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
© Copyright 2016 ACM
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
© Copyright 2016 ACM
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
© Copyright 2016 ACM
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
© Copyright 2016 ACM
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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2013 ACM
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
© Copyright 2013 ACM
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
© Copyright 2013 ACM
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
© Copyright 2013 ACM
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
© Copyright 2012 ACM
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
© Copyright 2012 ACM
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
© Copyright 2012 ACM
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
© Copyright 2012 ACM
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
© Copyright 2011 ACM
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
© Copyright 2011 ACM
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
© Copyright 2011 IFIP
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
© Copyright 2011 Springer-Verlag
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
© Copyright 2011 Springer-Verlag
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.