCI’s disciplinarity.
Kristina Höök, Jeffrey Bardzell, Simon Bowen, Peter Dalsgaard, Stuart
Reeves, and Annika Waern.
Framing IxD knowledge.
interactions, 22(6):32--36, October 2015.
[ bib |
DOI |
http |
.pdf ]
Stuart Reeves.
Locating the 'big hole' in HCI research.
interactions, 22(4):53--56, June 2015.
[ bib |
DOI |
http |
.pdf ]
Raphaël Velt, Steve Benford, Stuart Reeves, Michael Evans, Maxine Glancy,
and Phil Stenton.
Towards an extended festival viewing experience.
In Proceedings of the ACM International Conference on
Interactive Experiences for TV and Online Video, TVX '15, pages 53--62, New
York, NY, USA, 2015. ACM.
[ bib |
DOI |
.pdf ]
Media coverage of large-scale live events is becoming
increasingly complex, with technologies enabling the delivery of a broader
range of content as well as complex viewing patterns across devices and
services. This paper presents a study aimed at understanding the experience
of people who have followed the broadcast coverage of a music festival. Our
findings show that the experience takes a diversity of forms and bears a
complex relationship with the actual experience of being at the festival. We
conclude this analysis by proposing that novel services for coverage of this
type of events should connect and interleave the diverse threads of
experiences around large-scale live events and consider involving more
diverse elements of the experience of ”being there”.
Joel Fischer and Stuart Reeves.
Designing for collocated interaction: Absence of practice vs.
presence of practice.
In CSCW 2015 Workshop: Supporting 'Local Remote' Collaboration,
the 18th ACM conference on Computer-Supported Cooperative Work and Social
Computing, 2015.
[ bib |
.pdf ]
Our research---on collocated settings and the interactive
technologies that support or enable them---has tended
to focus on two themes. 1. We examine and design for
collocated situations characterized by existing,
established practices with and around technology. 2.
We explore how novel interactive technologies can be
designed for particular collocated situations in which
there is an absence of certain practices with interactive
technologies.
Kasper Hornbæk, Antti Oulasvirta, Stuart Reeves, and Susanne Bødker.
What to study in HCI?
In Proceedings of the 33rd Annual ACM Conference Extended
Abstracts on Human Factors in Computing Systems, CHI EA '15, pages
2385--2388, New York, NY, USA, 2015. ACM.
[ bib |
DOI |
.pdf ]
The question ”What to Study in HCI” has two parts. First it asks
how HCI researchers think about the research challenges they tackle: how do
they decide what problems to engage with and how to study them? Second, the
question also asks what is the subject of HCI: which challenges should
researchers address and, ultimately, what makes us unique as a discipline? While there
have been intermittent discussions on this topic in HCI, the present workshop
emphasizes this question and explore some possible answers among a group of
seasoned researchers. One reason is our belief that researchers can benefit
from addressing these questions so as to develop their practical understanding
(e.g., ”tricks of the trade”) of how to tackle the complexity of selecting
”what to study”. Second, we argue that researchers can benefit from thinking
about the epistemological grounds upon which they base their everyday work,
that is, thinking about what HCI is. The workshop results in publicly available
key readings and position papers on ”What to Study in HCI”.
Kristina Höök, Peter Dalsgaard, Stuart Reeves, Jeffrey Bardzell, Jonas
Löwgren, Erik Stolterman, and Yvonne Rogers.
Knowledge production in interaction design.
In Proceedings of the 33rd Annual ACM Conference Extended
Abstracts on Human Factors in Computing Systems, CHI EA '15, pages
2429--2432, New York, NY, USA, 2015. ACM.
[ bib |
DOI |
.pdf ]
Research in HCI involves a wide variety of knowledge production---bringing forth theories, guidelines, methods, practices, design case studies /
exemplars, frameworks, concepts, qualities and so on. This workshop is about
mapping out the spaces, forms and potentials of such knowledge production in
interaction design research.
Joel Fischer, Stuart Reeves, Tom Rodden, Steve Reece, Sarvapali Ramchurn, and
David Jones.
Building a birds eye view: Collaborative work in disaster response.
In Proceedings of the SIGCHI Conference on Human Factors in
Computing Systems, pages 4103--4112. ACM, April 2015.
[ bib |
DOI |
.pdf ]
Command and control environments ranging from transport control
rooms to disaster response have long been of interest to HCI and CSCW as
rich sites of interactive technology use embedded in work practice. Drawing
on our engagement with disaster response teams, including ethnography of
their training work, we unpack the ways in which situational uncertainty is
managed while a shared operational 'picture' is constituted through various
practices around tabletop work. Our analysis reveals how this picture is
collaboratively assembled as a socially shared object and displayed by
drawing on digital and physical resources. Accordingly, we provide a range
of principles implicated by our study that guide the design of systems
augmenting and enriching disaster response work practices. In turn, we
propose the Augmented Bird Table to illustrate how our principles can be
implemented to support tabletop work.
Stuart Reeves, Christian Greiffenhagen, Martin Flintham, Steve Benford, Matt
Adams, Ju Row Farr, and Nick Tandavantij.
I'd Hide You: Performing live broadcasting in public.
In Proceedings of the SIGCHI Conference on Human Factors in
Computing Systems, pages 2573--2582. ACM, April 2015.
Winner of a CHI 2015 Honourable Mention.
[ bib |
DOI |
.pdf ]
We present a study of a mixed reality game called 'I'd Hide You'
that involves live video streaming from the city streets. We chart the
significant challenges facing performers on the streets who must
simultaneously engage in the game, stream compelling video footage featuring
themselves, and interact with a remote online audience. We reveal how these
street performers manage four key tensions: between their body and camera;
between the demands of online audiences and what takes place on-the-street;
between what appears 'frontstage' on camera versus what happens 'backstage';
and balancing being a player of the game with being a performer. By
reflecting on how they achieve this, we are able to draw out wider lessons
for future interfaces aimed at supporting people broadcasting video of
themselves to online audiences while engaged in games, sports and other
demanding real-world activities.
Stuart Reeves, Sarah Martindale, Paul Tennent, Steve Benford, Joe Marshall, and
Brendan Walker.
The challenges of using biodata in promotional filmmaking.
ACM Transactions on Computer-Human Interaction,
22(3):11:1--11:26, May 2015.
[ bib |
DOI |
.pdf ]
We present a study of how filmmakers collected and visualised
physiological data---'biodata'---to construct a series of short promotional
films depicting people undergoing 'thrilling' experiences. Drawing on
ethnographic studies of two major advertising campaigns, we highlight key
concerns for integrating sensors and sensor data into film production. Our
findings address the perceived benefits of using biodata within narratives;
the nature of different on-screen representations of biodata; and the
challenges presented when integrating biodata into production processes.
