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Dr JOE MARSHALL's Outputs (25)

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.

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.

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.

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.

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.

Inner disturbance: towards understanding the design of vertigo games through a novel balancing game (2016)
Presentation / Conference Contribution
Byrne, R., Marshall, J., & Mueller, F. ‘. Inner disturbance: towards understanding the design of vertigo games through a novel balancing game. Presented at 28th Australian Conference on Computer-Human Interaction (OzCHI '16)

The design space of vertigo games is under-explored, despite vertigo underlying many unique body based game experiences, such as rock climbing and dancing. In this paper we articulate the design and evaluation of a novel vertigo experience, Inner Dis... Read More about Inner disturbance: towards understanding the design of vertigo games through a novel balancing game.

Balance ninja: towards the design of digital vertigo games via galvanic vestibular stimulation (2016)
Presentation / Conference Contribution
Byrne, R., Marshall, J., & Mueller, F. ‘. Balance ninja: towards the design of digital vertigo games via galvanic vestibular stimulation. Presented at CHI Play 2016: 2016 Annual Symposium on Computer-Human Interaction in Play

Vertigo – the momentary disruption of the stability of perception – is an intriguing game element that underlies many unique play experiences, such as spinning in circles as children to rock climbing as adults, yet vertigo is relatively unexplored wh... Read More about Balance ninja: towards the design of digital vertigo games via galvanic vestibular stimulation.

Interaction in Motion: Designing Truly Mobile Interaction (2016)
Presentation / Conference Contribution
Mueller, F., Mueller, F., Marshall, J., Dancu, A., & Mueller, F. ‘. (2016, June). Interaction in Motion: Designing Truly Mobile Interaction. Presented at DIS '16: Designing Interactive Systems Conference 2016, Brisbane, QLD, Australia

The use of technology while being mobile now takes place in many areas of people's lives in a wide range of scenarios, for example users cycle, climb, run and even swim while interacting with devices. Conflict between locomotion and system use can re... Read More about Interaction in Motion: Designing Truly Mobile Interaction.

Jogging at CHI (2016)
Presentation / Conference Contribution
Mueller, F. ‘., Marshall, J., Khot, R. A., Nylander, S., & Tholander, J. Jogging at CHI. Presented at CHI 2016: SIGCHI Conference on Human Factors in Computing Systems

HCI is increasingly paying attention to sports, and more and more CHI attendees are aiming to maintain being physically active while attending CHI. In response, we offer a SIG on the topic of sports-HCI and conduct it in a sportive way: we will go ou... Read More about Jogging at CHI.

Interpersonal touch as a game interaction method (2016)
Presentation / Conference Contribution
Marshall, J., Linehan, C., Tennent, P., & Hazzard, A. Interpersonal touch as a game interaction method. Presented at Proxemic Mobile Collocated Interactions Workshop at ACM CHI Conference on Human Factors in Computing Systems 2016

Interpersonal touch is a key element of social behaviour, yet is largely ignored in HCI. In this paper, we describe two games which explore two extremes of interpersonal touch, and discuss key research questions relating to them.

Designing brutal multiplayer video games (2016)
Presentation / Conference Contribution
Marshall, J., Linehan, C., & Hazzard, A. Designing brutal multiplayer video games. Presented at 2016 CHI Conference on Human Factors in Computing Systems 2016

Non-digital forms of play that allow players to direct brute force directly upon each other, such as martial arts, boxing and full contact team sports,are very popular. However, inter-player brutality has largely been unexplored as a fe... Read More about Designing brutal multiplayer video games.