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All Outputs (39)

Office workers' perceived barriers and facilitators to taking regular micro-breaks at work: a diary-probed interview study (2017)
Journal Article
Huang, Y., Benford, S., Hendrickx, H., Treloar, R., & Blake, H. (2017). Office workers' perceived barriers and facilitators to taking regular micro-breaks at work: a diary-probed interview study. Lecture Notes in Artificial Intelligence, 10171, 149-161. https://doi.org/10.1007/978-3-319-55134-0_12

Research has suggested regular breaks in sedentary office work are im-portant for health, wellbeing and long-term productivity. Although many comput-erized break reminders exist, few are based on user needs and requirements as determined by formative... Read More about Office workers' perceived barriers and facilitators to taking regular micro-breaks at work: a diary-probed interview study.

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.

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.

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.

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.

Understanding mass participatory pervasive computing systems for environmental campaigns (2013)
Journal Article
Chamberlain, A., Paxton, M., Glover, K., Flintham, M., Price, D., Benford, S., …Greenhalgh, C. (2014). Understanding mass participatory pervasive computing systems for environmental campaigns. Personal and Ubiquitous Computing, 18(7), https://doi.org/10.1007/s00779-013-0756-x

Participate was a 3-year collaboration between industry and academia to explore how mobile, Web and broadcast technologies could combine to deliver environ- mental campaigns. In a series of pilot projects, schools used mobile sensors to enhance scien... Read More about Understanding mass participatory pervasive computing systems for environmental campaigns.

Performance-Led Research in the Wild (2013)
Journal Article
Benford, S., Adams, M., Tandavanitj, N., Row Farr, J., Greenhalgh, C., Crabtree, A., …Giannachi, G. (2013). Performance-Led Research in the Wild. ACM Transactions on Computer-Human Interaction, 20(3), 1-22. https://doi.org/10.1145/2491500.2491502

We explore the approach of performance-led research in the wild in which artists drive the creation of novel performances with the support of HCI researchers that are then deployed and studied at public performance in cultural settings such as galler... Read More about Performance-Led Research in the Wild.

Recommending rides: psychometric profiling in the theme park (2010)
Journal Article
Rennick-Egglestone, S., Whitbrook, A., Greensmith, J., Walker, B., Benford, S., Marshall, J., …Rowland, D. (2010). Recommending rides: psychometric profiling in the theme park. https://doi.org/10.1145/1902593.1902600

This paper presents a study intended to inform the design of a recommender system for theme park rides. It examines the efficacy of psychometric testing for profiling theme park visitors, with the aim of establishing a set of measures to be included... Read More about Recommending rides: psychometric profiling in the theme park.

Developing digital records: Early experiences of record and replay (2006)
Journal Article
Crabtree, A., French, A., Greenhalgh, C., Benford, S., Cheverst, K., Fitton, D., …Graham, C. (2006). Developing digital records: Early experiences of record and replay. Computer Supported Cooperative Work, 15(4), 281-319. https://doi.org/10.1007/s10606-006-9026-z

In this paper we consider the development of 'digital records' to support ethnographic study of interaction and collaboration in ubiquitous computing environments and articulate the core concept of 'record and replay' through two case studies. One fo... Read More about Developing digital records: Early experiences of record and replay.

Expected, sensed, and desired: A framework for designing sensing-based interaction (2005)
Journal Article
Benford, S., Schnädelbach, H., Koleva, B., Anastasi, R., Greenhalgh, C., Rodden, T., …Steed, A. (2005). Expected, sensed, and desired: A framework for designing sensing-based interaction. ACM Transactions on Computer-Human Interaction, 12(1), 3-30. https://doi.org/10.1145/1057237.1057239

Movements of interfaces can be analyzed in terms of whether they are expected, sensed, and desired. Expected movements are those that users naturally perform; sensed are those that can be measured by a computer; and desired movements are those that a... Read More about Expected, sensed, and desired: A framework for designing sensing-based interaction.

Patterns of Network and User Activity in an Inhabited Television Event (2001)
Journal Article
Greenhalgh, C., Benford, S., & Craven, M. (2001). Patterns of Network and User Activity in an Inhabited Television Event. Presence: Teleoperators and Virtual Environments, 10(1), 35-50. doi:10.1162/105474601750182306

Inhabited television takes traditional broadcast television and combines it with multiuser virtual reality to give new possibilities for interaction and participation in and around shows or channels. Out of This World was an experimental inhabited TV... Read More about Patterns of Network and User Activity in an Inhabited Television Event.

Inhabited television: broadcasting interaction from within collaborative virtual environments (2000)
Journal Article
Benford, S., Greenhalgh, C., & Craven, M. (2000). Inhabited television: broadcasting interaction from within collaborative virtual environments. ACM Transactions on Computer-Human Interaction, 7(4), 510-547. doi:10.1145/365058.365095

Inhabited television combines collaborative virtual environments (CVEs) with broadcast television so that on-line audiences can participate in television shows within shared virtual worlds. We describe a series of experiments with inhabited televisio... Read More about Inhabited television: broadcasting interaction from within collaborative virtual environments.

Three dimensional visualization of the World Wide Web (1999)
Journal Article
Benford, S., Taylor, I., Brailsford, D. F., Koleva, B., Craven, M. P., Fraser, M., …Greenhalgh, C. (1999). Three dimensional visualization of the World Wide Web. ACM Computing Surveys, 31(4es),

Although large-scale public hypermedia structures such as the World Wide Web are popularly referred to as "cyberspace", the extent to which they constitute a space in the everyday sense of the word is questionable. This paper reviews recent work in t... Read More about Three dimensional visualization of the World Wide Web.