Drawing on this, we reconsider the nature of information visualisation in
the filmmaking context. Further implications from our case studies provide
recommendations for HCI collaborations with filmmaking and broadcast
industries, focussing both on the practical matters of fitting sensor
technologies into and handling data within production workflows, as well as
discussing the broader implications for managing the veracity of that data
within professional media production.
Sus Lundgren, Joel E. Fischer, Stuart Reeves, and Olof Torgersson.
Designing mobile experiences for collocated interaction.
In Proceedings of the 18th ACM Conference on Computer Supported
Cooperative Work and Social Computing, CSCW '15, pages 496--507, New York,
NY, USA, 2015. ACM.
[ bib |
DOI |
.pdf ]
Many of our everyday social interactions involve mobile
devices. Yet, these tend to only provide good support for distributed
social interactions. Although much HCI and CSCW research has explored how
we might support collocated, face-to-face situations using mobile devices,
much of this work exists as isolated exemplars of technical systems and /
or interaction designs. This paper draws on a range of such exemplars to
develop a practical design framework intended for guiding the design of new
mobile experiences for collocated interaction as well as analysing existing
ones. Our framework provides four relational perspectives for designing the
complex interplay between: the social situation in which it takes place;
the technology used and the mechanics inscribed; the physical environment;
and the temporal elements of design. Moreover, each perspective is features
some core properties, which are highly relevant when designing these
systems. As part of presenting the framework we also explain the process of
its construction along with practical advice on how to read and apply it.
Understanding performative interactions in public settings: Introduction to the
special issue on performative interaction.
Personal and Ubiquitous Computing, 18:1545--1665, 2014.
[ bib |
DOI |
.pdf ]
Petr Slovák, Paul Tennent, Stuart Reeves, and Geraldine Fitzpatrick.
Exploring skin conductance synchronisation in everyday interactions.
In NordiCHI '14: Proceedings of the 8th Nordic conference on
Human-computer interaction, pages 511--520. ACM, September 2014.
[ bib |
DOI |
.pdf ]
Detecting interpersonal and emotional aspects of behaviour is a
growing area of research within HCI. However, this work primarily processes
data from individuals, rather than drawing on the dynamics of the
interaction between people. Literature in social psychology and
neuroscience suggests that the synchronisation of people's biosignals, in
particular skin conductance (EDA), can be indicative of complex interpersonal aspects such as empathy. This paper reports on an exploratory,
mixed methods study to test the potential of EDA synchronisation to
indicate qualities of interpersonal interaction in real-world
relationships and contexts. We show that EDA synchrony can be indicate
meaningful social aspects in everyday settings, linking it to the mutual
emotional engagement of those interacting. This connects to earlier work
on empathy in psychotherapy, and suggests new interpretations of EDA
sychronisation in other social contexts. We then outline how these
findings open opportunities for novel HCI and ubicomp applications
supporting training of social skills such as empathy for doctors, and more
generally to explore shared experiences such as in multiplayer games.
Stuart Reeves.
What Is the Relationship Between HCI Research and UX Practice?
UXmatters, August 2014.
[ bib |
http ]
Eric Laurier and Stuart Reeves.
Cameras in video games: Comparing play in Counter-Strike and the
Doctor Who Adventures.
In Mathias Broth, Eric Laurier, and Lorenza Mondada, editors,
Studies of Video Practices: Video at Work, chapter 6. Routledge, 2014.
[ bib |
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.pdf ]
Virtual cameras are a central mechanism in making video games
both more 'realistic' and more cinematic. Controlling and 'seeing with' a
virtual camera has also become central to the play of those games. This
chapter explicates gameplaying in and as a matter of this 'camera-work,'
through which the player recognises and produces moves in the game. We
examine how players of first-person and third-person perspective video games
analyse what is happening through using a range of visual practices (e.g.,
'looking around,' 'scrutinising' and 'inspecting'). Our study draws upon
ethnomethodology in its close scrutiny of embodied, visually organised,
moment-by-moment gameplay.
Conor Linehan, Ben Kirman, Stuart Reeves, Mark Blythe, Theresa Jean Tanenbaum,
Audrey Desjardins, and Ron Wakkary.
Alternate endings: Using fiction to explore design futures
(workshop).
In CHI '14 Extended Abstracts on Human Factors in Computing
Systems, CHI EA '14, pages 45--48. ACM, April 2014.
[ bib |
DOI |
.pdf ]
Lesley Fosh, Steve Benford, Stuart Reeves, and Boriana Koleva.
Gifting personal interpretations in galleries.
In Proceedings of the SIGCHI Conference on Human Factors in
Computing Systems, pages 625--634. ACM, April 2014.
[ bib |
DOI |
.pdf ]
The designers of mobile guides for museums and galleries face
three major challenges: fostering rich interpretation, delivering deep
personalization, and enabling a coherent social visit. We propose an
approach to tackling all three simultaneously by inviting visitors to
design an interpretation that is specifically tailored for a friend or
loved one that they then experience together. We describe a trial of this
approach at a contemporary art gallery, revealing how visitors designed
personal and sometimes provocative experiences for people they knew well.
We reveal how pairs of visitors negotiated these experiences together,
showing how our approach could deliver intense experiences for both, but
also required them to manage social risk. By interpreting our findings
through the lens of 'gift giving' we shed new light on ongoing explorations
of interpretation, personalization and social visiting within HCI.
Abigail Durrant, Dave Kirk, and Stuart Reeves.
Human values in curating a human rights media archive.
In Proceedings of the SIGCHI Conference on Human Factors in
Computing Systems, pages 2685--2694. ACM, April 2014.
Winner of a CHI 2014 Best Paper Award.
[ bib |
DOI |
.pdf ]
Cultural institutions, such as museums, often curate
politically and ethically sensitive materials. Increasingly,
Internet-enabled, digital technology intersects with these curatorial
practices offering new opportunities for public and scholarly engagement.
We report on a case study of human rights media archiving at a genocide
memorial centre in Rwanda, motivated by interests in ICT support to
memorialisation practices. Through an analysis of our discussions with
staff about their work, we report on how accounts of the Rwandan Genocide
are being captured and curated to support the centre's humanitarian agenda and associated values. We identify transferable curatorial concerns for human rights media communication amongst scholarly networks and public audiences worldwide, elucidating interaction design challenges for supportive ICT and contributing to HCI discourses on value sensitive design and cultural engagement with sensitive materials.
