Peta Mitchell

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Designers and artists have integrated recent advances in interactive, tangible and ubiquitous computing technologies to create new forms of interactive environments in the domains of work, recreation, culture and leisure. Many designs of technology systems begin with the workplace in mind, and with function, ease of use, and efficiency high on the list of(More)
In this paper we introduce and discuss the nature of free-play in the context of three open-ended interactive art installation works. We observe the interaction work of situated free-play of the participants in these environments and, building on precedent work, devise a set of sensitising terms derived both from the literature and from what we observe from(More)
This paper describes an interactive installation work set in a large dome space. The installation is an audio and physical re-rendition of an interactive writing work. In the original work, the user interacted via keyboard and screen while online. This rendition of the work retains the online interaction, but also places the interaction within a physical(More)
In this research we observe the situated, embodied and playful interaction that participants engage in with open-ended interactive artworks. The larger project from which this work derives [28] contributes a methodological model for the evaluation of open-ended interactive artwork that treats each work individually and recognises the importance of the(More)
Increasingly the fields of Human Computer Interaction (HCI) and art are intersecting. Interactive artworks are being evaluated by HCI methods and artworks are being created that employ and repurpose technology for interactive environments. In this paper we steer a path between empirical and critical-theoretical traditions, and discuss HCI research and art(More)
This paper describes the outcomes of a preliminary study into the design of a mobile app to crowdsource information related to "risk". For the purpose of this study the notion of risk is defined broadly; however, we predominantly focus on the personal, subjective perception of risk. The study involved building a prototypical mobile app to crowdsource risk(More)
Four experiments were conducted to investigate 6-year-old children's understanding of the say-mean distinction in referential speech. In Experiments 1 to 3, children heard stories in which a listener found an object that only approximated a speaker's description. They were subsequently asked if the object was the one the speaker had intended. When cues(More)
The mobile internet provides new and easier ways for people to organise themselves, raise issues, take action, and interact with their city. However, lack of information or motivation often prevents citizens from regularly contributing to the common good. In this paper, we present DoGood, a mobile app that aims at motivating citizens to join civic(More)
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