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All Outputs (60)

Spomenik: resurrecting voices in the woods (2018)
Journal Article
Kirk, D. S., Durrant, A. C., Kosem, J., & Reeves, S. (2018). Spomenik: resurrecting voices in the woods. Design Issues, 34(1), https://doi.org/10.1162/DESI_a_00477

Spomenik (‘monument) is a digital memorial architecture that transposes in time otherwise hidden cultural memories of atrocity. Spomenik was designed as a simple digital audio guide, embedded in a remote rural location (Kočevski Rog, Slovenia), and... Read More about Spomenik: resurrecting voices in the woods.

Some conversational challenges of talking with machines (2017)
Presentation / Conference Contribution
Reeves, S. (2017). Some conversational challenges of talking with machines.

A surge of interest in the capabilities of so-called 'conversational' technologies—both from research and industrial contexts—furnishes CSCW and HCI with opportunities to enrich and leverage its historic connection to conversation analysis (and relat... Read More about Some conversational challenges of talking with machines.

Video gaming as practical accomplishment: ethnomethodology, conversation analysis and play (2016)
Journal Article
Reeves, S., Greiffenhagen, C., & Laurier, E. (2017). Video gaming as practical accomplishment: ethnomethodology, conversation analysis and play. Topics in Cognitive Science, 9(2), 308-342. https://doi.org/10.1111/tops.12234

Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) perspective remain relatively scarce. This paper collects together an emerging, if scattered, body of research which focusses on the material, practica... Read More about Video gaming as practical accomplishment: ethnomethodology, conversation analysis and play.

The future as a design problem (2016)
Journal Article
Reeves, S., Goulden, M., & Dingwall, R. (2016). The future as a design problem. Design Issues, 32(3), 6-17. https://doi.org/10.1162/DESI_a_00395

An often unacknowledged yet foundational problem for design is how ‘futures‘ are recruited for design practice. This problem saturates considerations of what could or should be designed. We distinguish two intertwined approaches to this: ‘pragmatic p... Read More about The future as a design problem.

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.

Designing mobile experiences for collocated interaction (2015)
Presentation / Conference Contribution
Lundgren, S., Fischer, J., Reeves, S., & Torgersson, O. (2015). Designing mobile experiences for collocated interaction.

Many of our everyday social interactions involve mobile devices. Yet, these tend to only provide good support for distributed social interactions. Although much HCI and CSCW research has explored how we might support collocated, face-to-face situatio... Read More about Designing mobile experiences for collocated interaction.

Building a birds eye view: collaborative work in disaster response (2015)
Presentation / Conference Contribution
Fischer, J., Reeves, S., Rodden, T., Reece, S., Ramchurn, S., & Jones, D. (2015). Building a birds eye view: collaborative work in disaster response.

Command and control environments ranging from transport control rooms to disaster response have long been of interest to HCI and CSCW as rich sites of interactive technology use embedded in work practice. Drawing on our engagement with disaster respo... Read More about Building a birds eye view: collaborative work in disaster response.

Gifting personal interpretations in galleries (2014)
Presentation / Conference Contribution
Fosh, L., Benford, S., Reeves, S., & Koleva, B. (2014). Gifting personal interpretations in galleries. In CHI 2014 : conference proceedings: the 32nd annual ACM Conference on Human Factors in Computing Systems, Toronto, Canada, April 26 - May 1, 2014

The designers of mobile guides for museums and galleries face three major challenges: fostering rich interpretation, delivering deep personalization, and enabling a coherent social visit. We propose an approach to tackling all three simultaneously by... Read More about Gifting personal interpretations in galleries.

Human values in curating a human rights media archive (2014)
Presentation / Conference Contribution
Durrant, A., Kirk, D., & Reeves, S. (2014). Human values in curating a human rights media archive. In CHI '14 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. https://doi.org/10.1145/2556288.2557196

Cultural institutions, such as museums, often curate politically and ethically sensitive materials. Increasingly, Internet-enabled, digital technology intersects with these curatorial practices offering new opportunities for public and scholarly enga... Read More about Human values in curating a human rights media archive.

Into the wild: challenges and opportunities for field trial methods (2011)
Presentation / Conference Contribution
Brown, B., Reeves, S., & Sherwood, S. (2011). Into the wild: challenges and opportunities for field trial methods.

Field trials of experimental systems `in the wild' have developed into a standard method within HCI - testing new systems with groups of users in relatively unconstrained settings outside of the laboratory. In this paper we discuss methodological cha... Read More about Into the wild: challenges and opportunities for field trial methods.

The spatial character of sensor technology (2006)
Presentation / Conference Contribution
Reeves, S., Pridmore, T., Crabtree, A., Green, J., Benford, S., & O'Malley, C. (2006). The spatial character of sensor technology.

By considering the spatial character of sensor-based interactive systems, this paper investigates how discussions of seams and seamlessness in ubiquitous computing neglect the complex spatial character that is constructed as a side-effect of deployin... Read More about The spatial character of sensor technology.

Designing the spectator experience (2005)
Presentation / Conference Contribution
Reeves, S., Benford, S., O'Malley, C., & Fraser, M. Designing the spectator experience. Presented at SIGCHI Conference on Human Factors in Computing Systems (CHI)

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, questioning how a performer s interaction with a computer experienced is b... Read More about Designing the spectator experience.

Wearables or infrastructure: Contrasting approaches to collecting behavioural data in the home
Presentation / Conference Contribution
Shipp, V., Coughlan, T., Martindale, S., Ng, K. H., Evans, E., Mortier, R., & Reeves, S. (2014, September). Wearables or infrastructure: Contrasting approaches to collecting behavioural data in the home. Presented at 2014 ACM International Joint Conference on Pervasive and Ubiquitous Computing, Seattle Washington

This paper examines and contrasts two approaches to collecting behavioural data within the home. The first of these involves filming from static video cameras combined with network logging to capture media consumption activities across multiple scree... Read More about Wearables or infrastructure: Contrasting approaches to collecting behavioural data in the home.

Placebooks: Participation, Community, Design, and Ubiquitous Data Aggregation ‘In the Wild’
Presentation / Conference Contribution
Chamberlain, A., Crabtree, A., Davies, M., Glover, K., Reeves, S., Tolmie, P., & Jones, M. (2013, July). Placebooks: Participation, Community, Design, and Ubiquitous Data Aggregation ‘In the Wild’. Presented at HIMI: International Conference on Human Interface and the Management of Information, Las Vegas, USA

This paper outlines and describes the development of a multi-media data aggregation system called Placebooks. Placebooks was developed as a ubiquitous toolkit aimed at allowing people in rural areas to create and share digital books that contained a... Read More about Placebooks: Participation, Community, Design, and Ubiquitous Data Aggregation ‘In the Wild’.

Reframing Disability as Competency: Unpacking Everyday Technology Practices of People with Visual Impairments
Presentation / Conference Contribution
Reyes-Cruz, G., Fischer, J. E., & Reeves, S. (2020, April). Reframing Disability as Competency: Unpacking Everyday Technology Practices of People with Visual Impairments. Presented at CHI '20: CHI Conference on Human Factors in Computing Systems, Honolulu HI USA

More than a billion people in the world live with some form of visual impairment, and a wide variety of technologies are now routinely used by them in the course of 'getting on' in everyday life. However, little is known about the ways in which assis... Read More about Reframing Disability as Competency: Unpacking Everyday Technology Practices of People with Visual Impairments.