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Designing Brutal Multiplayer Video Games Game and Design / Marshall, Joe / Linehan, Conor / Hazzard, Adrian Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.2669-2680
ACM Digital Library Link
Summary: Non-digital forms of play that allow players to direct brute force directly upon each other, such as martial arts, boxing and full contact team sports, are very popular. However, inter-player brutality has largely been unexplored as a feature of digital gaming. In this paper, we describe the design and study of 2 multi-player games that encourage players to use brute force directly against other players. Balance of Power is a tug-of-war style game implemented with Xbox Kinect, while Bundle is a playground-inspired chasing game implemented with smartphones. Two groups of five participants (n=10) played both games while being filmed, and were subsequently interviewed. A thematic analysis identified five key components of the brutal multiplayer video game experience, which informs a set of seven design considerations. This work aims to inspire the design of engaging game experiences based on awareness and enjoyment of our own and others' physicality.

Reflections on Deploying Distributed Consultation Technologies with Community Organisations Civic Tech, Participation and Society / Johnson, Ian G. / Vines, John / Taylor, Nick / Jenkins, Edward / Marshall, Justin Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.2945-2957
ACM Digital Library Link
Summary: In recent years there has been an increased focus upon developing platforms for community decision-making, and an awareness of the importance of handing over civic platforms to community organisations to oversee the process of decision-making at a local level. In this paper, we detail fieldwork from working with two community organisations who used our distributed situated devices as part of consultation processes. We focus on some of the mundane and often-untold aspects of this type of work: how questions for consultations were formed, how locations for devices were determined, and the ways in which the data collected fed into decision-making processes. We highlight a number of challenges for HCI and civic technology research going forward, related to the role of the researcher, the messiness of decision making in communities, and the ability of community organisations to influence how citizens participate in democratic processes.

Jogging at CHI SIG Meetings / Mueller, Florian "Floyd" / Marshall, Joe / Khot, Rohit Ashok / Nylander, Stina / Tholander, Jakob Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.1119-1122
ACM Digital Library Link
Summary: HCI is increasingly paying attention to sports, and more and more CHI attendees are aiming to maintain being physically active while attending CHI. In response, we offer a SIG on the topic of sports-HCI and conduct it in a sportive way: we will go out of the conference venue and jog around San Jose while discussing the role of HCI in relation to sports. The goal is to actively shape the future of the field of sports-HCI.

Designing the Vertigo Experience: Vertigo as a Design Resource for Digital Bodily Play Demos and Posters / Byrne, Richard / Marshall, Joe / Mueller, Florian Floyd Proceedings of the 2016 International Conference on Tangible and Embedded Interaction 2016-02-14 p.296-303
ACM Digital Library Link
Summary: Vertigo can be described as an attempt to momentarily destroy the stability of perception and inflict a kind of voluptuous panic upon an otherwise lucid mind. Vertigo has, however, not been generally considered as a design resource and we believe it to be under-explored in the area of digital bodily play. To investigate how vertigo could be considered as a design resource in this context, we conducted a review of relevant literature and held a design workshop with nine students to explore the potential of vertigo as a design resource for digital bodily play. From our exploration we identify five key design themes that designers might consider when designing a Vertigo Experience. Through this work we hope to encourage designers of bodily play experiences to consider vertigo as a design resource in their games.

Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling Session 6: Artistic Sand & Biking / Dancu, Alexandru / Vechev, Velko / Ünlüer, Adviye Ayça / Nilson, Simon / Nygren, Oscar / Eliasson, Simon / Barjonet, Jean-Elie / Marshall, Joe / Fjeld, Morten Proceedings of the 2015 ACM International Conference on Interactive Tabletops and Surfaces 2015-11-15 p.151-159
ACM Digital Library Link
Summary: Interactive surfaces could be employed in urban environments to make people more aware of moving vehicles, showing drivers' intentions and the subsequent position of vehicles. To explore the usage of projections while cycling, we created a system that displays a map for navigation and signals cyclist intention. The first experiment compared the task of map navigation on a display projected on a road surface in front of the bicycle with a head-up display (HUD) consisting of a projection on a windshield. The HUD system was considered safer and easier to use. In our second experiment, we used projected surfaces to implement concepts inspired by Gibson's perception theory of driving that were combined with detection of conventional cycling gestures to signal and visualize turning intention. The comparison of our system with an off-the-shelf turn signal system showed that gesture input was easier to use. A web-based follow-up study based on the recording of the two signalling systems from the perspective of participants in traffic showed that with the gesture-projector system it was easier to understand and predict the cyclist intention.

