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Dr JOE MARSHALL's Outputs (36)

Tangles: Unpacking Extended Collision Experiences with Soma Trajectories (2025)
Journal Article
Benford, S., Garrett, R., Li, C., Tennent, P., NÚÑEZ-PACHECO, C., Núñez-Pacheco, C., Kucukyilmaz, A., Tsaknaki, V., HÖÖK, K., Höök, K., Caleb-Solly, P., Marshall, J., Schneiders, E., Popova, K., & Afana, J. (in press). Tangles: Unpacking Extended Collision Experiences with Soma Trajectories. ACM Transactions on Computer-Human Interaction, https://doi.org/10.1145/3723875

We reappraise the idea of colliding with robots, moving from a position that tries to avoid or mitigate collisions to one that considers them an important facet of human interaction. We report on a soma design workshop that explored how our bodies co... Read More about Tangles: Unpacking Extended Collision Experiences with Soma Trajectories.

Grand challenges in WaterHCI (2024)
Presentation / Conference Contribution
Mueller, F. ‘., Montoya, M. F., Pell, S. J., Oppermann, L., Blythe, M., Dietz, P. H., Marshall, J., Bateman, S., Smith, I., Ananthanarayan, S., Mazalek, A., Verni, A., Bakogeorge, A., Simonnet, M., Ellis, K., Semertzidis, N. A., Burleson, W., Quarles, J., Mann, S., Hill, C., …Elvitigala, D. S. (2024, May). Grand challenges in WaterHCI. Presented at CHI 2024: ACM CHI Conference on Human Factors in Computing Systems, Honolulu, Hawai'i

Recent combinations of interactive technology, humans, and water have resulted in “WaterHCI”. WaterHCI design seeks to complement the many benefits of engagement with the aquatic domain, by offering, for example, augmented reality systems for snorkel... Read More about Grand challenges in WaterHCI.

Toward Understanding the Design of Intertwined Human–Computer Integrations (2023)
Journal Article
Mueller, F. ‘., Semertzidis, N., Andres, J., Marshall, J., Benford, S., Li, X., Matjeka, L., & Mehta, Y. (2023). Toward Understanding the Design of Intertwined Human–Computer Integrations. ACM Transactions on Computer-Human Interaction, 30(5), 1-45. https://doi.org/10.1145/3590766

Human–computer integration is an HCI trend in which computational machines can have agency, i.e., take control. Our work focuses on a particular form of integration in which the user and the computational machine share agency over the user’s body, th... Read More about Toward Understanding the Design of Intertwined Human–Computer Integrations.

Five Provocations for a More Creative TAS (2023)
Presentation / Conference Contribution
Benford, S., Hazzard, A., Vear, C., Webb, H., Chamberlain, A., Greenhalgh, C., Ramchurn, R., & Marshall, J. (2023, July). Five Provocations for a More Creative TAS. Presented at First International Symposium on Trustworthy Autonomous Systems (TAS 23), Edinburgh, UK

Conventional wisdom has it that trustworthy autonomous systems (AS) should be explainable, dependable, controllable and safe tools for humans to use. Reflecting on a portfolio of artistic applications of TAS leads us adopt an alternative stance and t... Read More about Five Provocations for a More Creative TAS.

Collision Design (2023)
Presentation / Conference Contribution
Marshall, J., Tennent, P., Li, C., Pacheco, C. N., Garrett, R., Tsaknaki, V., Höök, K., Caleb-Solly, P., & Benford, S. D. (2023, April). Collision Design. Presented at Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, Hamburg, Germany

Collision, "the violent encounter of a moving body with another", is poorly understood in HCI. When we discuss people colliding with the physical artifacts we create, or colliding with each other while using our systems, this is primarily treated as... Read More about Collision Design.

Human-Computer Integration: Towards integrating the human body with the computational machine (2022)
Journal Article
Mueller, F. "., Semertzidis, N., Andres, J., Weigel, M., Rakesh, P., Li, Z., Strohmeier, P., Knibbe, J., Greuter, S., Obrist, M., Maes, P., Wang, D., Gerber, L., Marshall, J., Kunze, K., Grudin, J., & Reiterer, H. (2022). Human-Computer Integration: Towards integrating the human body with the computational machine. Foundations and Trends in Human-Computer Interaction, 16(1), 1-64. https://doi.org/10.1561/1100000086

Human-Computer Integration (short: HInt) is an emerging new paradigm in the human-computer interaction (HCI) field. Its goal is to integrate the human body and the computational machine. This article presents two key dimensions of Human-Computer Inte... Read More about Human-Computer Integration: Towards integrating the human body with the computational machine.

