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All Outputs (23)

“It’s not just for the Past but it’s for the Here and Now”: Gift-Giver Perspectives on the Memory Machine to Gift Digital Memories (2023)
Conference Proceeding
Gibson, R., Babbage, C. M., Wagner, H. G., Price, D. J., Martindale, S., Chadborn, N. H., …Perez Vallejos, E. (2023). “It’s not just for the Past but it’s for the Here and Now”: Gift-Giver Perspectives on the Memory Machine to Gift Digital Memories. In DIS '23: Proceedings of the 2023 ACM Designing Interactive Systems Conference (987-1001). https://doi.org/10.1145/3563657.3595962

We present the design of the Memory Machine (MeMa), a technology probe that can store, contextualise, and document media to represent memories. We accumulate vast physical and digital possessions throughout our lives, making it difficult to distingui... Read More about “It’s not just for the Past but it’s for the Here and Now”: Gift-Giver Perspectives on the Memory Machine to Gift Digital Memories.

Infrastructures for Virtual Volunteering at Online Music Festivals (2023)
Journal Article
Benford, S., Manninen, K., Martindale, S., Hazzard, A., Avila, J. P. M., Tennent, P., …Darzentas, D. P. (2023). Infrastructures for Virtual Volunteering at Online Music Festivals. Proceedings of the ACM on Human-Computer Interaction, 7(CSCW1), 1-26. https://doi.org/10.1145/3579498

Volunteering benefits recipients, volunteers, communities, and society, while digital technologies establish new opportunities for virtual volunteering. We describe how volunteers transitioned the UK's long-established Oxjam grassroots music festival... Read More about Infrastructures for Virtual Volunteering at Online Music Festivals.

Data-Driven Visiting Experiences (2022)
Book Chapter
Benford, S., Darzentas, D., Bodiaj, E., Tennent, P., Martindale, S., Cameron, H., & Spors, V. (2022). Data-Driven Visiting Experiences. In A. Waern, & A. S. Løvlie (Eds.), Hybrid Museum Experiences: Theory and Design (157-175). Amsterdam University Press. https://doi.org/10.5117/9789463726443

Data is seen as the ‘new oil’ that drives the digital economy, and museums are no exception to this. We investigate how data captured from hybrid museum experiences can become a resource for designers, for museums, and for visitors in their understan... Read More about Data-Driven Visiting Experiences.

Contesting control: journeys through surrender, self-awareness and looseness of control in embodied interaction (2020)
Journal Article
Benford, S., Ramchurn, R., Marshall, J., Wilson, M. L., Pike, M., Martindale, S., …Walker, B. (2021). Contesting control: journeys through surrender, self-awareness and looseness of control in embodied interaction. Human-Computer Interaction, 36(5-6), 361-389. https://doi.org/10.1080/07370024.2020.1754214

As Human-Computer Interaction (HCI) engages with technologies that sense and actuate the body, there is a need to reconsider the human bodily experience. We present three case studies that each involve different forms of bodily experience: a breath-c... Read More about Contesting control: journeys through surrender, self-awareness and looseness of control in embodied interaction.

Thresholds: Embedding Virtual Reality in the Museum (2020)
Journal Article
Tennent, P., Martindale, S., Benford, S., Darzentas, D., Brundell, P., & Collishaw, M. (2020). Thresholds: Embedding Virtual Reality in the Museum. Journal on Computing and Cultural Heritage, 13(2), Article 12. https://doi.org/10.1145/3369394

We examine the experience of Thresholds, a virtual reality (VR) recreation of the world's first photographic exhibition, which has toured to multiple museums. Following the method of performance-led research in the wild, we provide an account of the... Read More about Thresholds: Embedding Virtual Reality in the Museum.

An interview analysis of coordination behaviours in out-of-hours secondary care (2019)
Journal Article
Martindale, S., Golightly, D., Pinchin, J., Shaw, D., Blakey, J., Perez, I., & Sharples, S. (2019). An interview analysis of coordination behaviours in out-of-hours secondary care. Applied Ergonomics, 81, Article 102861. https://doi.org/10.1016/j.apergo.2019.05.011

This paper seeks to elicit and structure the factors that shape the execution and, in particular, the coordination of work in Out of Hours care. Evenings and weekends in UK hospitals are managed by specific Out of Hours (OoH) care arrangements, and a... Read More about An interview analysis of coordination behaviours in out-of-hours secondary care.

MeMa: Designing the Memory Machine (2019)
Conference Proceeding
Price, D., Jacobs, R., Darzentas, D., Perez Vallejos, E., Chadborn, N., Martindale, S., & Urquhart, L. (2019). MeMa: Designing the Memory Machine. In Companion Publication of the 2019 on Designing Interactive Systems Conference 2019 Companion (271--276). https://doi.org/10.1145/3301019.3323882

The Memory Machine is an ambitious project that aims to develop a device to capture people's memories to create a blend of personal and factual data that builds identities, and contextualizes personal recollections. The Memory Machine has been guided... Read More about MeMa: Designing the Memory Machine.

Improvising a Live Score to an Interactive Brain-Controlled Film (2019)
Conference Proceeding
Ramchurn, R., Martinez-Avila, J., Martindale, S., Chamberlain, A., Wilson, M. L., & Benford, S. (2019). Improvising a Live Score to an Interactive Brain-Controlled Film.