Utilizing Gravity in Movement-Based Games and Play Exert Yourself / Hämäläinen, Perttu / Marshall, Joe / Kajastila, Raine / Byrne, Richard / Mueller, Florian "Floyd" Proceedings of the 2015 ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play 2015-10-05 p.67-77
ACM Digital Library Link
Summary: This paper seeks to expand the understanding of gravity as a powerful but underexplored design resource for movement-based games and play. We examine how gravity has been utilized and manipulated in digital, physical, and mixed reality games and sports, considering five central and gravity-related facets of user experience: realism, affect, challenge, movement diversity, and sociality. For each facet, we suggest new directions for expanding the field of movement-based games and play, for example through novel combinations of physical and digital elements.
    Our primary contribution is a structured articulation of a novel point of view for designing games and interactions for the moving body. Additionally, we point out new research directions, and our conceptual framework can be used as a design tool. We demonstrate this in 1) creating and evaluating a novel gravity-based game mechanic, and 2) analyzing an existing movement-based game and suggesting future improvements.

Grand Push Auto: A Car Based Exertion Game Works in Progress / Marshall, Joe / Loesche, Frank / Linehan, Conor / Johnson, Daniel / Martelli, Bruno Proceedings of the 2015 ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play 2015-10-05 p.631-636
ACM Digital Library Link
Summary: Grand Push Auto is an exertion game in which players aim to push a full sized car to ever increasing speeds. The re-appropriation of a car as essentially a large weight allows us to create a highly portable and distributable exertion game in which the main game element has a weight of over 1000 kilograms. In this paper we discuss initial experiences with GPA, and present 3 questions for ongoing study which have been identified from our early testing: How might we appropriate existing objects in exertion game design, and does appropriation change how we think about these objects in different contexts, for example environmental awareness? How does this relate to more traditional sled based weight training? How can we create exertion games that allow truly brutal levels of force?

Understanding Sports-HCI by Going Jogging at CHI SIG Meetings / Mueller, Florian Floyd / Marshall, Joe / Khot, Rohit Ashok / Nylander, Stina / Tholander, Jakob Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.869-872
ACM Digital Library Link
Summary: More and more technologies are emerging that aim to support sports activities, for example there are jogging apps, cycling computers and quadcopters for sportspeople to videorecord their actions. These new technologies appear to become more and more popular, yet interaction design knowledge how to support the associated exertion experiences is still limited. In order to bring practitioners and academics interested in sports-HCI together and examine the topic "in the wild", we propose to go outside and jog around the CHI venue while using and discussing some of these new technologies. The goal is to investigate and shape the future of the field of sports-HCI.

Assessing technology use in aphasia Poster abstracts / Roper, Abi / Marshall, Jane / Wilson, Stephanie M. Sixteenth International ACM SIGACCESS Conference on Computers and Accessibility 2014-10-20 p.239-240
ACM Digital Library Link
Summary: We report a novel and accessible questionnaire designed to examine levels of technology use in adults with severe aphasia and to assess the impact of a co-designed computer-delivered gesture therapy (GeST) on participants' wider technology use. The questionnaire is currently being used in a group study of 30 participants with severe aphasia. Early outcomes indicate that people with severe aphasia are able to use the questionnaire effectively to report levels of technology use. Data from 11 participants suggests low levels of use for many items of everyday technology prior to therapy. Presented work will further examine the effect of GeST therapy on individuals' reported technology-use and also examine correlations between questionnaire outcomes and three other factors: performance on measures of cognition; and the amount and diversity of GeST-use.

Utilising insight journalism for community technology design Journalism and social news / Taylor, Nick / Frohlich, David M. / Egglestone, Paul / Marshall, Justin / Rogers, Jon / Blum-Ross, Alicia / Mills, John / Shorter, Mike / Olivier, Patrick Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.2995-3004
ACM Digital Library Link
Summary: We describe the process of insight journalism, in which local amateur journalists were used to generate unique insights into the digital needs of a community. We position this as a means for communities to represent themselves to designers, both as a method of designing community technologies and as a first step towards supporting innovation at a local level. To demonstrate insight journalism, we present two case studies of community technologies that were directly inspired, informed and evaluated by journalistic content. Based on this experience, we evaluate the role that insight journalism can play in designing for communities, the particular characteristics that it lends to the design process and how it might be employed to support sustainable community innovation.

HCI and sports Workshop summaries / Nylander, Stina / Tholander, Jakob / Mueller, Florian / Marshall, Joe Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.115-118
ACM Digital Library Link
Summary: Sport is an area in which the number of available computing devices is growing rapidly. However, HCI has so far devoted rather little attention to the sports domain. This workshop aims to form a community around sports by gathering existing activity in the HCI domain, thus starting a discussion on what HCI can contribute to the sports domain, as well as what HCI can gain from studying sports.