Unpacking Non-Dualistic Design: The Soma Design Case (2021)
Journal Article
Höök, K., Benford, S., Tennent, P., Tsaknaki, V., Alfaras, M., Martinez Avila, J., Li, C., Marshall, J., Daudén Roquet, C., Sanches, P., Ståhl, A., Umair, M., Windlin, C., & Zhou, F. (2021). Unpacking Non-Dualistic Design: The Soma Design Case. ACM Transactions on Computer-Human Interaction, 28(6), Article 40. https://doi.org/10.1145/3462448

We report on a somaesthetic design workshop and the subsequent analytical work aiming to demystify what is entailed in a non-dualistic design stance on embodied interaction and why a first-person engagement is crucial to its unfoldings. However, as w... Read More about Unpacking Non-Dualistic Design: The Soma Design Case.

Articulating Soma Experiences Using Trajectories (2021)
Presentation / Conference Contribution
Tennent, P., Höök, K., Benford, S., Tsaknaki, V., Ståhl, A., Dauden Roquet, C., Windlin, C., Sanches, P., Marshall, J., Li, C., Pablo Martinez Avila, J., Alfaras, M., Umair, M., & Zhou, F. (2021, May). Articulating Soma Experiences Using Trajectories. Presented at CHI Conference on Human Factors in Computing Systems (CHI ’21), Yokohama, Japan

In this paper, we reflect on the applicability of the concept of trajectories to soma design. Soma design is a first-person design method which considers users’ subjective somatic or bodily experiences of a design. Due to bodily changes over time, so... Read More about Articulating Soma Experiences Using Trajectories.

Limited Control Over the Body as Intriguing Play Design Resource (2021)
Presentation / Conference Contribution
'Floyd' Mueller, F., Patibanda, R., Byrne, R., Li, Z., Wang, Y., Andres, J., Li, X., Marquez, J., Greuter, S., Duckworth, J., & Marshall, J. (2021, May). Limited Control Over the Body as Intriguing Play Design Resource. Presented at CHI '21: CHI Conference on Human Factors in Computing Systems, Yokohama, Japan

Interest in combining interactive play and the human body, using “bodily play” systems, is increasing. While these systems primarily prioritize a player's control over their bodily actions, we see intriguing possibilities in the pursuit of “limited c... Read More about Limited Control Over the Body as Intriguing Play Design Resource.

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.

Soma Design and Sensory Misalignment (2020)
Presentation / Conference Contribution
Tennent, P., Marshall, J., Tsaknaki, V., Windlin, C., Höök, K., & Alfaras, M. (2020, April). Soma Design and Sensory Misalignment. Presented at 2020 CHI Conference on Human Factors in Computing Systems (CHI’20), Honolulu HI USA

We report on a workshop bringing together researchers working in soma design and sensory misalignment. Creating experiences that make use of sensory misalignment has become increasingly common, often associated with virtual reality research. However,... Read More about Soma Design and Sensory Misalignment.

Abstract Machines: Overlaying Virtual Worlds on Physical Rides (2019)
Presentation / Conference Contribution
Tennent, P., Marshall, J., Brundell, P., Walker, B., & Benford, S. (2019, May). Abstract Machines: Overlaying Virtual Worlds on Physical Rides. Presented at CHI '19: CHI Conference on Human Factors in Computing Systems, Glasgow, Scotland, UK

Overlaying virtual worlds onto existing physical rides and altering the sensations of motion can deliver new experiences of thrill, but designing how motion is mapped between physical ride and virtual world is challenging. In this paper , we present... Read More about Abstract Machines: Overlaying Virtual Worlds on Physical Rides.

Sensory Alignment in Immersive Entertainment (2019)
Presentation / Conference Contribution
Marshall, J., Benford, S., Byrne, R., & Tennent, P. (2019, May). Sensory Alignment in Immersive Entertainment. Presented at CHI '19: CHI Conference on Human Factors in Computing Systems, Glasgow, Scotland, UK

When we use digital systems to stimulate the senses, we typically stimulate only a subset of users' senses, leaving other senses stimulated by the physical world. This creates potential for misalignment between senses, where digital and physical stim... Read More about Sensory Alignment in Immersive Entertainment.

