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All Outputs (137)

An ethnographic exploration of studio production practice (2016)
Conference Proceeding
McGrath, S., Hazzard, A., Chamberlain, A., & Benford, S. (2016). An ethnographic exploration of studio production practice.

Tools for music production range from full scale digital production workstations to context-driven plugins. There are a number of inherent challenges to address in supporting users at different stages of work and at different levels of technical skil... Read More about An ethnographic exploration of studio production practice.

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.

Exploring large-scale interactive public illustrations (2016)
Conference Proceeding
Thorn, E., Rennick-Egglestone, S., Koleva, B., Preston, W., Benford, S., Quinn, A., & Mortier, R. (2016). Exploring large-scale interactive public illustrations. . https://doi.org/10.1145/2901790.2901826

We present a research-through-design exploration of transforming large-scale public illustrations into interactive media. We collaborated with creative practitioners to extend an existing visual marker technology to support spatial and layered inter... Read More about Exploring large-scale interactive public illustrations.

Designing for exploratory play with a hackable digital musical instrument (2016)
Conference Proceeding
McPherson, A. P., Chamberlain, A., Hazzard, A., McGrath, S., & Benford, S. (2016). Designing for exploratory play with a hackable digital musical instrument. In DIS '16: Proceedings of the 2016 ACM Conference on Designing Interactive Systems (1233-1245). https://doi.org/10.1145/2901790.2901831

This paper explores the design of digital musical instruments (DMIs) for exploratory play. Based on Gaver's principles of ludic design, we examine the ways in which people come to terms with an unfamiliar musical interface. We describe two workshops... Read More about Designing for exploratory play with a hackable digital musical instrument.

On Lions, Impala, and Bigraphs: Modelling Interactions in Physical/Virtual Spaces (2016)
Journal Article
Benford, S., Calder, M., Rodden, T., & Sevegnani, M. (2016). On Lions, Impala, and Bigraphs: Modelling Interactions in Physical/Virtual Spaces. ACM Transactions on Computer-Human Interaction, 23(2), Article 9. https://doi.org/10.1145/2882784

© 2016 ACM. While HCI has a long tradition of formally modelling task-based interactions with graphical user interfaces, there has been less progress in modelling emerging ubiquitous computing systems due in large part to their highly contextual natu... Read More about On Lions, Impala, and Bigraphs: Modelling Interactions in Physical/Virtual Spaces.

Accountable Artefacts: The Case of the Carolan Guitar (2016)
Conference Proceeding
Benford, S., Hazzard, A., Chamberlain, A., Glover, K., Greenhalgh, C., Xu, L., …Darzentas, D. (2016). Accountable Artefacts: The Case of the Carolan Guitar. In CHI '16: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (1163-1175). https://doi.org/10.1145/2858036.2858306

We explore how physical artefacts can be connected to digital records of where they have been, who they have encountered and what has happened to them, and how this can enhance their meaning and utility. We describe how a travelling technology probe... Read More about Accountable Artefacts: The Case of the Carolan Guitar.

#Scanners: Exploring the Control of Adaptive Films using Brain-Computer Interaction (2016)
Conference Proceeding
Pike, M., Ramchurn, R., Benford, S., & Wilson, M. L. (2016). #Scanners: Exploring the Control of Adaptive Films using Brain-Computer Interaction. . https://doi.org/10.1145/2858036.2858276

This paper explores the design space of bio-responsive entertainment, in this case using a film that responds to the brain and blink data of users. A film was created with four parallel channels of footage, where blinking and levels of attention and... Read More about #Scanners: Exploring the Control of Adaptive Films using Brain-Computer Interaction.

Families and mobile devices in museums: designing for integrated experiences (2016)
Journal Article
Rennick-Egglestone, S., Brundell, P., Koleva, B., Roussou, M., Chaffardon, C., & Benford, S. (2016). Families and mobile devices in museums: designing for integrated experiences. Journal on Computing and Cultural Heritage, 9(2), Article 11. https://doi.org/10.1145/2891416

This paper presents an observational study of eight families engaging with a bespoke tablet experience produced for a space science centre. It documents the various ways in which family members orientate themselves to the usage of technology in this... Read More about Families and mobile devices in museums: designing for integrated experiences.