We report on the design and deployment of systems for the performance of live score accompaniment to an interactive movie by a Networked Musical Ensemble. In this case, the audiovisual content of the movie is selected in real time based on user input... Read More about Improvising a Live Score to an Interactive Brain-Controlled Film.

Brain-Controlled Cinema (2019)
Book Chapter
Ramchurn, R., Martindale, S., Wilson, M. L., Benford, S., & Chamberlain, A. (2019). Brain-Controlled Cinema. In A. Nijholt (Ed.), Brain Art: Brain-Computer Interfaces for Artistic Expression, 377-408. Springer International Publishing. doi:10.1007/978-3-030-14323-7_14

From Director's Cut to User's Cut: to Watch a Brain-Controlled Film is to Edit it (2019)
Conference Proceeding
Ramchurn, R., Martindale, S., Wilson, M. L., & Benford, S. (2019). From Director's Cut to User's Cut: to Watch a Brain-Controlled Film is to Edit it. In CHI '19: proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (1-14). https://doi.org/10.1145/3290605.3300378

© 2019 Copyright held by the owner/author(s). Introducing interactivity to films has proven a longstanding and difficult challenge due to their narrative-driven, linear and theatre-based nature. Previous research has suggested that Brain-Computer Int... Read More about From Director's Cut to User's Cut: to Watch a Brain-Controlled Film is to Edit it.

fNIRS and Neurocinematics (2018)
Presentation / Conference
Ramchurn, R., Maior, H. A., Wilson, M. L., Martindale, S., Benford, S., & Cai, M. (2018, October). fNIRS and Neurocinematics. Poster presented at fNIRS2018, Tokyo, Japan

#Scanners 2 – The MOMENT: a new brain-controlled movie (2018)
Conference Proceeding
Ramchurn, R., Wilson, M. L., Martindale, S., & Benford, S. (2018). #Scanners 2 – The MOMENT: a new brain-controlled movie. In CHI EA '18: Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems (1–4). https://doi.org/10.1145/3170427.3186481

While many still consider interactive movies an unrealistic idea, current delivery platforms like Netflix, commercial VR, and the proliferation of wearable sensors mean that adaptive and responsive entertainment experiences are an immediate reality.... Read More about #Scanners 2 – The MOMENT: a new brain-controlled movie.

Admixed portrait: design to understand Facebook portrayals in new parenthood (2018)
Conference Proceeding
Durrant, A., Kirk, D. S., Trujillo-Pisanty, D., & Martindale, S. (2018). Admixed portrait: design to understand Facebook portrayals in new parenthood. In CHI '18: proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (1–14). https://doi.org/10.1145/3173574.3173586

We report on a design-led study of the photographic representation of self and family on Facebook during and after becoming parents for the first time. Our experience-centered, research-through-design study engaged eight participants across five UK h... Read More about Admixed portrait: design to understand Facebook portrayals in new parenthood.

"Proof in the Pudding": Designing IoT Plants to Promote Wellbeing (2017)
Conference Proceeding
Martindale, S., Bedwell, B., Phillips, R., & Pedros, M. (2017). "Proof in the Pudding": Designing IoT Plants to Promote Wellbeing. In DIS '17: Proceedings of the 2017 Conference on Designing Interactive Systems (529–540). https://doi.org/10.1145/3064663.3064743

This paper contributes a participatory design case study that used workshops and ideation frameworks to scaffold a conceptualisation of "user data-actuated" plants. The framework combines ideation cards, worksheets and facilitated co-design, guiding... Read More about "Proof in the Pudding": Designing IoT Plants to Promote Wellbeing.

Out of hours workload management: Bayesian inference for decision support in secondary care (2016)
Journal Article
Pérez López, I., Brown, M., Pinchin, J., Martindale, S., Sharples, S., Shaw, D. E., & Blakey, J. (in press). Out of hours workload management: Bayesian inference for decision support in secondary care. Artificial Intelligence in Medicine, 73, 34-44. https://doi.org/10.1016/j.artmed.2016.09.005

Objective: In this paper, we aim to evaluate the use of electronic technologies in Out of Hours (OoH) task-management for assisting the design of effective support systems in health care; targeting local facilities, wards or specific working groups.... Read More about Out of hours workload management: Bayesian inference for decision support in secondary care.

“We don’t sell blocks” exploring Minecraft’s commissioning market (2016)
Conference Proceeding
Koutsouras, P., Martindale, S., & Crabtree, A. (2016). “We don’t sell blocks” exploring Minecraft’s commissioning market.

In recent years, we have experienced the proliferation of videogames that have, as their main mode of play, the creation of in-game content. Even though existing literature has looked into various characteristics of these games, one of their aspects... Read More about “We don’t sell blocks” exploring Minecraft’s commissioning market.

The Challenges of Using Biodata in Promotional Filmmaking (2015)
Journal Article
Reeves, S., Martindale, S., Tennent, P., Benford, S., Marshall, J., & Walker, B. (2015). The Challenges of Using Biodata in Promotional Filmmaking. ACM Transactions on Computer-Human Interaction, 22(3), 1-26. https://doi.org/10.1145/2699758

© 2015 ACM. We present a study of how filmmakers collected and visualized physiological data - "biodata" - to construct a series of short promotional films depicting people undergoing "thrilling" experiences. Drawing on ethnographic studies of two ma... Read More about The Challenges of Using Biodata in Promotional Filmmaking.