AR Fighter: Using HMDs to Create Vertigo Play Experiences (2018)
Presentation / Conference Contribution
Byrne, R., Marshall, J., & Mueller, F. ". (2018, October). AR Fighter: Using HMDs to Create Vertigo Play Experiences. Presented at CHI PLAY'18: 2018 Annual Symposium on Computer-Human Interaction in Play, Melbourne, Australia

Game designers working with Head-Mounted Displays (HMDs) are usually advised to avoid causing disorientation in players. However, we argue that disorientation is a key element of what makes “vertigo play” (such as spinning in circles until dizzy, bal... Read More about AR Fighter: Using HMDs to Create Vertigo Play Experiences.

Discomfort—the dark side of fun (2018)
Book Chapter
Benford, S., Greenhalgh, C., Giannachi, G., Walker, B., Marshall, J., Tennent, P., & Rodden, T. (2018). Discomfort—the dark side of fun. In M. Blythe, & A. Monk (Eds.), Funology 2: from usability to enjoyment (209-224). Springer. https://doi.org/10.1007/978-3-319-68213-6_13

For many of us, the notion of ‘fun’ conjures up visions of experiences that are amusing, pleasant, entertaining, playful—perhaps even frivolous. Rides, games, shows and perhaps even the experience of visiting an art gallery can embody these senses of... Read More about Discomfort—the dark side of fun.

Touchomatic: Interpersonal touch gaming in the wild (2017)
Presentation / Conference Contribution
Marshall, J., & Tennent, P. (2017, June). Touchomatic: Interpersonal touch gaming in the wild. Presented at 2017 Conference on Designing Interactive Systems (DIS '17), Edinburgh, UK

Direct touch between people is a key element of social behaviour. Recently a number of researchers have explored games which sense aspects of such interpersonal touch to control interaction with a multiplayer computer game. In this paper, we describe... Read More about Touchomatic: Interpersonal touch gaming in the wild.

The challenges of Visual-Kinaesthetic experience (2017)
Presentation / Conference Contribution
Tennent, P., Benford, S., Marshall, J., Walker, B., & Brundell, P. (2017, June). The challenges of Visual-Kinaesthetic experience. Presented at DIS 2017 - Proceedings of the 2017 ACM Conference on Designing Interactive Systems, Edinburgh, Scotland

Virtual reality experiences typically isolate the user from the real world. Notions of immersion are conventionally associated with the idea of convincing users that they are in another place, disassociated from physical reality. Given the user is ho... Read More about The challenges of Visual-Kinaesthetic experience.

A little respect: four case studies of HCI’s disregard for other disciplines (2017)
Presentation / Conference Contribution
Marshall, J., Linehan, C., Spence, J., & Rennick-Egglestone, S. A little respect: four case studies of HCI’s disregard for other disciplines. Presented at CHI 2017: ACM CHI Conference on Human Factors in Computing Systems

HCI research often demonstrates lack of respect for other disciplines, evidenced by the way work from those disciplines are cited in CHI papers. We present 4 case studies that demonstrate; 1) that HCI researchers sometimes misunderstand and misrepres... Read More about A little respect: four case studies of HCI’s disregard for other disciplines.

Throwaway citation of prior work creates risk of bad HCI research (2017)
Presentation / Conference Contribution
Marshall, J., Linehan, C., Spence, J., & Rennick-Egglestone, S. Throwaway citation of prior work creates risk of bad HCI research. Presented at CHI 2017: ACM CHI Conference on Human Factors in Computing Systems

In CHI papers, citation of previous work is typically a shallow, throwaway action that demonstrates little critical engagement with the work cited. We present a citation context analysis of over 3000 citations from 69 papers at CHI2016, which demonst... Read More about Throwaway citation of prior work creates risk of bad HCI research.

Misrepresentation of Health Research in Exertion Games Literature (2017)
Presentation / Conference Contribution
Marshall, J., & Linehan, C. (2017, May). Misrepresentation of Health Research in Exertion Games Literature. Presented at CHI '17: CHI Conference on Human Factors in Computing Systems, Denver Colorado USA

HCI often requires scholars to build upon research from fields outside their expertise, creating the risk that foundational work is misunderstood and misrepresented. The prevailing goal of “exergames” research towards ameliorating obesity appears to... Read More about Misrepresentation of Health Research in Exertion Games Literature.