Crowdsourcing good landmarks for in-vehicle navigation systems (2016)
Journal Article
Large, D. R., Burnett, G., Benford, S., & Oliver, K. (in press). Crowdsourcing good landmarks for in-vehicle navigation systems. Behaviour and Information Technology, 35(10), https://doi.org/10.1080/0144929X.2016.1158317

Augmenting navigation systems with landmarks has been posited as a method of improving the effectiveness of the technology and enhancing drivers’ engagement with the environment. However, good navigational landmarks are both laborious to collect and... Read More about Crowdsourcing good landmarks for in-vehicle navigation systems.

Expanding exertion gaming (2016)
Journal Article
Marshall, J., Mueller, F. ‘., Benford, S., & Pijnappel, S. (in press). Expanding exertion gaming. International Journal of Human-Computer Studies, 90, https://doi.org/10.1016/j.ijhcs.2016.02.003

While exertion games - digital games where the outcome is determined by physical exertion - are of growing interest in HCI, we believe the current health and fitness focus in the research of exertion games limits the opportunities this field has to o... Read More about Expanding exertion gaming.

MarathOn Multiscreen: group television watching and interaction in a viewing ecology (2016)
Conference Proceeding
Anstead, E., Benford, S., & Houghton, R. (2016). MarathOn Multiscreen: group television watching and interaction in a viewing ecology.

This paper reports and discusses the findings of an exploratory study into collaborative user practice with a multiscreen television application. MarathOn Multiscreen allows users to view, share and curate amateur and professional video footage of a... Read More about MarathOn Multiscreen: group television watching and interaction in a viewing ecology.

Understanding social media and sound: music, meaning and membership, the case of SoundCloud (2015)
Conference Proceeding
Chamberlain, A., McGrath, S., & Benford, S. (2015). Understanding social media and sound: music, meaning and membership, the case of SoundCloud.

Social media technologies have meant that people’s mu- sic consumption and production practices have rapidly changed and evolved. In this paper, we start to explore and present some of our initial findings in respect to this growing area of research... Read More about Understanding social media and sound: music, meaning and membership, the case of SoundCloud.

From front-end to back-end and everything in-between: work practice in game development (2015)
Conference Proceeding
Koleva, B., Tolmie, P., Brundell, P., Benford, S., & Rennick-Egglestone, S. (2015). From front-end to back-end and everything in-between: work practice in game development.

This paper addresses a paucity in the literature of studies of actual game development. It presents the initial findings from a questionnaire addressed to game development companies together with an ethnographic case study that drills into how resour... Read More about From front-end to back-end and everything in-between: work practice in game development.

The Ethical Implications of HCI's Turn to the Cultural (2015)
Journal Article
Benford, S., Greenhalgh, C., Anderson, B., Jacobs, R., Golembewski, M., Jirotka, M., …Jennings, K. (2015). The Ethical Implications of HCI's Turn to the Cultural. ACM Transactions on Computer-Human Interaction, 22(5), 1-37. https://doi.org/10.1145/2775107

We explore the ethical implications of HCI’s turn to the ‘cultural’. This is motivated by an awareness of how cultural applications, in our case interactive performances, raise ethical issues that may challenge established research ethics processes.... Read More about The Ethical Implications of HCI's Turn to the Cultural.

Towards an extended festival viewing experience (2015)
Conference Proceeding
Velt, R., Benford, S., Reeves, S., Evans, M., Glancy, M., & Stenton, P. (2015). Towards an extended festival viewing experience. In Proceedings of the ACM International Conference on Interactive Experiences for TV and Online Video (53-62)

Media coverage of large-scale live events is becoming increasingly complex, with technologies enabling the delivery of a broader range of content as well as complex viewing patterns across devices and services. This paper presents a study aimed at un... Read More about Towards an extended festival viewing experience.

Augmenting a guitar with its digital footprint (2015)
Conference Proceeding
Benford, S., Hazzard, A., Chamberlain, A., & Xu, L. (2015). Augmenting a guitar with its digital footprint.

We explore how to digitally augment musical instruments by connecting them to their social histories. We describe the use of Internet of Things technologies to connect an acoustic guitar to its digital footprint – a record of how it was designed, bui... Read More about Augmenting a guitar with its digital footprint.

Considering musical structure in location-based experiences (2015)
Conference Proceeding
Hazzard, A., Benford, S., Chamberlain, A., & Greenhalgh, C. (2015). Considering musical structure in location-based experiences.

Locative music experiences are often non-linear and as such the final structure of the music heard is guided by the movements of the user. We note an absence of principles regarding how composers should approach the structuring of such locative sound... Read More about Considering musical structure in location-based experiences.

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.