Peter Tolmie, Steve Benford, Chris Greenhalgh, Tom Rodden, and Stuart Reeves.
Supporting group interactions in museum visiting.
In Proceedings of the ACM 2014 conference on Computer Supported
Cooperative Work (CSCW), pages 1049--1059, 2014.
[ bib |
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Ethnographic study in two contrasting museums highlights a
widespread but rarely documented challenge for CSCW design. Visitors'
engagement with exhibits often ends prematurely due to the need to keep up
with or attend to fellow group members. We unpack the mechanics of these
kinds of phenomena revealing how the behaviours of summoning, pressurizing,
herding, sidelining, and rounding up, lead to the responses of following,
skimming and digging in. We show how the problem is especially challenging
where young children are involved. As an initial prompt we explore two ways
in which CSCW could help address this challenge: enabling a more fluid
association between information and exhibits; and helping reconfigure the
social nature of visiting.
Joel E. Fischer, Stuart Reeves, Chris Greenhalgh, and Steve Benford.
Workshop on designing mobile face-to-face group interactions.
In European Conference on Computer-Supported Cooperative Work.
Springer, September 2013.
[ bib |
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This workshop is concerned with understanding the nature of face-to-face group
interactions in mobile, but collocated settings. It seeks to examine
group-sensitive design examples, concepts and techniques, research methods and
approaches to study group activities, and to learn how these social activities
might be respected and supported by design. We aim to bring together researchers
interested in the social organisation of face-to-face interaction, and designers
of collaborative groupware and mobile, interactive experiences to explore
opportunities and challenges for the design and study of experiences, apps and
systems that support, augment or enable collocated activities.
Stuart Reeves.
Human-computer interaction issues in human computation.
In Pietro Michelucci, editor, Handbook of Human Computation,
chapter 3, pages 411--420. Springer, November 2013.
[ bib |
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This chapter explores the relationship between human computation
and human-computer interaction (HCI). HCI is a field concerned with
innovating, evaluating and abstracting principles for the design of usable
interfaces. Significant work on human computation has taken place within HCI
already (see Quinn & Bederson (2011) and, beyond HCI (Jamieson, Grace &
Hall, 2012) for reviews of this work) and, as a result of the encounter
between HCI and human computation, there are many results concerned with the
relevance of interaction design for human computation systems. Rather than
attempt to cover this wide range of issues comprehensively, this chapter
focuses on providing a broad critique of the nature of the concepts,
orientations and assumptions with which human computation systems design is
considered within HCI. In particular it addresses two of the five
foundational questions for human computation systems suggested by Law and
von Ahn: 1) how to guarantee solutions are accurate, efficient and
economical; and 2) how to motivate human components in their participation
and expertise and interests (Law & von Ahn, 2011). These two key
human-related issues lead us to address the ways in which designers conceive
of, model and frame the human element of interactive systems and how this is
relevant in informing our understanding of the human element of human
computation systems. Building on empirical work in human computation games
(e.g., Bell et al. (2008)), this critique seeks to reorient human
computation's perspective on human conduct as a fundamentally interpretive
and socially organised accomplishment that is negotiated between humans in
human computation systems, rather than an algorithmic process. Key elements
of this reorientation argued in the chapter are: 1) that the human
perspective should be considered a foundational issue in human computation;
2) that meaning within human computation systems is situated (i.e., within a
particular context); and 3) that the ways in which human computation systems
are experienced by human participants fundamentally frames their interaction
with it and thus also the products of these interactions.
Joel Fischer, Stuart Reeves, Stuart Moran, Chris Greenhalgh, Steve Benford, and
Stefan Rennick Egglestone.
Understanding mobile notification management in collocated groups.
In Olav W. Bertelsen, Luigina Ciolfi, Maria Antonietta Grasso, and
George Angelos Papadopoulos, editors, European Conference on
Computer-Supported Cooperative Work, pages 21--44. Springer, September 2013.
[ bib |
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We present an observational study of how notifications are
handled by collocated groups, in the context of a collaborative mobile
photo-taking exercise. Interaction analysis of video recordings is used to
uncover the methodical ways in which participants manage notifications,
establishing and sustaining co-oriented interaction to coordinate action,
such as sharing notification contents and deciding on courses of action.
Findings highlight how embodied and technological resources are collectively
drawn upon in situationally nuanced ways to achieve the management of
notifications delivered to cohorts. The insights can be used to develop an
understanding of how interruptions are dealt with in other settings, and to
reflect on how to support notification management within collocated groups
by design.
Andy Crabtree, Alan Chamberlain, Mark Davies, Kevin Glover, Stuart Reeves, Tom
Rodden, Peter Tolmie, and Matt Jones.
Doing innovation in the wild.
In Proceedings of CHItaly, pages 25:1--25:9, New York, NY, USA,
2013. ACM.
[ bib |
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Doing research 'in the wild' is becoming an increasingly popular
approach towards developing innovative computing systems and applications.
This paper reflects upon a research project conducted in the wild, and key
aspects of the work involved in making the project work, to examine current
tropes about the approach. It suggests that doing research in the wild is
rather more complicated than is reflected in current understandings, and
that even greater involvement of ethnographers, computer scientists,
software engineers and other disciplines operating within systems design is
needed if innovation is to be effectively driven within and by real world
contexts of use.
Lesley Fosh, Steve Benford, Stuart Reeves, Boriana Koleva, and Patrick
Brundell.
'See Me, Feel Me, Touch Me, Hear Me': Trajectories and
interpretation in a sculpture garden.
In Proceedings of the SIGCHI Conference on Human Factors in
Computing Systems, CHI '13, pages 149--158, New York, NY, USA, 2013. ACM.
[ bib |
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We apply the HCI concept of trajectories to the design of a
sculpture trail. We crafted a trajectory through each sculpture, combining
textual and audio instructions to drive directed viewing, movement and
touching while listening to accompanying music. We designed key transitions
along the way to oscillate between moments of social interaction and
isolated personal engagement, and to deliver official interpretation only
after visitors had been given the opportunity to make their own. We describe
how visitors generally followed our trajectory, engaging with sculptures and
making interpretations that sometimes challenged the received
interpretation. We relate our findings to discussions of sense-making and
design for multiple interpretations, concluding that curators and designers
may benefit from considering 'trajectories of interpretation'.
Christian Greiffenhagen and Stuart Reeves.
Is replication important for HCI?
In Workshop on replication in HCI (RepliCHI), SIGCHI
Conference on Human Factors in Computing Systems (CHI), April 2013.
