20 research outputs found
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The making of postdigital experiential space: Punchdrunk Company 2011-2014
This thesis presents my original contribution to knowledge, a combination of critical media and
performance theories to analyse the production and augmentation of postdigital experiential
spaces in Punchdrunk Theatre Company. Distributed agency is key to Punchdrunk’s work, with
makers within the company and audiences both being active participants in meaning-making,
across complex and detailed interfaces. In order to investigate the making cultures on ‘both
sides’ of the interface, I undertook a two-year participant study as a researching designer within
the company during the build of the productions The House Where Winter Lives and The
Drowned Man in 2011-2014, gathering field data in the form of extensive interviews with
members of the company and audience participants, supported by diary notations and
photographs. I studied the processes and methods that extend, distribute and regulate agency to
both audiences and makers within the company, and identified devices and features of the
interaction design of the company that produce the immanent subject-event relationships that
support immersion in their work.
A core aspect of this research concerns the relationship between immersion and the
sublime, and how subject-event relationships (immanent vs. transcendent) contribute to
engendering sublime interactive experiences. I have analysed the consequences of this for the
modelling of participation in interaction design, and how it influences conditions of possibility
within interactive systems across physical, digital and blended media. The conclusion of this
research includes the definition of a postdigital sublime, and proposes a delinquent system
aesthetic that integrates proxies for gravity through articulation of the ‘shadow side’ of
interaction design
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A manifesto for cognitive ergonomics: re-evaluating technology usability for the 21st century
Computer infiltration into the workplace and society has been extensive, yet the ideals of efficacy, efficiency and satisfaction have not been wholly met. We propose an ambitious framework to take forward Cognitive Ergonomics. We define Cognitive Ergonomics as an interdisciplinary field of research and practice dedicated towards:
• Improving human wellbeing, mankind and our environment
• By understanding and supporting human cognition
• When at work or performing goal-directed tasks
• With computers and other engineered artefacts.
This revitalizing framework will be based on:
• Interdisciplinary Research
• Research-based Policy
• Education
The proposed interdisciplinary framework will refocus on the classical facets of usability and include work-relevant emotions as well as understanding the minimal requirements for successful interactions (including understanding agency). The research-based policy will focus on efficacy in terms of human cognitive ergonomics in a holistic perspective (i.e. producing the effects we want without adverse effects). This will include complex questions about interface design in the context of the organisational and business models that influence its development (e.g. monetization). The educational concerns will focus on efficiency and include minimal programmes for all computer scientists and all end-users, as well as the consequences of digital mediation in learning generally. This framework will differentiate cognitive ergonomics from its cognate fields of Human-Computer Interaction and Psychology, and address a gap between the social sciences and engineering that has become more urgent in the past 5-10 years. It is ideally suited to be carried forward by the European Association of Cognitive Ergonomics, as this framework is specifically a collaborative effort grounded in European intellectual and scientific tradition; a perspective that offers a much-needed contrast and complement to Anglosphere research and development agendas in interactive technologies
What does not happen: quantifying embodied engagement using NIMI and self-adaptors
Previous research into the quantification of embodied intellectual and emotional engagement using non-verbal movement parameters has not yielded consistent results across different studies. Our research introduces NIMI (Non-Instrumental Movement Inhibition) as an alternative parameter. We propose that the absence of certain types of possible movements can be a more holistic proxy for cognitive engagement with media (in seated persons) than searching for the presence of other movements. Rather than analyzing total movement as an indicator of engagement, our research team distinguishes between instrumental movements (i.e. physical movement serving a direct purpose in the given situation) and non-instrumental movements, and investigates them in the context of the narrative rhythm of the stimulus. We demonstrate that NIMI occurs by showing viewers’ movement levels entrained (i.e. synchronised) to the repeating narrative rhythm of a timed computer-presented quiz. Finally, we discuss the role of objective metrics of engagement in future context-aware analysis of human behaviour in audience research, interactive media and responsive system and interface design
A time series feature of variability to detect two types of boredom from motion capture of the head and shoulders
Boredom and disengagement metrics are crucial to the correctly timed implementation of adaptive interventions in interactive systems. psychological research suggests that boredom (which other HCI teams have been able to partially quantify with pressure-sensing chair mats) is actually a composite: lethargy and restlessness. Here we present an innovative approach to the measurement and recognition of these two kinds of boredom, based on motion capture and video analysis of changes in head and shoulder positions. Discrete, three-minute, computer-presented stimuli (games, quizzes, films and music) covering a spectrum from engaging to boring/disengaging were used to elicit changes in cognitive/emotional states in seated, healthy volunteers. Interaction with the stimuli occurred with a handheld trackball instead of a mouse, so movements were assumed to be non-instrumental. Our results include a feature (standard deviation of windowed ranges) that may be more specific to boredom than mean speed of head movement, and that could be implemented in computer vision algorithms for disengagement detection
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Reimagining heritage buildings as technological spaces
No description supplie
Experience design: video without faces increases engagement but not empathy
Counter to prior claims that empathy is required for higher levels of engagement in human-computer interaction, our team has previously found that, in an analysis of 844 stimulus presentations, empathy is sufficient for high engagement, but is not necessary. Here, we ran a carefully controlled study of human-computer interactions with musical stimuli --- with and without visuals, and with and without recognizable people -- to directly test whether we could design an engaging stimulus that did not elicit empathy, by avoiding human faces or personal interaction. We measured subjective responses by visual analogue scale and found that the faceless stimulus was as engaging as the face-containing stimulus, but much less empathy-provoking. Therefore, we propose that empathy and engagement be considered independently during interaction design, because they are not monotonically related
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Proxemics of screen mediation: engagement with reading on screen manifests as diminished variation due to self-control, rather than diminished mean distance from screen
Objective: Burgoon's theory of conversational involvement suggest that when people engage with a person, they will move slightly closer to them, often subtly and subconsciously. However, some studies have failed to extend this to human-computer interaction. Our hypothesis is that during online reading, engagement is associated with an expenditure of effort to hold the head upright, still and centrally.
