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Voice Interfaces in Everyday Life
This study documents the methodical practices of VUI users, and how that use is accomplished in the complex social life of the home, and raises conceptual challenges to the notion of designing 'conversational' interfaces.
Designing the spectator experience
Public interfaces are classified according to the extent to which a performer's manipulations of an interface and their resulting effects are hidden, partially revealed, fully revealed or even amplified for spectators.
Into the wild: challenges and opportunities for field trial methods
Using a trial of trials, the practices of investigators and participants were examined - documenting demand characteristics, the interdependence of how trials are run and the result they produce, and how trial results can be dependent on the insights of a subset of trial participants.
The Frame of the Game: Blurring the Boundary between Fiction and Reality in Mobile Experiences
It is concluded that using ambiguity to blur the frame can be a powerful design tactic, empowering players to willingly suspend disbelief, so long as a safety-net of orchestration ensures that they do not stray into genuine difficulty.
EyeSpy: supporting navigation through play
This paper demonstrates how useful content can be generated as a by-product of an enjoyable mobile multiplayer game, EyeSpy, by producing a collection of recognisable and findable geographic details that can be repurposed to support navigation tasks.
Envisioning ubiquitous computing
- S. Reeves
- Sociology, Computer ScienceCHI
- 5 May 2012
This paper compares, contrasts and critiques the varied ways in which envisionings have been used within ubiquitous computing and traces their relationships to other, different envisionings, such as those of virtual reality.
Designing Interfaces in Public Settings - Understanding the Role of the Spectator in Human-Computer Interaction
- S. Reeves
- ArtHuman-Computer Interaction Series
- 4 January 2011
This framework seeks to provide a new perspective on and language for human-computer interaction (HCI), introducing a series of sensitising concepts, constraints and strategies for design that may be employed in order to approach the various challenges presented by interaction in public settings.
Alternate endings: using fiction to explore design futures
Drawing on scholarship that investigates the link between fiction and design, this workshop will explore "alternate endings" to contemporary HCI papers, as a means for engaging the CHI community in a consideration of the values and implications of interactive technology.
see me, feel me, touch me, hear me: trajectories and interpretation in a sculpture garden
This work crafted a trajectory through each sculpture, combining textual and audio instructions to drive directed viewing, movement and touching while listening to accompanying music, and designed key transitions along the way to oscillate between moments of social interaction and isolated personal engagement.
Graffito: crowd-based performative interaction at festivals
The intention is to explore the possibility for generating a lifelong contextual footprint of crowd-based performative interaction at two large-scale festivals and reflect on their implications for design.