[ bib |
.pdf ]
Replication is emerging as a key concern within subsections of
the HCI community. In this paper, we explore the relevance of science and
technology studies (STS), which has addressed replication in various ways.
Informed by this literature, we examine HCI's current relationship to
replication and provide a set of recommendations and points of clarification
that a replication agenda in HCI should concern itself with.
Stuart Reeves.
Building the future with envisioning.
interactions, 20(1):26--29, January 2013.
[ bib |
DOI |
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Eric Laurier and Stuart Reeves.
Playing the game together.
In CA Day, Loughborough University, December 2012.
Peer-reviewed abstract.
[ bib ]
Stuart Reeves.
Envisioning ubiquitous computing.
In Proceedings of SIGCHI Conference on Human Factors in
Computing Systems (CHI), pages 1573--1582. ACM Press, May 2012.
Winner of a CHI 2012 Honourable Mention.
[ bib |
DOI |
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Visions of the future are a common feature of discourse within
ubiquitous computing and, more broadly, HCI. ‘Envisioning’, a characteristic
future-oriented technique for design thinking, often features as significant
part of our research processes in the field. This paper compares, contrasts
and critiques the varied ways in which envisionings have been used within
ubiquitous computing and traces their relationships to other, different
envisionings, such as those of virtual reality. In unpacking envisioning, it
argues primarily that envisioning should be foregrounded as a significant
concern and interest within HCI. Foregrounding envisioning’s frequent mix of
fiction, forecasting and extrapolation, the paper recommends changes in the
way we read, interpret and use envisionings through taking into account
issues such as context and intended audience.
Paul Tennent, Stuart Reeves, Steve Benford, Brendan Walker, Joe Marshall,
Patrick Brundell, Rupert Meese, and Paul Harter.
The machine in the ghost: Augmenting broadcasting with biodata.
In Extended Abstracts of SIGCHI Conference on Human Factors in
Computing Systems (CHI), CHI EA '12, pages 91--100, New York, NY, USA, May
2012. ACM.
[ bib |
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This paper examines how 'biodata' – physiological information
captured from the human body – might enhance television shows by giving viewers
access to actors' physiological data. We broach this challenge through a
prototype-show called The Experiment Live, in which four 'paranormal
investigators' were outfitted with sensors as they explored a 'haunted'
basement. This experience has enabled us to probe the challenges of using
biodata as part of broadcasting and formulate an agenda for future research that
includes: exploring whether/how biodata can be acted and/or simulated; and
developing techniques that treat biodata visualisations in similar ways to
existing camera-based production processes.
Alistair Morrison, Donald McMillan, Stuart Reeves, Scott Sherwood, and Matthew
Chalmers.
A hybrid mass participation approach to mobile software trials.
In Proceedings of the SIGCHI Conference on Human Factors in
Computing Systems, CHI '12, pages 1311--1320, New York, NY, USA, 2012. ACM.
[ bib |
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User trials of mobile applications have followed a steady march out of the lab, and progressively further ‘into the wild’, recently involving ‘app store’-style releases of software to the general public. We examine the literature on these mass participation systems and identify a number of reported difficulties, which we aim to address with a hybrid methodology combining a global software release with a concurrent local trial. A phone–based game, World Cup Predictor, was created to explore the uptake and use of ad hoc peer-to-peer networking, and evaluated using our hybrid trial method, combining a small-scale local trial (11 users) with a ‘mass participation’ trial (over 10,000 users). Our hybrid method allows for locally observed findings to be verified, for patterns in globally collected data to be explained and addresses ethical issues raised by the mass participation approach. We note trends in the local trial that did not appear in the larger scale deployment, and which would therefore have led to misleading results were the application trialled using ‘traditional’ methods alone. Based on this study and previous experience, we provide a set of guidelines to researchers working in this area.
Samantha Merritt, Abigail Durrant, Stuart Reeves, and Dave Kirk.
In dialogue: Methodological insights on doing HCI research in
Rwanda.
In CHI '12 Extended Abstracts on Human Factors in Computing
Systems, CHI EA '12, pages 661--676, New York, NY, USA, 2012. ACM.
Winner of a CHI 2012 Honourable Mention.
[ bib |
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This paper presents a case study of our recent empirical
research on memorialisation in post-genocide Rwanda. It focuses on the
pragmatic methodological challenges of working in a ‘transnational’ and
specifically Rwandan context. We first outline our qualitative empirical
engagement with representatives from the Kigali Genocide Memorial (KGM) and
neighbouring institutions. We then describe our application of Charles L.
Briggs’ analytic communication framework to our data. In appropriating this
framework, we reflect critically on its efficacy in use, for addressing the
practical working constraints of our case, and through our findings develop
methodological insights with relevance to wider HCI audiences.
Stuart Reeves.
Studying social organisation with video.
Technical report, School of Computer Science, University of
Nottingham, July 2011.
[ bib |
.pdf ]
Stuart Reeves.
Display ecologies workshop report.
Technical report, School of Computer Science, University of
Nottingham, April 2011.
[ bib |
.pdf ]
Eric Laurier and Stuart Reeves.
The revelations of the action-replay: video and the optical
consciousness.
Working paper, 2011.
[ bib |
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Leif Oppermann, Martin Flintham, Stuart Reeves, Steve Benford, Chris
Greenhalgh, Joe Marshall, Matt Adams, Ju Row Farr, and Nick Tandavanitj.
Lessons from touring a location-based experience.
In Ninth International Conference on Pervasive Computing, pages
232--249. Springer, June 2011.
Nominated for Best-in-Category Award.
[ bib |
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Touring location-based experiences is challenging as both
content and underlying location-services must be adapted to each new
setting. A study of a touring performance called Rider Spoke as it visited
three different cities reveals how professional artists developed a novel
approach to these challenges in which users drove the co-evolution of
content and the underlying location-service as they explored each new city.
We show how the artists iteratively developed filtering, survey,
visualization and simulation tools and processes to enable them to tune the
experience to the local characteristics of each city. Our study reveals how
by paying attention to both content and infrastructure issues in tandem the
artists were able to create a powerful user experience that has since toured
to many different cities.
Stuart Reeves, Steve Benford, and Joe Marshall.
Designing for performativity: conceptual developments and future
directions.
In Workshop on Performative Interaction in Public Space, SIGCHI
Conference on Human Factors in Computing Systems (CHI), May 2011.
[ bib |
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Designing for performativity in public settings has become ever
more relevant for HCI with the increasing role of technology in recreation
and leisure activities. We summarise various threads of our own work in this
area both as part of current and past projects.