Method: We presented to 27 participants (ages 21.00 ± 2.89, 15 female) seated in front of 47.5x27 cm monitor two reading stimuli in a counterbalanced order, one (interesting) based on a best selling novel and the other (boring) based on European Union banking regulations. The participants were video-recorded during their reading while they wore reflective motion tracking markers. The markers were video-tracked off-line using Kinovea 0.8.
Results: Subjective VAS ratings showed that the stimuli elicited the bored and interested states as expected. Video tracking showed that the boring stimulus (compared to the interesting reading) elicited a greater head-to-screen velocity, a greater head-to-screen distance range, a greater head-to-screen distance standard deviation, but not a further away head-to-screen mean distance.
Conclusions: The more interesting reading led to efforts to control the head to a more central viewing position while suppressing head fidgeting
The complex relationship between empathy, engagement and boredom
In human computer interactions — especially gaming — the role of empathy has been mooted as a necessary prerequisite for higher levels of engagement and immersion. More recently other forms of engagement, including intellectual/cognitive engagement, have been proposed. In this study we present a carefully controlled dataset of human-computer interactions with a wide range of stimuli that ranged from highly engaging to boring to test these two theories. Analyzing 844 response sets to visual analogue scales (VAS) for empathy, interest, boredom, and engagement, we found that high empathy was sufficient for high engagement but is not necessary, whilst the converse was not true. We also found that empathy and boredom were incompatible with each other, but low levels of either were permissive rather than causal to the other. We conclude that there is no monotonic relationship between increasing empathy and engagement; either empathy is a sufficient (but not necessary) cause of engagement, or engagement is a necessary precursor to high empathy
Spelling errors and shouting capitalization lead to additive penalties to trustworthiness of online health information: randomized experiment with laypersons
Background: The written format and literacy competence of screen-based texts can interfere with the perceived trustworthiness of health information in online forums, independent of the semantic content. Unlike in professional content, the format in unmoderated forums can regularly hint at incivility, perceived as deliberate rudeness or casual disregard toward the reader, for example, through spelling errors and unnecessary emphatic capitalization of whole words (online shouting).
Objective: This study aimed to quantify the comparative effects of spelling errors and inappropriate capitalization on ratings of trustworthiness independently of lay insight and to determine whether these changes act synergistically or additively on the ratings.
Methods: In web-based experiments, 301 UK-recruited participants rated 36 randomized short stimulus excerpts (in the format of information from an unmoderated health forum about multiple sclerosis) for trustworthiness using a semantic differential slider. A total of 9 control excerpts were compared with matching error-containing excerpts. Each matching error-containing excerpt included 5 instances of misspelling, or 5 instances of inappropriate capitalization (shouting), or a combination of 5 misspelling plus 5 inappropriate capitalization errors. Data were analyzed in a linear mixed effects model.
Results: The mean trustworthiness ratings of the control excerpts ranged from 32.59 to 62.31 (rating scale 0-100). Compared with the control excerpts, excerpts containing only misspellings were rated as being 8.86 points less trustworthy, those containing inappropriate capitalization were rated as 6.41 points less trustworthy, and those containing the combination of misspelling and capitalization were rated as 14.33 points less trustworthy (P<.001 for all). Misspelling and inappropriate capitalization show an additive effect.
Conclusions: Distinct indicators of incivility independently and additively penalize the perceived trustworthiness of online text independently of lay insight, eliciting a medium effect size
Correction: Spelling Errors and Shouting Capitalization Lead to Additive Penalties to Trustworthiness of Online Health Information: Randomized Experiment With Laypersons.
[This corrects the article DOI: 10.2196/15171.]