Skip to main content

Research Repository

Advanced Search

All Outputs (28)

“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.

Gifting the Past in the Present: An Exploration of Evoking Nostalgia through Hybrid Gifts (2023)
Conference Proceeding
Gibson, R., Koleva, B., Flintham, M., & Winklhofer, H. (2023). Gifting the Past in the Present: An Exploration of Evoking Nostalgia through Hybrid Gifts. In DIS '23: Proceedings of the 2023 ACM Designing Interactive Systems Conference (1047-1059). https://doi.org/10.1145/3563657.3596103

This study focuses on the hybrid gifting model, where both physical and digital objects combine to create a single gift. For this in-the-world study, we turn to nostalgic emotions. We aimed to uncover if hybrid gifting can facilitate nostalgic experi... Read More about Gifting the Past in the Present: An Exploration of Evoking Nostalgia through Hybrid Gifts.

"More Than a cliché": Experiencing Hybrid Gifting in the Wild (2023)
Journal Article
Spence, J., Koleva, B., Benford, S., Darzentas, D., Flintham, M., Glover, K., …Thorn, E. C. (2023). "More Than a cliché": Experiencing Hybrid Gifting in the Wild. ACM Transactions on Computer-Human Interaction, 30(4), Article 55. https://doi.org/10.1145/3577015

Gifting is socially and economically important. Studies of gifting physical objects have revealed motivations, values, and the tensions between them, while HCI research has revealed weaknesses of digital gifting and explored possibilities of hybrid g... Read More about "More Than a cliché": Experiencing Hybrid Gifting in the Wild.

Improving simulated consumption context with virtual Reality: A focus on participant experience (2022)
Journal Article
Yang, Q., Nijman, M., Flintham, M., Tennent, P., Hidrio, C., & Ford, R. (2022). Improving simulated consumption context with virtual Reality: A focus on participant experience. Food Quality and Preference, 98, Article 104531. https://doi.org/10.1016/j.foodqual.2022.104531

Context can have a significant impact on liking, emotional response and product choice, and Virtual Reality (VR) is a promising tool to evoke realistic consumption contexts in a controlled testing environment. This study compared an innovative approa... Read More about Improving simulated consumption context with virtual Reality: A focus on participant experience.

A framework for differentiation in composed digital-physical products (2020)
Journal Article
Baumers, M., Ashcroft, I., Benford, S., Flintham, M., Koleva, B., Tóth, Z., & Winklhofer, H. (2020). A framework for differentiation in composed digital-physical products. International Journal of Mechatronics and Manufacturing Systems, 13(4), 286-298. https://doi.org/10.1504/IJMMS.2020.112351

Product-service systems (PSS) composed of physical products and digital services are emerging as an important new product category. In this paper we suggest that the established metaphor of 'layering' is insufficient to capture the diverse ways in wh... Read More about A framework for differentiation in composed digital-physical products.

Modalities of Expression: Capturing Embodied Knowledge in Cooking (2020)
Conference Proceeding
Baurley, S., Petreca, B., Selinas, P., Selby, M., & Flintham, M. (2020). Modalities of Expression: Capturing Embodied Knowledge in Cooking. In TEI '20: Proceedings of the Fourteenth International Conference on Tangible, Embedded, and Embodied Interaction (785–797). https://doi.org/10.1145/3374920.3375005

When cooking we negotiate between instructions in recipes and personal preferences to make in-the-moment creative decisions. This process represents moments of creativity that utilise and reveal our embodied knowledge. This paper focuses on the captu... Read More about Modalities of Expression: Capturing Embodied Knowledge in Cooking.

Probing IoT-based consumer services: 'insights' from the connected shower (2019)
Journal Article
Crabtree, A., Hyland, L., Colley, J., Flintham, M., Fischer, J. E., & Kwon, H. (2020). Probing IoT-based consumer services: 'insights' from the connected shower. Personal and Ubiquitous Computing, 24, 595–611. https://doi.org/10.1007/s00779-019-01303-3

This paper presents findings from the deployment of a technology probe-the connected shower-and implications for the development of 'living services' or autonomous context-aware consumer-oriented IoT services that exploit sensing to gain consumer 'in... Read More about Probing IoT-based consumer services: 'insights' from the connected shower.

Domesticating data: socio-legal perspectives on smart homes and good data design (2019)
Book Chapter
FLINTHAM, M., GOULDEN, M., PRICE, D., & Urquhart, L. (2019). Domesticating data: socio-legal perspectives on smart homes and good data design. In A. Daly, S. K. Devitt, & M. Mann (Eds.), Good data (343 -360). Institute of Network Cultures

In this chapter, we focus on the so-called ‘smart home’ as an archetypal group space into which the Internet of Things is spreading. As most homes are shared spaces we focus on what ‘good data’ might look like in a space that is essentially defined b... Read More about Domesticating data: socio-legal perspectives on smart homes and good data design.

The Connected Shower: Studying Intimate Data in Everyday Life (2018)
Journal Article
Kwon, H., Fischer, J. E., Flintham, M., & Colley, J. (2018). The Connected Shower: Studying Intimate Data in Everyday Life. Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, 2(4), 1-22. https://doi.org/10.1145/3287054

This paper presents the design and field study of the Connected Shower, a bespoke IoT device that captures water flow, temperature, shower-head movement, and shower product weight. We deployed the device in six UK homes for a week to understand the u... Read More about The Connected Shower: Studying Intimate Data in Everyday Life.

Tensions within the Ministry of Provenance: reflections on co-creating a research game together with artists (2018)
Journal Article
Wetzel, R., Bachour, K., & Flintham, M. (2018). Tensions within the Ministry of Provenance: reflections on co-creating a research game together with artists. Simulation and Gaming, 50(3), 329-358. https://doi.org/10.1177/1046878118818867

Background: Research games are challenging to design as they seek to fulfil a research agenda as well as work as a game. We have successfully collaborated with a group of artists in a research game about people’s perception of provenance called The A... Read More about Tensions within the Ministry of Provenance: reflections on co-creating a research game together with artists.