Martin Flintham, Stuart Reeves, Patrick Brundell, Tony Glover, Steve Benford,
Duncan Rowland, Boriana Koleva, Chris Greenhalgh, Matt Adams, Nick
Tandavanitj, and Ju Row Farr.
Flypad: Designing trajectories in a large-scale permanent augmented
reality installation.
In European Conference on Computer-Supported Cooperative Work,
pages 233--252. Springer, September 2011.
[ bib |
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A long-term naturalistic study reveals how artists designed,
visitors experienced, and curators and technicians maintained a public
interactive artwork over a four year period. The work consisted of a
collaborative augmented reality game that ran across eleven networked
displays (screens and footpads) that were deployed along a winding ramp in a
purpose-built gallery. Reflections on design meetings and documentation show
how the artists responded to this architectural setting and addressed issues
of personalisation, visitor flow, attracting spectators, linking real and
virtual, and accessibility. Observations of visitors reveal that while their
interactions broadly followed the artists’ design, there was far more
flexible engagement than originally anticipated, especially within visiting
groups, while interviews with curators and technicians reveal how the work
was subsequently maintained and ultimately reconfigured. Our findings extend
discussions of 'interactional trajectories' within CSCW, affirming the
relevance of this concept to describing collaboration in cultural settings,
but also suggesting how it needs to be extended to better reflect group
interactions at multiple levels of scale.
Joe Marshall, Brendan Walker, Steve Benford, George Tomlinson, Stefan
Rennick Egglestone, Stuart Reeves, Patrick Brundell, Paul Tennent,
Jo Cranwell, Paul Harter, and Jo Longhurst.
The gas mask: a probe for exploring fearsome interactions.
In Extended Abstracts of SIGCHI Conference on Human Factors in
Computing Systems (CHI), CHI EA '11, pages 127--136, New York, NY, USA,
2011. ACM.
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We introduce an interface for horror-themed entertainment
experiences based on integrating breath sensors and WiFi into gas masks. Beyond
enabling the practical breath control of entertainment systems, our design aims
to heighten the intensity of the experience by amplifying the user's awareness
of their breathing, as well as their feelings of isolation, claustrophobia and
fear. More generally, this interface is intended to act as a technology probe
for exploring an emerging research agenda around fearsome interactions. We
describe the deployment of our gas masks in two events: as a control
mechanism for an interactive ride, and to enhance a theme park horror maze.
We identify six broad dimensions - cultural, visceral, control, social,
performance and engineering - that frame an agenda for future research into
fearsome interactions.
Barry Brown, Stuart Reeves, and Scott Sherwood.
Into the wild: Challenges and opportunities for field trial methods.
In Proceedings of SIGCHI Conference on Human Factors in
Computing Systems (CHI), pages 1657--1666. ACM Press, May 2011.
[ bib |
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Field trials of experimental systems 'in the wild' have developed into a
standard method within HCI - testing new systems with groups of users in
relatively unconstrained settings outside of the laboratory. In this
paper we discuss methodological challenges in running user trials. Using
a 'trial of trials' we examined the practices of investigators and
participants - documenting 'demand characteristics', where users adjust
their behaviour to fit the expectations of those running the trial, the
interdependence of how trials are run and the result they produce, and
how trial results can be dependent on the insights of a subset of trial
participants. We develop three strategies that researchers can use to
leverage these challenges to run better trials.
Stuart Reeves.
Designing interfaces in public settings: Understanding the role
of the spectator in Human-Computer Interaction.
Springer, January 2011.
[ bib ]
Scott Sherwood, Stuart Reeves, Julie Maitland, Alistair Morrison, and Matthew
Chalmers.
Large scale user trials.
In Joanna Lumsden, editor, Human-Computer Interaction and
Innovation in Handheld, Mobile and Wearable Technologies, pages 138--54. IGI
Global, 2011.
[ bib |
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Julie Rico, Giulio Jacucci, Stuart Reeves, Lone Koefoed Hansen, and Stephen
Brewster.
Designing for performative interactions in public spaces.
In Proceedings of the 12th ACM International Conference Adjunct
Papers on Ubiquitous Computing - Adjunct, UbiComp '10 Adjunct, pages
519--522, New York, NY, USA, 2010. ACM.
[ bib |
DOI |
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Stuart Reeves and Scott Sherwood.
Five design challenges for human computation.
In NordiCHI '10: Proceedings of the 6th Nordic conference on
Human-computer interaction, pages 383--392, New York, NY, USA, October 2010.
ACM.
[ bib |
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Human computation systems, which draw upon human competencies in
order to solve hard computational problems, represent a growing interest
within HCI. Despite the numerous technical demonstrations of human
computation systems, however, there are few design guidelines or frameworks
for researchers or practitioners to draw upon when constructing such a
system. Based upon findings from our own human computation system, and
drawing upon those published within HCI, and from other scientific and
engineering literatures, as well as systems deployed commercially, we
offer a framework of five challenging issues of relevance to designers
of systems with human computation elements: designing the motivation
of participants in the human computation system and sustaining their engagement; orienting participants, framing and orienting participants;
using situatedness as a driver for content generation; considering the
organisation of human and machine roles in human computation systems;
and reconsidering the way in which computational metaphors are applied
to the design space of human computation.
Stuart Reeves, Scott Sherwood, and Barry Brown.
Designing for crowds.
In NordiCHI '10: Proceedings of the 6th Nordic conference on
Human-computer interaction, pages 393--402, New York, NY, USA, October 2010.
ACM.
[ bib |
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Designing for spectators and audiences presents new challenges
to the design of technology. In this paper we focus our attention on
understanding and designing for crowds as a distinct design topic. We
present a study of one particular instance of crowd activity—football fans
on match day. Close video analysis of interactions within the crowd reveals how crowds seeks to maintain membership through synchronisation of
activity, but also how crowd support interaction between its members through
co-ordination around shared objects and the 'snowballing' of songs and
gestures. Drawing on this data we develop salient topics for HCI design for
crowds, such as: reconceptualising interaction design to treat crowds as
crowds rather than as groups of individual audience members; understanding
intra-crowd interactions, via the use of shared objects and synchronising
crowd interactions; and understanding the nature of peripheral participation
in crowd activities, and interactions between distinct crowds. We also
reflect on conceptual challenges that crowds pose for HCI as it increasingly
develops its interests in public settings.
Stuart Reeves.
Notes on designing for crowds workshop.
Technical report, Department of Computing Science, University of
Glasgow, May 2010.
[ bib |
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Stuart Reeves, Scott Sherwood, Oskar Juhlin, and Kenton O'Hara.
Workshop on designing for crowds.
In The Eighth International Conference on Pervasive Computing,
May 2010.
