83 research outputs found
Mutual Engagement in Social Music Making
Mutual engagement occurs when people creatively spark together. In this paper we suggest that mutual engagement is key to creating new forms of multi-user social music systems which will capture the public’s heart and imagination. We propose a number of design features which support mutual engagement, and a set of techniques for evaluating mutual engagement by examining the minutiae of inter-person communication. We illustrate these techniques through their use in empirical studies, and their use as part of artistic practice to design and evaluate new forms of collaborative music making
Accessible Spectrum Analyser
Presented at the 22nd International Conference on Auditory Display (ICAD-2016)This paper presents the Accessible Spectrum Analyser (ASA) developed as part of the DePic project (Design Patterns for Inclusive collaboration) at Queen Mary University of London. The ASA uses sonification to provide an accessible representation of frequency
spectra to visually impaired audio engineers. The software is free and open source and is distributed as a VST plug-in under OSX and Windows. The aim of reporting this work at the ICAD 2016 conference is to solicit feedback about the design of the present tool and its more generalized counterpart, as well as to invite ideas for other possible applications where it is thought that auditory spectral analysis may be useful, for example in situations where line of sight is not always possible
A Guide to Evaluating the Experience of Media and Arts Technology
Evaluation is essential to understanding the value that digital creativity
brings to people's experience, for example in terms of their enjoyment,
creativity, and engagement. There is a substantial body of research on how to
design and evaluate interactive arts and digital creativity applications. There
is also extensive Human-Computer Interaction (HCI) literature on how to
evaluate user interfaces and user experiences. However, it can be difficult for
artists, practitioners, and researchers to navigate such a broad and disparate
collection of materials when considering how to evaluate technology they create
that is at the intersection of art and interaction. This chapter provides a
guide to designing robust user studies of creative applications at the
intersection of art, technology and interaction, which we refer to as Media and
Arts Technology (MAT). We break MAT studies down into two main kinds:
proof-of-concept and comparative studies. As MAT studies are exploratory in
nature, their evaluation requires the collection and analysis of both
qualitative data such as free text questionnaire responses, interviews, and
observations, and also quantitative data such as questionnaires, number of
interactions, and length of time spent interacting. This chapter draws on over
15 years of experience of designing and evaluating novel interactive systems to
provide a concrete template on how to structure a study to evaluate MATs that
is both rigorous and repeatable, and how to report study results that are
publishable and accessible to a wide readership in art and science communities
alike.Comment: Preprint. Chapter to appear in "Creating Digitally. Shifting
Boundaries: Arts and Technologies - Contemporary Applications and Concepts",
Anthony L. Brooks (Editor), Springer.
https://link.springer.com/book/978303131359
Annotating Distributed Scores for Mutual Engagement in Daisyphone and Beyond
Written and drawn annotations of musical scores form a core part of the music composition process for both individuals and groups. This paper reflects on the annotations made in new forms of distributed music making where the score and its annotations are shared across the web. Four kinds of annotation are identified from eight years of studies of mutual engagement through distributed music making systems. It is suggested that new forms of web based music making might benefit from shared and persistent graphical annotation mechanisms
Unmasking the Power of Play Through TUI Designs
Research on the potential benefits of technology for autistic children is an emergent field in Human-Computer Interaction (HCI), especially within the Child-Computer Interaction Community. At the same time, there are concerns about what these interventions and technologies are for and who benefits. We present a research and design approach for Tangible User Interfaces (TUIs) for minimally verbal to nonverbal autistic children following a neurodiversity narrative through three field studies developed and evaluated with three groups of children within a semi-structured scholastic environment between 2018 and 2021 in the UK. We discuss our insights for research and TUI designs in the context of social play for nonverbal autistic children and critically reflect on the methods and approaches we used. We do this to disrupt the normalisation agenda that subtly permeates the field of HCI and to direct designers’ attention toward supporting autistic ways of being in the world
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