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All Outputs (24)

A collective interdisciplinary agenda for immersive storytelling: Editorial analysis (2025)
Journal Article
Martindale, S., Hook, J., & Carter, R. (2025). A collective interdisciplinary agenda for immersive storytelling: Editorial analysis. Convergence, 31(1), 3-17. https://doi.org/10.1177/13548565251321702

This article represents our editorial contribution to the exploration of immersive storytelling, broadly conceived in this Special Issue as a set of creative and design practices, audience experiences, a field of study and a toolkit of rapidly develo... Read More about A collective interdisciplinary agenda for immersive storytelling: Editorial analysis.

Decoding AI in Contemporary Art: A Five-Trope Classification for Understanding and Categorisation (2024)
Journal Article
Salimbeni, G., Benford, S., Reeves, S., & Martindale, S. (2024). Decoding AI in Contemporary Art: A Five-Trope Classification for Understanding and Categorisation. Leonardo, 57(4), 415–421. https://doi.org/10.1162/leon_a_02546

The article presents a historical overview of the classification of contemporary artworks that either have utilized artificial intelligence as a tool in their creation or focus on AI as their central theme or subject matter. The authors analyze artwo... Read More about Decoding AI in Contemporary Art: A Five-Trope Classification for Understanding and Categorisation.

“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)
Presentation / Conference Contribution
Gibson, R., Babbage, C. M., Wagner, H. G., Price, D. J., Martindale, S., Chadborn, N. H., Ito-Jaeger, S., Darzentas, D. P., Webb, H., Jacobs, R., Atabey, A., Koleva, B., Flintham, M., Winklhofer, H., Urquhart, L. D., & Perez Vallejos, E. (2023, July). “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. Presented at DIS '23: Designing Interactive Systems Conference, Pittsburgh, USA

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., Spence, J., Castle-Green, T., Brundell, P., Barnard, 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., Hazzard, A., Greenhalgh, C., Kallionpää, M., Tennent, P., & 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)
Presentation / Conference Contribution
Price, D., Jacobs, R., Darzentas, D., Perez Vallejos, E., Chadborn, N., Martindale, S., & Urquhart, L. (2019, June). MeMa: Designing the Memory Machine. Presented at DIS '19: Designing Interactive Systems Conference 2019, San Diego CA USA

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)
Presentation / Conference Contribution
Ramchurn, R., Martinez-Avila, J., Martindale, S., Chamberlain, A., Wilson, M. L., & Benford, S. (2019, June). Improvising a Live Score to an Interactive Brain-Controlled Film. Presented at International Conference on New Interfaces for Musical Expression (NIME), Porto Alegre, Brazil

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.

From Director's Cut to User's Cut: to Watch a Brain-Controlled Film is to Edit it (2019)
Presentation / Conference Contribution
Ramchurn, R., Martindale, S., Wilson, M. L., & Benford, S. (2019, May). From Director's Cut to User's Cut: to Watch a Brain-Controlled Film is to Edit it. Presented at CHI '19: CHI Conference on Human Factors in Computing Systems, Glasgow, Scotland, UK

© 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 Contribution
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)
Presentation / Conference Contribution
Ramchurn, R., Wilson, M. L., Martindale, S., & Benford, S. (2018, April). #Scanners 2 – The MOMENT: a new brain-controlled movie. Presented at CHI 2018: ACM SIGCHI Conference on Human Factors in Computing Systems (Extended Abstracts), Montreal QC, Canada

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)
Presentation / Conference Contribution
Durrant, A., Kirk, D. S., Trujillo-Pisanty, D., & Martindale, S. (2018, April). Admixed portrait: design to understand Facebook portrayals in new parenthood. Presented at 2018 CHI Conference on Human Factors in Computing Systems, Montréal, Canada

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.

The ludic takes work (2017)
Presentation / Conference Contribution
Koutsouras, P., Martindale, S., & Crabtree, A. (2017, August). The ludic takes work. Presented at The 15th European Conference on Computer-Supported Cooperative Work

Games that revolve around user-generated content have been explored mainly from a ludic perspective, leaving the work practices that are entailed in content production underexplored. What we argue in this paper is that there is an underlying economy... Read More about The ludic takes work.

"Proof in the Pudding": Designing IoT Plants to Promote Wellbeing (2017)
Presentation / Conference Contribution
Martindale, S., Bedwell, B., Phillips, R., & Pedros, M. (2017, June). "Proof in the Pudding": Designing IoT Plants to Promote Wellbeing. Presented at DIS '17: Designing Interactive Systems Conference 2017, Edinburgh United Kingdom

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)
Presentation / Conference Contribution
Koutsouras, P., Martindale, S., & Crabtree, A. “We don’t sell blocks” exploring Minecraft’s commissioning market. Presented at 1st International Joint Conference of DiGRA and FDG

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.