Jogging with technology: interaction design supporting sport activities Special interest group: 111 / Mueller, Florian / Marshall, Joe / Khot, Rohit Ashok / Nylander, Stina / Tholander, Jakob Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.1131-1134
ACM Digital Library Link
Summary: There has been a significant increase of interactive technologies to support sports activities. Examples are heart rate monitors for cyclists, jogging apps on mobile phones and GPS sports watches for extreme sports. Despite consumer popularity, there is little knowledge about how they should be designed in order to support the exertion activity. Based on CHI'13's success of conducting a special interest group outdoors, we propose jogging with technology to discuss sports-support interactive systems and investigate what future opportunities and challenges exist.

Smartphone sensing for distributed swim stroke coaching and research Workshop: ubiquitous mobile instrumentation / Marshall, Joe Adjunct Proceedings of the 2013 International Joint Conference on Pervasive and Ubiquitous Computing 2013-09-08 v.2 p.1413-1416
ACM Digital Library Link
Summary: Current methods of swim stroke learning rely on a combination of external observation by coaches and repetitive drills performed by swimmers. At elite levels, these may be augmented using complex and expensive augmented pool environments and video analysis, but these are not available to most non-professionals.
    In this paper, I argue that with the wide range of sensors and outputs on a current smartphone, and existing sports-targeted waterproofing, commodity mobile hardware may allow even un-coached amateur swimmers to access timely feedback on their stroke and to improve their swimming. An early prototype of a swim-sensing system demonstrates the potential of mobiles to sense aspects of the swimming stroke. By using commodity hardware it is open to many potential learners, who may in turn provide high quality data to feed back into the development of swim coaching techniques by sports researchers and practitioners.

Performance-Led Research in the Wild "The Turn to The Wild" / Benford, Steve / Greenhalgh, Chris / Crabtree, Andy / Flintham, Martin / Walker, Brendan / Marshall, Joe / Koleva, Boriana / Egglestone, Stefan Rennick / Giannachi, Gabriella / Adams, Matt / Tandavanitj, Nick / Farr, Ju Row ACM Transactions on Computer-Human Interaction 2013-07 v.20 n.3 p.14
ACM Digital Library Link
Summary: We explore the approach of performance-led research in the wild in which artists drive the creation of novel performances with the support of HCI researchers that are then deployed and studied at public performance in cultural settings such as galleries, festivals and on the city streets. We motivate the approach and then describe how it consists of three distinct activities -- practice, studies and theory -- that are interleaved in complex ways through nine different relationships. We present a historical account of how the approach has evolved over a fifteen-year period, charting the evolution of a complex web of projects, papers, and relationships between them. We articulate the challenges of pursuing each activity as well as overarching challenges of balancing artistic and research interests, flexible management of relationships, and finally ethics.

Mobile interaction does not exist alt.chi: experiences / Marshall, Joe / Tennent, Paul Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.2069-2078
ACM Digital Library Link
Summary: Most mobile systems are 'stop-to-interact'; designed for active interaction only when a user is standing still, paying visual and mental attention to the device. However, people are increasingly carrying and using devices while undertaking a wide range of movement activities, such as walking, cycling, running. Some existing systems such as Apple's Siri aim for hands and eyes free use, but they do not consider the wider challenges of interaction during movement.
    We describe the challenges of system design for active mobile interaction. These 'interaction in motion' challenges are discussed with reference to an extreme movement interaction situation -- cold water swimming.

HCI with sports SIGs / Mueller, Florian / Khot, Rohit A. / Chatham, Alan D. / Pijnappel, Sebastiaan / Toprak, Cagdas "Chad" / Marshall, Joe Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.2509-2512
ACM Digital Library Link
Summary: Recent advances in cheap sensor technology has made technology support for sports and physical exercise increasingly commonplace, which is evident from the growing popularity of heart rate monitors and GPS sports watches. This rise of technology to support sports activities raises many interaction issues, such as how to interact with these devices while moving and physically exerting. This special interest group brings together industry practitioners and researchers who are interested in designing and understanding human-computer interaction where the human is being physically active, engaging in exertion activities. Fitting with the theme, this special interest group will be "run" while running: participants will be invited to a jog together during which we will discuss technology interaction that is specific to being physically active whilst being physically active ourselves.

