3,396 research outputs found

    A three person poncho and a set of maracas:designing Ola De La Vida, a co-located social play computer game

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    Events that bring people together to play video games as a social experience are growing in popularity across the western world. Amongst these events are ‘play parties,’ temporary social play environments which create unique shared play experiences for attendees unlike anything they could experience elsewhere. This paper explores co-located play experience design and proposes that social play games can lead to the formation of temporary play communities. These communities may last for a single gameplay session, for a whole event, or beyond the event. The paper analyses games designed or enhanced by social play contexts and evaluates a social play game, Ola de la Vida. The research findings suggest that social play games can foster community through the design of game play within the game itself, through curation which enhances their social potential, and through design for ‘semi-spectatorship’, which blurs the boundaries between player and spectator thus widening the game’s magic circle

    Ways of spectating: unravelling spectator participation in Kinect play

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    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

    Performance interfaces and destabilisation

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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

    New media and impressionism

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    This master’s thesis is framed in the areas of New Media Art (NMA) and Human Computer Interaction (HCI). In particular, it is focused in the study of New Media Art pieces that share a set of characteristics (the most important one being that they are composed by atomic elements), might be explicitly interactive, and are usually exhibited in public settings or have been designed to be consumed by a large simultaneous audience. The content of the thesis can be divided in four big items: 1- The review of a certain set of NMA pieces, their characteristics, and some similarities hold between them and the impressionist movement that emerged at the second half of the 19th century, along with some visual perception principles of Gestalt psychology. 2- A selection and an adaptation of pre-existing theoretical frameworks for modelling interaction in public settings. These theoretical frameworks comprise a set of tools for describing, analysing, and designing New Media Art pieces. 3- The presentation of a set of selected artworks authored or coauthored by the author of this thesis. A description of their characteristics and technology will be presented. 4- The introduction of two tools for artistic production, which were instrumental for the construction of some of the artworks here presented: Sendero (an LED lighting system), and N.IMP (a tool for real time visual content generation)

    From interaction to trajectories: designing coherent journeys through user experience

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    notes: Best of CHI 2009 Awardpublication-status: PublishedThe idea of interactional trajectories through interfaces has emerged as a sensitizing concept from recent studies of tangible interfaces and interaction in museums and galleries. We put this concept to work as a lens to reflect on published studies of complex user experiences that extend over space and time and involve multiple roles and interfaces. We develop a conceptual framework in which trajectories explain these user experiences as journeys through hybrid structures, punctuated by transitions, and in which interactivity and collaboration are orchestrated. Our framework is intended to sensitize future studies, help distill craft knowledge into design guidelines and patterns, identify technology requirements, and provide a boundary object to connect HCI with performance studies

    Designing for multi-user interaction in the home environment: Implementing social translucence

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    © 2016 ACM. Interfaces of interactive systems for domestic use are usually designed for individual interactions although these interactions influence multiple users. In order to prevent conflicts and unforeseen influences on others we propose to leverage the human ability to take each other into consideration in the interaction. A promising approach for this is found in the social translucence framework, which was originally described by Erickson & Kellogg. In this paper, we investigate how to design multi-user interfaces for domestic interactive systems through two design cases where we focus on the implementation of social translucence constructs (visibility, awareness, and accountability) in the interaction. We use the resulting designs to extract design considerations: interfaces should not prescribe behavior, need to offer sufficient interaction alternatives, and previous settings need to be retrievable. We also identify four steps that can be integrated in any design process to help designers in creating interfaces that support multi-user interaction through social translucence

    DHRS 2009 Proceedings of the Ninth Danish Human-Computer Interaction Research Symposium.