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As part of the growing ubiquity and pervasive reach of technology, there has been an expanding interest in how interaction with technology in public and semi-public places plays out. Crowds and crowded places are a major feature of these settings. In this workshop we will be interested in developing our understanding of crowds, exploring how existing technologies (e.g., mobile phones, interactive screens, digital photos and video) are woven into crowd practices, and discuss the ways in which emerging pervasive technologies can be designed to fit or perturb crowd phenomena.
The workshop format will be that of a data session where participants bring
their own data (e.g., video recordings of crowd activity, other ethnographic
collections) which can then be explored and analysed collectively by the group.
Through exploring diverse crowd settings and exhibits of technology-in-action,
we aim to compare and contrast different crowd formations. These observations
will be used to ground discussions on how to develop design frameworks or
recommendations in order to contribute to HCI. We will also aim to produce
documented outcomes from the workshop such as the potential for a journal
special issue, or perhaps collectively authored journal or conference papers
based upon the analysis during the workshop.
Stuart Reeves, Barry Brown, and Eric Laurier.
Experts at play: Understanding skilled expertise.
Games and Culture, 4(3):205--227, July 2009.
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Developing from existing ethnomethodological accounts of expert
skill, this paper examines the gameplay of Counter-Strike, a popular online
game. While Counter-Strike at first may seem an unsophisticated pursuit, players
display complex skills developed through many hours of play. Participating in
and analysing videos of gameplay, we examine Counter-Strike as an example of
expert technology use. Players move beyond physical dexterity to chain their
movements with the environment. They develop a sense of the terrain of play as a
contingent understanding, rather than as static spatial knowledge. The game also
makes available for players analyses of their successes and failures as integral
parts of play. From these observations we draw concepts for better conceiving of
expert skill.
Dave Wills and Stuart Reeves.
Facebook as a political weapon: Information in social networks.
British Politics, 4(2), June 2009.
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This paper uses a case study of Facebook to examine the
potential use of social networking sites (SNS) for political advantage.
Drawing upon contemporary surveillance studies and information technology
approaches, it aims to provide insights from these for the study of British
politics. The paper uses a model of a constituency election to show the ease
and effects of SNS data-mining in support of political campaigning. In doing
so, it examines the political implications of machine readable personal
data, the design of information systems, and the problems of inductive
heuristics and social sorting.
Marek Bell, Stuart Reeves, Barry Brown, Scott Sherwood, Donny MacMillan,
Matthew Chalmers, and John Ferguson.
Eyespy: Supporting navigation through play.
In Proceedings of SIGCHI Conference on Human Factors in
Computing Systems (CHI), pages 123--132, New York, NY, USA, 2009. ACM Press.
[ bib |
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This paper demonstrates how useful content can be produced as a
by-product of an enjoyable mobile multiplayer game. In EyeSpy, players tag
geographic locations with photos or text. By locating the places in which
other players' tags were created and 'confirming' them, players earn points
for themselves and verify the tags' locations. As a side effect of gameplay
EyeSpy produces a collection of recognisable and findable geographic
details, in the form of photographs and text tags, that can be
repurposed to support navigation tasks. Two user trials of the game
successfully produced an archive of geo-located photographs and tags,
and in a follow-up experiment we compared performance in a navigation
task using photographs from the game, with geo-referenced photos
collected from the Flickr website. Our experiences with EyeSpy support
reflection upon the design challenges presented by 'human computation'
and the production of usable by-products through mobile gameplay.
Scott Sherwood, Stuart Reeves, Julie Maitland, Alistair Morrison, and Matthew
Chalmers.
Adapting evaluation to study behaviour in context.
International Journal of Mobile Human Computer Interaction,
1(2):33--57, 2008.
[ bib |
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We present a reflection on a series of studies of ubiquitous
computing systems in which the process of evaluation evolved over time to
account for the increasing difficulties inherent in assessing systems 'in
the wild'. Ubiquitous systems are often designed to be embedded in users'
everyday lives. Without knowing the ways in which people are going to
appropriate the systems for use, it is infeasible to identify a
predetermined set of evaluation criteria that will capture the process of
integration and appropriation. Based on our experiences, which became
successively more distributed in time and space, we suggest that evaluation
should be adaptive if a goal is to study the emergent uses of ubiquitous
computing systems over time.
Stuart Reeves.
Designing interfaces in public settings.
PhD thesis, School of Computer Science, University of Nottingham,
April 2008.
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The rapidly increasing reach of computation into our everyday public
settings presents new and significant challenges for the design of
interfaces. One key feature of these settings is the increased presence of
third parties to interaction, watching or passing-by as conduct with an
interface takes place.
This thesis assumes a performative perspective on interaction in public,
presenting a framework derived from four empirical studies of interaction
in a diverse series of public places---museums and galleries, city streets
and funfairs---as well as observations on a variety of computer science, art
and sociological literatures.
As these settings are explored, a number of basic framework concepts are
built up:
The first study chapter presents a deployment of an interactive
exhibit within an artistic installation, introducing a basic division of
roles and the ways in which visitors may be seen as 'audience' to
manipulations of interactive devices by 'participants'. It also examines how
visitors in an audience role may transition to active participant and vice
versa.
The second study chapter describes a storytelling event that employed
a torch-based interface. This chapter makes a distinction between
non-professional and professional members of settings, contrasting the role
of 'actor' with that of participants.
The third study chapter examines a series of scientific and
artistic performance events that broadcast live telemetry data from a
fairground ride to a watching audience. The study expands the roles
introduced in previous chapters through making a further distinction between
'behind-the-scenes'---in which 'orchestrators' operate---and 'centre-stage'
settings---in which actors present the rider's experience to the audience.
The final study chapter presents a performance art game
conducted on city streets, in which participants follow a series of often
ambiguous clues in order to lead them to their goal. This chapter introduces
a further 'front-of-house' setting, the notion of a circumscribing
performance 'frame' in which the various roles are situated, and the
additional role of the 'bystander' as part of this.
These observations are brought together into a design framework which
analyses other literature to complement the earlier studies. This framework
seeks to provide a new perspective on and language for human-computer
interaction (HCI), introducing a series of sensitising concepts, constraints
and strategies for design that may be employed in order to approach the
various challenges presented by interaction in public settings.
Holger Schnädelbach, Stefan Rennick Egglestone, Stuart Reeves, Steve
Benford, and Brendan Walker.
Performing thrill: Designing telemetry systems and spectator
interfaces for amusement rides.
In Proceedings of SIGCHI Conference on Human Factors in
Computing Systems (CHI), pages 1167--1176, New York, NY, USA, April 2008.
ACM.
