15 research outputs found
Interaction design for situated media production teams
PhD ThesisMedia production teams are the backbone of many media industries including television, sport gatherings and live music events. These domains are characterised by a key set of situational factors which significantly impact on the collaborative production workflow, such as temporality, professional concerns and mission criticality. The availability of new interaction technologies presents an opportunity to design systems to support these teams in these complex environments, leveraging the affordances of interaction technologies in response to the situated factors that impact specifically on these types of domains. StoryCrate and ProductionCrate, two large-scale real-world prototype systems for supporting situated media production teams were designed and deployed to explore the interaction design considerations that could support these teams in specific scenarios. Through an extensive analysis of these deployments, key design considerations, interaction techniques and modalities are presented that can be developed in response to the situational factors found in collaborative media production environments
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Digital Creativity Support for Original Journalism
The decline in circulations and revenues resulting from the digitalization of news production and consumption has led to a crisis in journalism.Journalists have less time to research, investigate and write original stories, leading to problems for our democratic processes and holding the powerful to account. This paper reports the architecture, features and rationale for new digital creativity support designed to support journalists to discover more original angles onstories. It also summarises the evaluation of the tool’s use in 3 newsrooms
TryFilm : Situated Support for Interactive Media Productions
The emergence of participatory, on-demand and interactive media is changing the media production landscape. Producing interactive media is often more complex than creating traditional linear films, resulting in increased pressure for production teams. In this paper we explore what implications this has for cast and crew who participate in the production of such new media. We explore how collaborative technologies can support creative practitioners, within these challenging settings. We present TryFilm, a collaborative editing system, designed by the authors and deployed during an interactive film shoot by a small film company featuring a cast of early career actors
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Developing and Evaluating Digital Creativity Support in Google Docs for Journalists
Although journalism is classified as one of the creative industries, there is little bespoke digital support for creative thinking by journalists. To fill the gap, this paper reports new research that led to the implementation and first evaluation of JUICE, a new digital prototype to support creative thinking by journalists during the early development of news stories. Emerging from a user centred design process, JUICE is implemented as a simple Add-on Sidebar and Dialog Box in Google Docs that a journalist can invoke when developing news stories. Interviews with experienced journalists were used to elicit 6 strategies that JUICE uses to guide its users to generate different angles on news stories using creative information searches and interactive creativity support. In this paper we describe the information search algorithm and new interactive support to create news stories with one of these strategies – the individual human angle on the story – then report a first evaluation of JUICE implemented with the algorithm and support during its use by journalism students. Results revealed that most of these student journalists were able use JUICE to generate new news stories with individual human angles in a short period of time, but still used established web search tools to collect more detailed information about the angle in order to write the story. Journalist feedback was used to improve the usability of JUICE and design new interactive features
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SPORT SPARKS: Supporting Creative Thinking by Professional Coaches
This short paper reports a new digital tool that supports creative idea generation about possible solutions to these challenges. Exploratory design research resulted in a new digital tool that was designed for use by the coaches of elite athletes, to discover creative ideas with which to remove, overcome and mitigate the effects of concrete athlete under-performance. Furthermore, initial feedback from 22 professional sports practitioners revealed that use of the tool led to most of them understanding the challenge from new perspectives, exploring alternative options to solve the challenge, and influenced their decision-making about the challenge
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Making the News: Digital Creativity Support for Journalists
This paper reports the design and first evaluations of new digital support for journalists to discover and examine creative angles on news stories under development. The support integrated creative news search algorithms, interactive creative sparks and reusable concept cards into one daily work tool of journalists. The first evaluations of INJECT by journalists in their places of work to write published news stories revealed that the journalists generated new angles on existing stories rather than new stories, changed their writing behaviour, and reported evidence that INJECT use had the potential to increase the objectivity and the boldness of journalism methods used
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Using computational tools to support journalists’ creativity
This paper presents work surrounding INJECT, a newsroom innovation offering digital tools to support journalists. Research showing increasing time and resource pressure on journalists has led to concerns about the demise of investigative reporting and the ability of today’s journalists to interrogate information adequately. Some digital innovations (e.g. tools facilitating robot journalism) have been viewed with suspicion by newsrooms. This paper reports on a research project that seeks to create an innovative tool to support the creative capabilities of time and resource poor journalists. The INJECT project used the advanced information discovery capabilities of digitisation to help journalists find new angles on stories and this paper analyses the extent to which such initiatives might harness digital innovation to benefit both the quality and range of reporting and thereby enhance creativity. It examines the potential of an information processing model of creativity derived from the INJECT tool to assist and support journalists, exploring the theoretical impact as well as the practical implications reported from the newsroom
The challenges of using biodata in promotional filmmaking
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
Collaborative video editing
Samarbeid i videoredigering
Denne avhandlingen tar opp følgende spørsmål: Hvordan kan vi støtte samarbeid i videoredigering? I ulike anvendelsesområder, som skriving og design, er bruk av samarbeidsverktøy utbredt. Likevel er programvare for videoredigering i hovedsak utviklet for individuell bruk. Videoredigering bør forstås som en sosial aktivitet og blir i profesjonelle sammenhenger ofte utført som et samarbeid mellom ulike aktører.