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    Since 2001 the annual Danish Human-Computer Interaction Research Symposium has been a platform for networking, and provided an opportunity to get an overview across the various parts of the Danish HCI research scene. This years symposium was held in Aarhus, Denmark on December 14, 200

    Wild rabbits in Living Lab Skagen

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    User experience, performance, and social acceptability: usable multimodal mobile interaction

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    This thesis explores the social acceptability of multimodal interaction in public places with respect to acceptance, adoption and appropriation. Previous work in multimodal interaction has mainly focused on recognition and detection issues without thoroughly considering the willingness of users to adopt these kinds of interactions in their everyday lives. This thesis presents a novel approach to user experience that is theoretically motivated by phenomenology, practiced with mixed-methods, and analysed based on dramaturgical metaphors. In order to explore the acceptance of multimodal interfaces, this thesis presents three studies that look at users’ initial reactions to multimodal interaction techniques: a survey study focusing on gestures, an on-the-street user study, and a follow-up survey study looking at gesture and voice-based interaction. The investigation of multimodal interaction adoption is explored through two studies: an in situ user study of a performative interface and a focus group study using experience prototypes. This thesis explores the appropriation of multimodal interaction by demonstrating the complete design process of a multimodal interface using the performative approach to user experience presented in this thesis. Chapter 3 looks at users’ initial reactions to and acceptance of multimodal interactions. The results of the first survey explored location and audience as factors the influence how individuals behave in public places. Participants in the on-the-street study described the desirable visual aspects of the gestures as playful, cool, or embarrassing aspects of interaction and how gestures could be hidden as everyday actions. These results begin to explain why users accepted or rejected the gestures from the first survey. The second survey demonstrated that the presence of familiar spectators made interaction significantly more acceptable. This result indicates that performative interaction could be made more acceptable by interfaces that support collaborative or social interaction. Chapter 4 explores how users place interactions into a usability context for use in real world settings. In the first user study, participants took advantage of the wide variety of possible performances, and created a wide variety of input, from highly performative to hidden actions, based on location. The ability of this interface to support flexible interactions allowed users to demonstrate the the purposed of their actions differently based on the immediately co-located spectators. Participants in the focus group study discussed how they would go about placing multimodal interactions into real world contexts, using three approaches: relationship to the device, personal meaning, and relationship to functionality. These results demonstrate how users view interaction within a usability context and how that might affect social acceptability. Chapter 5 examines appropriation of multimodal interaction through the completion of an entire design process. The results of an initial survey were used as a baseline of comparison from which to design the following focus group study. Participants in the focus groups had similar motives for accepting multimodal interactions, although the ways in which these were expressed resulted in very different preferences. The desire to use technology in a comfortable and satisfying way meant different things in these different settings. During the ‘in the wild’ user study, participants adapted performance in order to make interaction acceptable in different contexts. In some cases, performance was hidden in public places or shared with familiar spectators in order to successfully incorporate interaction into public places

    Nightingallery: theatrical framing and orchestration in participatory performance

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    The Nightingallery project encouraged participants to converse, sing, and perform with a musically responsive animatronic bird, playfully interacting with the character while members of the public could look on and observe. We used Nightingallery to frame an HCI investigation into how people would engage with one another when confronted with unfamiliar technologies in conspicuously public, social spaces. Structuring performances as improvisational street theatre, we styled our method of exhibiting the bird character. We cast ourselves in supporting roles as carnival barkers and minders of the bird, presenting him as if he were a fantastical creature in a fairground sideshow display, allowing him the agency to shape and maintain dialogues with participants, and positioning him as the focal character upon which the encounter was centred. We explored how the anthropomorphic nature of the bird itself, along with the cultural connotations associated with the carnival/sideshow tradition helped signpost and entice participants through the trajectory of their encounters with the exhibit. Situating ourselves as secondary characters within the narrative defining the performance/use context, our methods of mediation, observation, and evaluation were integrated into the performance frame. In this paper, we explore recent HCI theories in mixed reality performance to reflect upon how genre-based cultural connotations can be used to frame trajectories of experience, and how manipulation of roles and agency in participatory performance can facilitate HCI investigation of social encounters with playful technologies. © 2014 Springer-Verlag London
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