Object-focused mixed reality storytelling: technology-driven content creation and dissemination for engaging user experiences (2018)
Conference Proceeding
Darzentas, D., Flintham, M., & Benford, S. (2018). Object-focused mixed reality storytelling: technology-driven content creation and dissemination for engaging user experiences. In PCI '18: Proceedings of the 22nd Pan-Hellenic Conference on Informatics (278-281). https://doi.org/10.1145/3291533.3291588

In this paper we present the creation and deployment of a concerted set of Mixed Reality Technologies designed for creating engaging public experiences and enhanced storytelling opportunities focused on artefacts. Under the title of the Mixed Reality... Read More about Object-focused mixed reality storytelling: technology-driven content creation and dissemination for engaging user experiences.

Falling for fake news: Investigating the consumption of news via social media (2018)
Conference Proceeding
Flintham, M., Karner, C., Creswick, H., Bachour, K., Gupta, N., & Moran, S. (2018). Falling for fake news: Investigating the consumption of news via social media. In CHI '18: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (1–10). https://doi.org/10.1145/3173574.3173950

In the so called ‘post-truth’ era, characterized by a loss of public trust in various institutions, and the rise of ‘fake news’ disseminated via the internet and social media, individuals may face uncertainty about the veracity of information availab... Read More about Falling for fake news: Investigating the consumption of news via social media.

Bread stories: understanding the drivers of bread consumption for digital food customisation (2017)
Conference Proceeding
Pantidi, N., Selinas, P., Flintham, M., Baurley, S., & Rodden, T. (2017). Bread stories: understanding the drivers of bread consumption for digital food customisation.

Consumer demand for food that satisfies specific needs rather than generic mass produced food is growing. In response, the food industry is actively investigating techniques for efficient and comprehensive food customisation. Digital approaches to fo... Read More about Bread stories: understanding the drivers of bread consumption for digital food customisation.

Playing with social and emotional game companions (2016)
Conference Proceeding
Chowanda, A., Flintham, M., Blanchfield, P., & Valstar, M. (2016). Playing with social and emotional game companions. In Intelligent Virtual Agents

This paper presents the findings of an empirical study that explores player game experience by implementing the ERiSA Framework in games. A study with Action Role-Playing Game (RPG) was designed to evaluate player interactions with game companions, w... Read More about Playing with social and emotional game companions.

Harnessing the digital records of everyday things (2016)
Conference Proceeding
Darzentas, D., Hazzard, A., Brown, M., Flintham, M., & Benford, S. (2016). Harnessing the digital records of everyday things.

We address how, framed by the Internet of Things, digitally-enabled physical objects may acquire rich digital records throughout their lifetimes, and how these might enhance their value, meaning and utility. We reflect on emerging findings from two c... Read More about Harnessing the digital records of everyday things.

Play SMILE Game with ERiSA: a user study on game companions (2015)
Conference Proceeding
Chowanda, A., Blanchfield, P., Flintham, M. D., & Valstar, M. F. (2015). Play SMILE Game with ERiSA: a user study on game companions. . https://doi.org/10.13140/RG.2.1.1211.3766

This paper describes the evaluation of our fully integrated virtual game companions framework (ERiSA) [4]. We conducted three user studies with different scenarios using two versions of The Smile Game[4] in semi-public and public spaces. In our study... Read More about Play SMILE Game with ERiSA: a user study on game companions.

I'd Hide You: Performing Live Broadcasting in Public (2015)
Conference Proceeding
Reeves, S., Greiffenhagen, C., Flintham, M., Benford, S., Adams, M., Farr, J. R., & Tandavantij, N. (2015). I'd Hide You: Performing Live Broadcasting in Public. In CHI '15: Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (2573-2582). https://doi.org/10.1145/2702123.2702257

We present a study of a mixed reality game called 'I'd Hide You' that involves live video streaming from the city streets. We chart the significant challenges facing performers on the streets who must simultaneously engage in the game, stream compell... Read More about I'd Hide You: Performing Live Broadcasting in Public.

Provenance for the people: an HCI perspective on the W3C PROV standard through an online game (2015)
Conference Proceeding
Bachour, K., Wetzel, R., Flintham, M., Huynh, T. D., Rodden, T. A., & Moreau, L. (2015). Provenance for the people: an HCI perspective on the W3C PROV standard through an online game. In CHI '15 Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (2437-2446). https://doi.org/10.1145/2702123.2702455

In the information age, tools for examining the validity of data are invaluable. Provenance is one such tool, and the PROV model proposed by the World Wide Web Consortium in 2013 offers a means of expressing provenance in a machine readable format. I... Read More about Provenance for the people: an HCI perspective on the W3C PROV standard through an online game.

Exploring the Relationship between Location and Behaviour in Out of Hours Hospital Care (2014)
Conference Proceeding
Brown, M., Pinchin, J., Blum, J., Sharples, S., Shaw, D., Housley, G., …Blakey, J. (2014). Exploring the Relationship between Location and Behaviour in Out of Hours Hospital Care. In HCI International 2014 - Posters’ Extended Abstracts. HCI 2014. Proceedings, Part II (395-400). https://doi.org/10.1007/978-3-319-07854-0_69

'Out of Hours' (OoH) hospital care involves a small number of doctors covering a very large number of patients. These doctors are working in stressful environments, performing complex tasks and making difficult task prioritisation decisions, yet litt... Read More about Exploring the Relationship between Location and Behaviour in Out of Hours Hospital Care.