[ bib |
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Fairground: Thrill Laboratory was a series of live events that
extended the experience of amusement rides to spectators. A wearable
telemetry system captured video, audio, heart-rate and acceleration data,
streaming them live to spectator interfaces and a watching audience. An
ethnographic study drawing on video recordings and post-event interviews
highlights the experiences of a professional rider who demonstrated the system,
a rider drawn from the audience, and the ways in which the ride operators dealt
with the crisis of a scared rider. Our study shows how the telemetry system
transformed riders into performers, spectators into an audience, and ride
operators into orchestrators, as well as redefining the relationships between
these roles. We discuss how the bi-modal nature of riders’ performances, moving
between lucid commentary and unrestrained flow, requires sensitive treatment to
avoid potential embarrassment, as does the handling of riders who report being
afraid over a potentially public channel.
Dave Wills and Stuart Reeves.
Facebook as a political weapon: the useful explicit and implicit
information contained in social networks.
In In proceedings of Towards a Social Science of Web 2.0,
September 2007.
[ bib ]
Social networking sites such as Facebook and other 'web 2.0'
applications rely on the disclosure of information. They therefore
carry large amounts of personal data, which can potentially be used
by a number of actors for a variety of purposes. It is also
possible to make inferences about an individual from their location
in social networks on the basis of a relatively limited number of
heuristics.
This paper is concerned with the ways in which explicit and implicit
information generated by users on the social networking website
Facebook may be collected, processed and exploited. We show, as an
example, how a political party could easily and cheaply improve the
targeting of its electoral campaigns.
We make use of a hypothetical political constituency and a
political party attempting to contest that constituency. This is
combined with a relatively simple piece of computer software to
extract implicit and explicit personal data from Facebook. This
proof of concept software performs the collection and processing
whist the data produced informs the discussion of the exploitation,
with three models demonstrating how this information could be
exploited. The first two models use explicitly disclosed personal
data, whilst the third makes use of implicit data generated from
graph theoretic models of individuals' positions within social
networks---the assumption that who you are 'friends' with says
something about you.
The paper then uses this case study as a starting point to discuss
issues of disclosure, control over personal data, user awareness
and capability, human/technology interaction and some of the
differences between 'traditional' and mediated social networks.
Stuart Reeves, Eric Laurier, and Barry Brown.
L'art de jouer á Counter Strike (The skillful work of play in
Counter-Strike).
In Culture d'Univers. FYP Éditions, June 2007.
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Stuart Reeves.
The code document's structure and analysis.
TeamEthno-Online, 2:34--51, June 2006.
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The purpose of this paper is twofold. Firstly it presents a preliminary
and ethnomethodologically-informed analysis of the way in which the
growing structure of a particular program's code was ongoingly
derived from its earliest stages. This was motivated by an interest
in how the detailed structure of completed program 'emerged from
nothing' as a product of the concrete practices of the programmer
within the framework afforded by the language. The analysis is
broken down into three sections that discuss: the beginnings of the
program's structure; the incremental development of structure; and
finally the code productions that constitute the structure and the
importance of the programmer's stock of knowledge. The discussion
attempts to understand and describe the emerging structure of code
rather than focus on generating 'requirements' for supporting the
production of that structure. Due to time and space constraints,
however, only a relatively cursory examination of these features was
possible. Secondly the paper presents some thoughts on the
difficulties associated with the analytic---in particular
ethnographic---study of code, drawing on general problems as well as
issues arising from the difficulties and failings encountered as
part of the analysis presented in the first section.
Stuart Reeves, Steve Benford, Andy Crabtree, Jonathan Green, Claire O'Malley,
and Tony Pridmore.
The spatial character of sensor technology.
In Proceedings of ACM Conference on Designing Interactive
Systems, pages 31--40, July 2006.
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By considering the spatial character of sensor-based
interactive systems, this paper investigates how discussions of seams
and seamlessness in ubiquitous computing neglect the complex
spatial character that is constructed as a side-effect of deploying
sensor technology within a space. Through a study of a torch
('flashlight') based interface, we develop a framework for
analysing this spatial character generated by sensor technology.
This framework is then used to analyse and compare a range of other
systems in which sensor technology is used, in order to develop a
design spectrum that contrasts the revealing and hiding of a
system's structure to users. Finally, we discuss the implications
for interfaces situated in public spaces and consider the benefits
of hiding structure from users.
Stuart Reeves.
Physicality, spatial configuration and computational objects.
In Proceedings of First International Workshop on Physicality,
February 2006.
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This paper addresses physicality and the spatial
configurational character of interactive technologies that are
prevalent within HCI research. Firstly, the question of what is
meant by 'physicality' is discussed in terms of 'computational' and
'non-computational' objects, laying emphasis upon the importance of
physicality's relationship with spatial configurations. Secondly,
the impact interactive technologies can have upon spatiality --- and
thus physicality --- is explored, by considering various simple
examples. Finally, the implications for design and HCI are very
briefly considered.
Steve Benford, Andy Crabtree, Stuart Reeves, Martin Flintham, Adam Drozd,
Jennifer G. Sheridan, and Alan Dix.
The frame of the game: Blurring the boundary between fiction and
reality in mobile experiences.
In Proceedings of SIGCHI Conference on Human Factors in
Computing Systems (CHI), pages 427--436, New York, NY, USA, April 2006. ACM.
Note that the title on the PDF is ”The Frame of the Game: Blurring
the Boundary between Fiction and Reality in Mobile Experiences” however some
authors have cited this paper as ”Designing for the opportunities and risks
of staging digital experiences in public settings”. Please use the ”Frame
of the game” for references.
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Mobile experiences that take place in public settings such as
on city streets create new opportunities for interweaving the fictional
world of a performance or game with the everyday physical world. A
study of a touring performance reveals how designers generated
excitement and dramatic tension by implicating bystanders and
encouraging the (apparent) crossing of normal boundaries of
behaviour. The study also shows how designers dealt with associated
risks through a process of careful orchestration. Consequently, we
extend an existing framework for designing spectator interfaces
with the concept of performance frames, enabling us to distinguish
audience from bystanders. We conclude that using ambiguity to blur
the frame can be a powerful design tactic, empowering players to
willingly suspend disbelief, so long as a safety-net of
orchestration ensures that they do not stray into genuine
difficulty.
Mike Fraser, Greg Biegel, Katie Best, Jon Hindmarsh, Christian Heath, Chris
Greenhalgh, and Stuart Reeves.
Distributing data sessions: Supporting remote collaboration with
video data.
In Proceedings of First International Conference on e-Social
Science (ICeSS), July 2005.
