33 research outputs found
Understanding Public Evaluation: Quantifying Experimenter Intervention
Public evaluations are popular because some research
questions can only be answered by turning “to the wild.”
Different approaches place experimenters in different roles
during deployment, which has implications for the kinds of
data that can be collected and the potential bias introduced
by the experimenter. This paper expands our understanding
of how experimenter roles impact public evaluations and
provides an empirical basis to consider different evaluation
approaches. We completed an evaluation of a playful
gesture-controlled display – not to understand interaction at
the display but to compare different evaluation approaches.
The conditions placed the experimenter in three roles,
steward observer, overt observer, and covert observer, to
measure the effect of experimenter presence and analyse the
strengths and weaknesses of each approach
Composing for the interactive medium
We present a discussion of the role of the composer when developing content for the composer when developing content for the interactive, participatory medium. We describe compositional tensions which emerged during the creation and enactment of our interactive performance, humanaquarium, and discuss how the intertwined nature of interactive and aesthetic concerns inspired our creative innovation in the composition process
Performing research: four contributions to HCI
This paper identifies a body of HCI research wherein the researchers take part in digitally mediated creative experiences alongside participants. We present our definition and rationale for "self-situated performance research" based on theories in both the HCI and performance literatures. We then analyse four case studies of this type of work, ranging from overtly "performative" staged events to locative audio and public making. We argue that by interrogating experience from within the context of self-situated performance, the 'performer/researcher' extends traditional practices in HCI in the following four ways: developing an intimate relationship between researchers and participants, providing new means of making sense of interactions, shaping participants' relationship to the research, and enabling researchers to refine their work as it is being conducted
Designing from within: : humanaquarium
We present an experience-based approach to designing a collaborative interactive performance, humanaquarium. Our research explores public interaction with digital technology through the practice-based inquiry of an inter-disciplinary team of interaction designers and musicians. We present a method of designing experience from within, literally situating ourselves within the performance/use space and assuming the roles both of performers and of designers as we develop and refine the humanaquarium project over ..
Performing research: four contributions to HCI
This paper identifies a body of HCI research wherein the researchers take part in digitally mediated creative experiences alongside participants. We present our definition and rationale for "self-situated performance research" based on theories in both the HCI and performance literatures. We then analyse four case studies of this type of work, ranging from overtly "performative" staged events to locative audio and public making. We argue that by interrogating experience from within the context of self-situated performance, the 'performer/researcher' extends traditional practices in HCI in the following four ways: developing an intimate relationship between researchers and participants, providing new means of making sense of interactions, shaping participants' relationship to the research, and enabling researchers to refine their work as it is being conducted
Design fiction for mixed-reality performances
Designing for mixed-reality performances is challenging both in terms of technology design, and in terms of understanding the interplay between technology, narration, and (the outcomes of) audience interactions. This complexity also stems from the variety of roles in the creative team often entailing technology designers, artists, directors, producers, set-designers and performers. In this multidisciplinary, one-day workshop, we seek to bring together HCI scholars, designers, artists, and curators to explore the potential provided by Design Fiction as a method to generate ideas for Mixed-Reality Performance (MRP) through various archetypes including scripts, programs, and posters. By drawing attention to novel interactive technologies, such as bio-sensors and environmental IoT, we seek to generate design fiction scenarios capturing the aesthetic and interactive potential for mixed-reality performances, as well as the challenges to gain access to audience members’ data – i.e. physiological states, daily routines, conversations, etc
Nightingallery: theatrical framing and orchestration in participatory performance
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
Practical, appropriate, empirically-validated guidelines for designing educational games
There has recently been a great deal of interest in the
potential of computer games to function as innovative
educational tools. However, there is very little evidence of
games fulfilling that potential. Indeed, the process of
merging the disparate goals of education and games design
appears problematic, and there are currently no practical
guidelines for how to do so in a coherent manner. In this
paper, we describe the successful, empirically validated
teaching methods developed by behavioural psychologists
and point out how they are uniquely suited to take
advantage of the benefits that games offer to education. We
conclude by proposing some practical steps for designing
educational games, based on the techniques of Applied
Behaviour Analysis. It is intended that this paper can both
focus educational games designers on the features of games
that are genuinely useful for education, and also introduce a
successful form of teaching that this audience may not yet
be familiar with