Basert på intervjuer og designverksteder, undersøker denne avhandlingen hvordan videoredigerere samarbeider og utforsker mulighetsrommet for å støtte samarbeid i videoredigering gjennom design av nye løsninger.
I tre studier undersøker denne avhandlingen videoredigering fra tre perspektiver. Først undersøker den samarbeidspraksiser blant profesjonelle videoredigerere og identifiserer ulike strategier og sosiale mekanismer som brukes for å oppnå enighet mellom aktørene som er involvert i videoproduksjon. Denne første studien identifiserer ni temaer som beskriver hvordan videoredigerere håndterer usikkerhet og oppnår enighet, spesielt gjennom organisatoriske mekanismer, dokumentasjon og ikoniske referanser. Studien foreslår også tre ulike retninger for design av nye løsninger for å støtte samarbeid i videoredigering.
Det andre studiet undersøker videoproduksjon fra et organisatorisk perspektiv, med fokus på en pågående overgang til distribuert arbeid og dets innvirkning på videoproduksjon. Den andre studien skisserer de kortsiktige og langsiktige implikasjonene av å innføre distribuerte arbeidsformer i TV-produksjonsorganisasjoner under COVID-19-pandemien.
Den siste studien ser på samarbeid i videoredigering som et designproblem og presenterer designideer for hvordan man kan støtte et slikt samarbeid. I tillegg peker denne studien på utfordringer som kan være til hinder for innføringen av nye videoredigeringsverktøy som skal støtte samarbeid.
Ved å sammenstille resultatene fra de tre studiene, samt analysere tidligere forskning og eksisterende videoredigeringsverktøy, identifiserer avhandlingen tre designtilnærminger for å støtte samarbeid i videoredigeringsprogramvare: holistisk, skreddersydd og konfigurerbar. Selv om disse tilnærmingene diskuteres med tanke på samarbeid i videoredigeringspraksiser, kan de tilby et bredere analytisk rammeverk for å vurdere utformingen av samarbeidsverktøy også for andre anvendelsesområder.This thesis addresses the following question: how can collaboration be supported in video editing? In many domains, such as writing and design, collaborative tools have become common and widespread. However, video-editing software is still predominantly designed for solo users. Nevertheless, video editing is a social activity that, in a professional setting, often involves various people working together.
Based on interviews and design workshops, this thesis investigates the collaborative practices of video editors and explores the design space of collaborative video editing.
In three studies, this thesis looks at video editing from three angles. First, it investigates the collaborative practices of video editors and identifies the strategies and social mechanisms they employ to reach agreements with various parties involved in the videoproduction process. The first study identifies nine themes that characterise the ways video editors manage uncertainties and reach agreements, particularly through organisational mechanisms, documentation, and iconic referencing. The study also suggests three design paths to explore further.
Second, it examines video production from an organisational point of view, focusing on the recent shift towards remote work and its impact on video production. The second study delineates the short-term and long-term implications of adopting remote work in TV production organisations during the COVID-19 pandemic.
Third, it approaches collaborative video editing as a design problem and offers design ideas to enhance collaboration. Additionally, it uncovers challenges that might impede the adoption of new collaborative video-editing tools.
In synthesising the results of the three studies, as well as analysing previous research and existing video-editing tools, this thesis identifies three design approaches for supporting collaboration in video-editing software: holistic, tailored, and configurable. While discussed in the context of collaborative video editing, these approaches offer a broader analytical framework for considering the design of collaborative production tools.Doktorgradsavhandlin
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Evaluating the Use of Digital Creativity Support by Journalists in Newsrooms
This paper reports the evaluation of a new digital support tool designed to increase journalist creativity and productivity in newsrooms. After outlining the tool’s principles, interactive features and architecture, the paper reports the installation and use of the tool over 2 months by 12 journalists in the newsrooms of 3 newspapers. Results from this evaluation revealed that tool use was associated with published news articles rated as more novel but not more valuable than published articles written by the same journalists without the tool. However, tool use did not increase journalist productivity. The evaluation results were used to inform future changes to the digital creativity support tool