Designing the spectator experience

@article{Reeves2005DesigningTS,
  title={Designing the spectator experience},
  author={Stuart Reeves and Steve Benford and Claire O'Malley and Mike Fraser},
  journal={Proceedings of the SIGCHI Conference on Human Factors in Computing Systems},
  year={2005}
}
  • S. Reeves, S. Benford, +1 author Mike Fraser
  • Published 2 April 2005
  • Computer Science, Sociology
  • Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Interaction is increasingly a public affair, taking place in our theatres, galleries, museums, exhibitions and on the city streets. This raises a new design challenge for HCI - how should spectators experience a performer's interaction with a computer? We classify public interfaces (including examples from art, performance and exhibition design) according to the extent to which a performer's manipulations of an interface and their resulting effects are hidden, partially revealed, fully revealed… 
Designing Interfaces in Public Settings - Understanding the Role of the Spectator in Human-Computer Interaction
  • S. Reeves
  • Computer Science, Engineering
    Human-Computer Interaction Series
  • 2009
TLDR
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.
Engaging constable: revealing art with new technology
TLDR
How people interact with and around the systems, how they configure the space around the installation and how they examine and discover their properties are explored to suggest that designers of interfaces and installations developed for museum exhibitions face particular challenges.
Creating the spectacle: Designing interactional trajectories through spectator interfaces
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
Performing perception—staging aesthetics of interaction
TLDR
It is argued that this 3-in-1 is always already shaping the user's understanding and perception of her interaction as it is staged through her experience of the object's form and expression.
A performance-based approach for interactions in public spaces
Performative interactions in public or semi-public spaces presuppose some sort of public, of bystanders or passers-by, that play the role of the spectators and that directly or indirectly affect the
Encouraging spectacle to create self-sustaining interactions at public displays
TLDR
This paper describes how the design and deployment of the installation was engineered to utilise the single user's interaction, both to attract participants and onlookers as well as to sustain a continuous flow of new participants.
Can Mobile Augmented Reality Stimulate a Honeypot Effect?: Observations from Santa's Lil Helper
TLDR
An observational study of Santa's Lil Helper, a mobile AR game that created a Christmas-themed treasure hunt in a metropolitan area and considers how these factors can inform the design of future AR experiences that are capable of stimulating honeypot effects in public space.
Performative interaction in public space
TLDR
This workshop will examine the design of performative technologies, the evaluation of user experience, the importance of spectator and performer roles, and the social acceptability of Performative actions in public spaces.
Engaging spect-actors with multimodal digital puppetry
TLDR
It is found that the puppetry was truly multimodal, utilizing several input modalities simultaneously; the structure of sessions followed performative strategies; and the engagement of spectators was co-constructed.
Nightingallery: theatrical framing and orchestration in participatory performance
TLDR
Recent HCI theories in mixed reality performance are explored to reflect upon how genre-based cultural connotations can be used to frame trajectories of experience, and how manipulation of roles and agency in participatory performance can facilitate HCI investigation of social encounters with playful technologies.
...
1
2
3
4
5
...

References

SHOWING 1-10 OF 33 REFERENCES
Exhibiting Interaction: Conduct and Collaboration in Museums and Galleries
This article explores how individuals, both alone and together, examine exhibits in museums and galleries. Drawing on ethnomethodology and conversation analysis, it focuses on the ways in which
Crafting participation: designing ecologies, configuring experience
There is a growing interest amongst both artists and curators in designing art works which create new forms of visual communication and enhance interaction in museums and galleries. Despite
Collaboratively improvising magic: An approach to managing participation in an on-line drama
TLDR
The approach of collaboratively improvising magic, where participants indirectly request interactions with objects through extended incantations, rather than manipulating them directly, is introduced.
Assembling History: Achieving Coherent Experiences with Diverse Technologies
TLDR
An activity designed for a site of special interest in which clues to its history are gathered as visitors explore the site before interacting with two displays which reveal details of key past events is described.
Orchestrating a mixed reality performance
TLDR
A study of a professional touring mixed reality performance called Desert Rain yields insights into how performers orchestrate players' engagement in an interactive experience and the ability to monitor players' physical and virtual activity through asymmetric interfaces.
Osmose: towards broadening the aesthetics of virtual reality
Osmose is an immersive virtual environment, produced by Softimage in 1994/95. One of the primary goals of Osmose was to push the expressive capabilities of existing 3D tools, to demonstrate that an
Sotto voce: exploring the interplay of conversation and mobile audio spaces
TLDR
The results indicate that visitors are able to use the Sotto Voce system effectively, both as a conversational resource and as an information appliance, and suggest that the technologically mediated audio often cohered the visitors' conversation and activity to a far greater degree than audio delivered through the open air.
Understanding Interaction in Ubiquitous Guerrilla Performances in Playful Arenas
TLDR
The Performance Triad model is applied to Schizophrenic Cyborg a part reversal of wearable computing technology where the user is outfitted with an electronic communication display and yet this display is visible to others not the cyborgs themselves.
Techniques for interactive audience participation
TLDR
These techniques allow audiences with hundreds of people to control onscreen activity by leaning left and right in their seats, batting a beach ball while its shadow is used as a pointing device, and pointing laser pointers at the screen.
The augurscope: a mixed reality interface for outdoors
TLDR
The design encompasses physical form, interaction and the combination of a GPS receiver, electronic compass, accelerometer and rotary encoder for tracking to create a portable mixed reality interface for outdoors.
...
1
2
3
4
...