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The design of distributed infrastructures to support remote
collaboration among groups of social scientists raises new computational
and networking challenges that Grid developers are currently targeting.
Beyond such technical goals, however, the e-Science programme as a whole is
increasingly recognizing the critical need for a comprehensive
understanding of ordinary day-to-day work in the sciences. We have
investigated one particular area of collaborative social scientific work .
the analysis of video data. This paper discusses current practices of
social scientific work with digital video; describes the resulting
requirements for distributed video analysis systems; and outlines our
initial programme of infrastructure and interface development
to address these requirements as part of the VidGrid project.
Mike Fraser, Greg Biegel, Jon Hindmarsh, Christian Heath, Katie Best, Stuart
Reeves, and Chris Greenhalgh.
Object-focused interaction in e-social science.
In Proceedings of First International Conference on e-Social
Science (ICeSS), short papers, July 2005.
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Distributed scientific work is receiving widespread attention
from computer science developers within the e-Science programme. With
notable exceptions less attention has been paid to how, in practice,
collaboration support across the grid might play out in everyday scientific
and analytic work. Drawing on a specific thread of research in
Computer-Supported Cooperative Work we note how models of scientific work
ignore the communication of work with digital artefacts such as
presentations of data. We describe our initial attempts to support one
particular form of distributed analytic practice --- the freeform visual
annotation of video materials --- as part of the VidGrid project. In
undertaking such support, our initial trials of visual annotation indicate
that a reconsideration of the distributed science paradigm must take into
account the concept of Object-Focused Interaction; that is, the
relationship between body, interaction and data objects of mutual interest.
Alan Dix, Jennifer G. Sheridan, Stuart Reeves, Steve Benford, and Claire
O'Malley.
Formalising performative interactions.
In Proceedings of 12th International Workshop on Design,
Specification and Verification of Interactive Systems (DSVIS), pages 15--25,
July 2005.
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In this paper we attempt to formalise some of the basic
attributes of performative interaction against a background of sociological
analysis in order to better understand how computer interfaces may support
performance. We show how this generic formalisation can be used in the
deconstruction, analysis and understanding of performative action and more
broadly in live performance. Two examples of this form of analysis are
shown: the installation piece Deus Oculi; and Stelarc's Ping
Body
performance piece. The analysis of these pieces renders visible the varied
(re)mappings of the causal nature of interaction, direct and indirect
effects, and how these are perceived and exploited by the various members
of performance social groupings. Our aim, then, is to provide a model that
can be used to explore the relationships that exist in performative
activities across domains.
Stuart Reeves, Steve Benford, Claire O'Malley, and Mike Fraser.
Designing the spectator experience.
In Proceedings of SIGCHI Conference on Human Factors in
Computing Systems (CHI), pages 741--750, April 2005.
Winner of a CHI 2005 Best Paper Award.
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Interaction is increasingly a public affair, taking place in
our theatres, galleries, museums, exhibitions and on the
city streets. This raises a new design challenge for HCI,
questioning how a performer's interaction with a
computer experienced is by spectators. We examine
examples from art, performance and exhibition design,
comparing them according to the extent to which they
hide, partially reveal, transform, reveal or even amplify a
performer's manipulations. We also examine the effects
of these manipulations including movements, gestures
and utterances that take place around direct input and
output. This comparison reveals four broad design
strategies: 'secretive,' where manipulations and effects
are largely hidden; 'expressive,' where they are revealed,
enabling the spectator to fully appreciate the performer's
interaction; 'magical,' where effects are revealed but the
manipulations that caused them are hidden; and finally
'suspenseful,' where manipulations are apparent, but
effects only get revealed when the spectator takes their
turn.
Stuart Reeves, Mike Fraser, Holger Schnädelbach, Claire O'Malley, and Steve
Benford.
Engaging augmented reality in public places.
In Adjunct proceedings of SIGCHI Conference on Human Factors in
Computing Systems (CHI), April 2005.
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Augmented Reality (AR) systems are moving beyond the
laboratory and into the public domain. Such a shift presents
new challenges for AR design. In this paper, we study a
public artistic exhibition which includes a bespoke AR
system. Our design reflects social and physical constraints
of the public space in which the device is placed. We
investigate the effect of AR on the engagement of visitors
with the exhibition. Through our analysis, we provide
evidence to illustrate the differing 'augmented' and
'disaugmented' levels of engagement users experience with
the AR device in addition to typical engagement observed
in social scientific studies of the exhibit face. We discuss
the importance of separating target and display, and how
levels of engagement with public AR can be explicitly
supported.
Stuart Reeves, Steve Benford, and Claire O'Malley.
Performance interfaces and destabilisation.
In Proceedings of ”no one opens attachments anymore”
Workshop, November 2004.
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Interaction with technology is
occurring increasingly in public and semi-public
settings and as a result the roles of
spectator and performer are frequently being
challenged by the deployment of computing
systems. In this paper we discuss
how the spectator, performer and interface
feature in what we class as performance,
how we might analyse their interrelation-ships
and how traditional roles have become
destabilised historically and technologically.
In studying these relationships, we examine
technological and non-technological examples
from art, performance and exhibition design.
Mike Fraser, John Bowers, Pat Brundell, Claire O'Malley, Stuart Reeves, Steve
Benford, Luigina Ciolfi, Kieran Ferris, Paul Gallagher, Tony Hall, Liam
Bannon, Gustav Taxén, and Sten Olof Hellström.
Re-tracing the past: Mixing realities in museum settings.
In Proceedings of Conference on Advances in Computer
Entertainment (ACE), June 2004.
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Interactive exhibits are now commonplace in museum
settings. However, many technologies co-exist uneasily
with more traditional methods of display. In this paper we
describe a design strategy for mixing realities in museum
spaces. An approach is adopted for developing 'interactives'
which complement rather than replace conventional
methods. Our approach is explored through an exhibition
which provides visitors with the opportunity to hear and
leave opinions on unclassified historical artefacts. An
analysis of visitor interaction reveals that avoiding
simulation of established methods can allow visitors to
weave novel and traditional practices. These results indicate
designs for mixing realities in broader settings.
Stuart Reeves.
Research techniques for augmented reality experiences.
Technical report, School of Computer Science and Information
Technology, University of Nottingham, May 2004.
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We contrast the methods and techniques used by Augmented Reality
and museum studies, and discuss the history and development of research in
both fields. With this in mind, we follow with a more detailed look at the
techniques involved in this program of research---ethnography in
particular---and the associated theoretical considerations. The practical
implications of future research are then considered with reference to
previous work, and finally a discussion of the validity and target of
analysis.