7 research outputs found

    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

    Voice interfaces in everyday life

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    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

    Interpersonal video communication as a site of human sociality:a special issue of pragmatics

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    The ‘interrogative gaze’:Making video calling and messaging ‘accountable’

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    This paper identifies salient properties of how talk about video communication is organised interactionally, and how this interaction invokes an implied order of behaviour that is treated as ‘typical’ and ‘accountably representative’ of video communication. This invoked order will be called an interrogative gaze. This is an implied orientation to action, one that is used as a jointly managed interpretative schema that allows video communication to be talked about and understood as rationally, purposively and collaboratively undertaken in particular, ‘known in common’ ways. This applies irrespective of whether the actions in question are prospective (are about to happen) or have been undertaken in the past and are being accounted for in the present or are ‘generally the case’ - in current talk. The paper shows how this constitutive device also aids in sense making through such things as topic management in video-mediated interaction, and in elaborating the salience of the relationship between this and the patterned governance of social affairs - viz, mother-daughter, friend-friend - as normatively achieved outcomes. It will be shown how the interrogative gaze is variously appropriate and consequentially invoked not just in terms of what is done in a video call or making such calls accountable, but in helping articulate different orders of connection between persons, and how these orders have implications for sensible and appropriate behaviour in video calling and hence, for the type of persons who are involved. This, in turn, explains how a decision to avoid using video communication is made an accountably reasonable thing to do. The relevance of these findings for the sociology of everyday life and the philosophy of action are explored. © John Benjamins Publishing Company

    A quantified past : fieldwork and design for remembering a data-driven life

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    PhD ThesisA ‘data-driven life’ has become an established feature of present and future technological visions. Smart homes, smart cities, an Internet of Things, and particularly the Quantified Self movement are all premised on the pervasive datafication of many aspects of everyday life. This thesis interrogates the human experience of such a data-driven life, by conceptualising, investigating, and speculating about these personal informatics tools as new technologies of memory. With respect to existing discourses in Human-Computer Interaction, Memory Studies and Critical Data Studies, I argue that the prevalence of quantified data and metrics is creating fundamentally new and distinct records of everyday life: a quantified past. To address this, I first conduct qualitative, and idiographic fieldwork – with long-term self-trackers, and subsequently with users of ‘smart journals’ – to investigate how this data-driven record mediates the experience of remembering. Further, I undertake a speculative and design-led inquiry to explore context of a ’quantified wedding’. Adopting a context where remembering is centrally valued, this Research through Design project demonstrates opportunities and develops considerations for the design of data-driven tools for remembering. Crucially, while speculative, this project maintains a central focus on individual experience, and introduces an innovative methodological approach ‘Speculative Enactments’ for engaging participants meaningfully in speculative inquiry. The outcomes of this conceptual, empirical and speculative inquiry are multiple. I present, and interpret, a variety of rich descriptions of existing and anticipated practices of remembering with data. Introducing six experiential qualities of data, and reflecting on how data requires selectivity and construction to meaningfully account for one’s life, I argue for the design of ‘Documentary Informatics’. This perspective fundamentally reimagines the roles and possibilities for personal informatics tools; it looks beyond the current present-focused and goal-oriented paradigm of a data-driven life, to propose a more poetic orientation to recording one’s life with quantified data

    The Tyranny of the Everyday in Mobile Video Messaging

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    ABSTRACT This paper reports on how asynchronous mobile video messaging presents users with a challenge to doing 'being ordinary'. 53 participants from three countries were recruited to try Skype Qik at launch for two weeks. Some participants embraced Skype Qik as a gift economy, emphasizing a special relationship enacted through crafted self-presentation. However, gift exchange makes up only a small proportion of conversation. Many participants struggled with the self-presentation obligations of video when attempting more everyday conversation. Faced with the 'tyranny of the everyday', many participants reverted to other systems where content forms reflected more lightweight exchange. We argue that designing for fluid control of the obligations of turn exchange is key to mobile applications intended to support everyday messaging

    The tyranny of the everyday in mobile video messaging

    No full text
    This paper reports on how asynchronous mobile video messaging presents users with a challenge to doing 'being ordinary'. 53 participants from three countries were recruited to try Skype Qik at launch for two weeks. Some participants embraced Skype Qik as a gift economy, emphasizing a special relationship enacted through crafted self-presentation. However, gift exchange makes up only a small proportion of conversation. Many participants struggled with the self-presentation obligations of video when attempting more everyday conversation. Faced with the 'tyranny of the everyday', many participants reverted to other systems where content forms reflected more lightweight exchange. We argue that designing for fluid control of the obligations of turn exchange is key to mobile applications intended to support everyday messaging
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