Words are not enough: empowering people with aphasia in the design process Empowerment / Galliers, Julia / Wilson, Stephanie / Roper, Abi / Cocks, Naomi / Marshall, Jane / Muscroft, Sam / Pring, Tim Proceedings of the 12th Participatory Design Conference. Volume 1: Research Papers 2012-08-12 v.1 p.51-60
ACM Digital Library Link
Summary: This paper explores the issue of empowering participants in design when they do not have the language skills integral to many design methods. We describe the challenges, solutions reached and lessons learned whilst employing a participatory design (PD) approach in the development of a prototype computer therapy tool for people with aphasia, a communication disorder.
    Our approach was workshop based. During a series of participatory workshop sessions, five people with aphasia, employed as consultants, took part in game-playing activities followed by hands-on interaction with a series of iterative prototypes. The challenges we faced arose primarily from the consultants' difficulties with the production and comprehension of language, both textual and verbal, and with the retention of information. The strategies and techniques we devised to cope with these challenges evolved over the course of the workshop sessions. We discuss these and how to involve and empower users with cognitive impairments, in the context of a broadening scope of PD practices.

Viewpoint: empowering communities with situated voting devices Publics & civic virtues / Taylor, Nick / Marshall, Justin / Blum-Ross, Alicia / Mills, John / Rogers, Jon / Egglestone, Paul / Frohlich, David M. / Wright, Peter / Olivier, Patrick Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.1361-1370
ACM Digital Library Link
Summary: Viewpoint is a public voting device developed to allow residents in a disadvantaged community to make their voices heard through a simple, lightweight interaction. This was intended to open a new channel of communication within the community and increase community members' perception of their own efficacy. Local elected officials and community groups were able to post questions on devices located in public spaces, where residents could vote for one of two responses. Question authors were subsequently required to post a response indicating any actions to be taken. Following a two-month trial, we present our experiences and contribute guidelines for the design of public democracy tools and dimensions impacting their effectiveness, including credibility, efficacy and format.

Uncomfortable interactions Culture, playfulness, & creativity / Benford, Steve / Greenhalgh, Chris / Giannachi, Gabriella / Walker, Brendan / Marshall, Joe / Rodden, Tom Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.2005-2014
ACM Digital Library Link
Summary: We argue for deliberately and systematically creating uncomfortable interactions as part of powerful cultural experiences. We identify the potential benefits of uncomfortable interactions under the general headings of entertainment, enlightenment and sociality. We then review artworks and performances that have employed discomfort, including two complementary examples from the worlds of entertainment and performance. From this, we articulate a suite of tactics for designing four primary forms of discomfort referred to as visceral, cultural, control and intimate. We discuss how moments of discomfort need to be embedded into an overall experience which requires a further consideration of the dramatic acts of exposition, rising action, climax, falling action, and dénouement. Finally, we discuss an ethical framework for uncomfortable interactions which leads us to revisit key issues of consent, withdrawal, privacy and risk.

The machine in the ghost: augmenting broadcasting with biodata alt.chi / Tennent, Paul / Reeves, Stuart / Benford, Steve / Walker, Brendan / Marshall, Joe / Brundell, Patrick / Meese, Rupert / Harter, Paul Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing Systems 2012-05-05 v.2 p.91-100
ACM Digital Library Link
Summary: This paper examines how biodata' physiological information captured from the human body -- might enhance television shows by giving viewers access to actors' physiological data. We broach this challenge through a prototype-show called The Experiment Live, in which four paranormal investigators were outfitted with sensors as they explored a haunted' basement. This experience has enabled us to probe the challenges of using biodata as part of broadcasting and formulate an agenda for future research that includes: exploring whether/how biodata can be acted and/or simulated; and developing techniques that treat biodata visualisations in similar ways to existing camera-based production processes.

Breathalising games: understanding the potential of breath control in game interfaces Novel interfaces / Tennent, Paul / Rowland, Duncan / Marshall, Joe / Egglestone, Stefan Rennick / Harrison, Alexander / Jaime, Zachary / Walker, Brendan / Benford, Steve Proceedings of the 2011 International Conference on Advances in Computer Entertainment Technology 2011-11-08 p.58
ACM Digital Library Link
Summary: This paper explores the potential for breath control as an interaction medium for gaming. In particular it examines the positioning of breath control within the stack of interface paradigms: As the only control, as a secondary control and as an ancillary or ambient control. It describes a technology developed using specially adapted gas masks to measure breath flow. By describing five simple games (or game modifications), each developed using breath in a somewhat different way, we show some of the possibilities of this unique interface paradigm. Crucially, the paper aims to demonstrate that breathing, though in principle a one dimensional interface medium, is actually a subtle and viable control mechanism that can be used either as a control mechanism in itself, or to enhance a more traditional game interface, ultimately leading to a satisfying and immersive game experience.

