Gabriella Giannachi

Learn More
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(More)
The idea of interactional trajectories through interfaces has emerged as a sensitizing concept from recent studies of tangible interfaces and interaction in museums and galleries. We put this concept to work as a lens to reflect on published studies of complex user experiences that extend over space and time and involve multiple roles and interfaces. We(More)
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(More)
An ethnographic study reveals how professional artists created a spectator interface for the interactive game Day of the Figurines, designing the size, shape, height and materials of two tabletop interfaces before carefully arranging them in a local setting. We also show how participants experienced this interface. We consider how the artists worked with a(More)
A study of an interactive artwork shows how artists engaged the public with scientific climate change data. The artwork visualised live environmental data collected from remote trees, alongside both historical and forecast global CO<sub>2</sub> data. Visitors also took part in a mobile sensing experience in a nearby forest. Our study draws on the(More)
wider thinking in HCI in general around the changing nature of the extended user experience and the new challenges this raises. Our first task has been to document how a new generation of artists has been at the forefront of establishing an emerging theatrical genre that we called mixed-reality performance. This name is intended to convey two key ideas: the(More)
This paper uses a detailed ethnographic study of an ambulatory experience, where participants were invited to explore the perspective of two notorious terrorists, in order to discuss the nature of instruction-giving and, most particularly, the methodical ways in which such instructions are complied with. Four distinct layers of compliance are identified, as(More)
Day of the Figurines (DoF) is a pervasive game for mobile phones that uses text messaging. DoF is driven by a strong scripted narrative that is combined with various interactive elements to create a shared experience. It is also a slow game, unfolding over twenty four days of its players' lives, requiring them to send and receive only a few messages each(More)
Intelligence does not arise only in individual brains, it also arises in groups of individuals. This is collective intelligence: groups of individuals acting collectively. On the one hand, the people in the collective (the crowd) will only contribute Ultimately, collective intelligence involves the co-design of technical Crowdsourced drafts available from(More)