Accessibility of 3D game environments for people with Aphasia: an exploratory study Multimedia and TV / Galliers, Julia / Wilson, Stephanie / Muscroft, Sam / Marshall, Jane / Roper, Abi / Cocks, Naomi / Pring, Tim Thirteenth Annual ACM SIGACCESS Conference on Assistive Technologies 2011-10-24 p.139-146
ACM Digital Library Link
Summary: People with aphasia experience difficulties with all aspects of language and this can mean that their access to technology is substantially reduced. We report a study undertaken to investigate the issues that confront people with aphasia when interacting with technology, specifically 3D game environments. Five people with aphasia were observed and interviewed in twelve workshop sessions. We report the key themes that emerged from the study, such as the importance of direct mappings between users' interactions and actions in a virtual environment. The results of the study provide some insight into the challenges, but also the opportunities, these mainstream technologies offer to people with aphasia. We discuss how these technologies could be more supportive and inclusive for people with language and communication difficulties.

Analysing the Playground: Sensitizing Concepts to Inform Systems That Promote Playful Interaction Fun / Aesthetic Design I / Egglestone, Stefan Rennick / Walker, Brendan / Marshall, Joe / Benford, Steve / McAuley, Derek Proceedings of IFIP INTERACT'11: Human-Computer Interaction 2011-09-05 v.1 p.452-469
Keywords: Playground; playful interaction; sensitizing concepts
Link to Digital Content at Springer
Summary: Playful interaction in an important topic in HCI research, and there is an ongoing debate about the fundamental principles that underpin playful systems. This paper makes a contribution to this debate by outlining a set of sensitizing concepts which have emerged from an analysis of interaction in the playground; these help explain its appeal to children, and have been selected for their potential to inspire the design of future playful systems. These concepts have emerged from the analysis of material collected during a structured workshop which was organized by the authors, and which was attended by a group of experts. They have also been applied to the design of Breathless, a playful interactive system which has recently been deployed by the authors, and which represents an unusual evolution of the playground swing. The paper concludes with a number of reflections inspired by Breathless. These have been structured through the use of the concepts as an analytical tool.

Personalizing the Theme Park: Psychometric Profiling and Physiological Monitoring Full Research Papers / Rennick-Egglestone, Stefan / Whitbrook, Amanda / Leygue, Caroline / Greensmith, Julie / Walker, Brendan / Benford, Steve / Schnädelbach, Holger / Reeves, Stuart / Marshall, Joe / Kirk, David / Tennent, Paul / Irune, Ainoje / Rowland, Duncan Proceedings of the 2011 Conference on User Modeling, Adaptation and Personalization 2011-07-11 p.281-292
Keywords: Psychometrics; physiological monitoring; theme park
Link to Digital Content at SpringerLink
Summary: Theme parks are important and complex forms of entertainment, with a broad user-base, and with a substantial economic impact. In this paper, we present a case study of an existing theme park, and use this to motivate two research challenges in relation to user-modeling and personalization in this environment: developing recommender systems to support theme park visits, and developing rides that are personalized to the users who take part in them. We then provide an analysis, drawn from a real-world study on an existing ride, which illustrates the efficacy of psychometric profiling and physiological monitoring in relation to these challenges. We conclude by discussing further research work that could be carried out within the theme park, but motivate this research by considering the broader contribution to user-modeling issues that it could make. As such, we present the theme park as a microcosm which is amenable to research, but which is relevant in a much broader setting.

Lessons from Touring a Location-Based Experience Pervasive Computing in the Public Arena / Oppermann, Leif / Flintham, Martin / Reeves, Stuart / Benford, Steve / Greenhalgh, Chris / Marshall, Joe / Adams, Matt / Row-Farr, Ju / Tandavanitj, Nick Proceedings of Pervasive 2011: International Conference on Pervasive Computing 2011-06-12 p.232-249
Keywords: Location-based performance; cycling; adaptation; Wi-Fi fingerprinting; seams; user generated content
Link to Digital Content at Springer
Summary: Touring location-based experiences is challenging as both content and underlying location-services must be adapted to each new setting. A study of a touring performance called Rider Spoke as it visited three different cities reveals how professional artists developed a novel approach to these challenges in which users drove the co-evolution of content and the underlying location-service as they explored each new city. We show how the artists iteratively developed filtering, survey, visualization and simulation tools and processes to enable them to tune the experience to the local characteristics of each city. Our study reveals how by paying attention to both content and infrastructure issues in tandem the artists were able to create a powerful user experience that has since toured to many different cities.
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