![Loading...](https://link.springer.com/static/c4a417b97a76cc2980e3c25e2271af3129e08bbe/images/pdf-preview/spacer.gif)
-
Article
A card-based internet of things game ideation tool for museum context
The increasing deployments of Internet of Things (IoT) technologies create new opportunities for game design for museums. Previous studies have highlighted the difficulty that designers face in generating idea...
-
Chapter
The Cartography Project: Towards a Relational Form of Documentation, the Case of Participatory Art Practices in Museums and Art Galleries
This chapter describes a prototype platform developed by researchers at the Universities of Exeter and Nottingham in collaboration with Tate as part of the Research Councils UK funded Horizon project (2016–7)....
-
Chapter
Music, Design and Ethnography: An Interview with Steve Benford
Steve Benford is Professor of Collaborative Computing at the Mixed Reality Laboratory at the University of Nottingham. His research interests span creative and cultural applications of computing, from interact...
-
Chapter
Brain-Controlled Cinema
This chapter explores the space of Brain-Computer Interaction as a tool to enhance storytelling within cinema, as a means to overcome some of the main critiques of interactive film in terms of interaction and ...
-
Chapter
Discomfort—The Dark Side of Fun
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 ...
-
Chapter and Conference Paper
Office Workers’ Perceived Barriers and Facilitators to Taking Regular Micro-breaks at Work: A Diary-Probed Interview Study
Research has suggested regular breaks in sedentary office work are important for health, wellbeing and long-term productivity. Although many computerized break reminders exist, few are based on user needs and...
-
Chapter and Conference Paper
Vicarious: A Flexible Framework for the Creative Use of Sensed Biodata
In this paper we discuss vicarious, a flexible, extensible, distributed framework for capturing, processing, visualising, recording and generally handling sensed biodata. We outline six specific creative needs: h...
-
Article
Understanding food consumption lifecycles using wearable cameras
Application of design in HCI is a common approach to engendering behavioural change to address important challenges such as sustainability. Encouraging such change requires an understanding of current motivati...
-
Chapter and Conference Paper
Gifting as a Novel Mechanism for Personalized Museum and Gallery Interpretation
The designers of mobile guides for museums and galleries are increasingly concerned with delivering rich interpretation that can be personalized to meet the diverse needs of individual visitors. However, incre...
-
Article
Open AccessUnderstanding mass participatory pervasive computing systems for environmental campaigns
Participate was a 3-year collaboration between industry and academia to explore how mobile, Web and broadcast technologies could combine to deliver environmental campaigns. In a series of pilot projects, scho...
-
Article
Open AccessDesigning for reportability: sustainable gamification, public engagement, and promoting environmental debate
There is a growing emphasis in many countries on matters such as participation in e-government, e-democracy, the provision of forums for online debate, and so on. A critical issue in all of these cases is one ...
-
Article
Exploring attractions and exhibits with interactive flashlights
Flashlights are cheap, robust and fun. Most people from adults to children of an early age are familiar with flashlights and can use them to search for, select and illuminate objects and features of interest. ...
-
Chapter and Conference Paper
Participate: Pervasive Computing for Environmental Campaigns
Participate was a three year collaboration between industry and academia to explore how mobile, Web and broadcast technologies could combine to deliver environmental campaigns. In a series of pilot projects, s...
-
Chapter and Conference Paper
Refining Rules Learning Using Evolutionary PD
Using glyphs to associate digital media with physical materials has great potential to enhance learning. A key challenge, however, lies in enabling children to author their own glyphs that integrate well with ...
-
Chapter and Conference Paper
Understanding Mobile Notification Management in Collocated Groups
We present an observational study of how notifications are handled by collocated groups, in the context of a collaborative mobile photo-taking exercise. Interaction analysis of video recordings is used to unco...
-
Article
Pursuing Leisure: Reflections on Theme Park Visiting
In this paper, we present the theme park as a novel commercial setting and distinct cultural ecology for CSCW research, presenting challenges to technology designers interested in supporting cultural visiting ...
-
Article
Locating experience: touring a pervasive performance
Touring location-based experiences is challenging, as both content and underlying location services must be adapted to each new setting. A study of a touring performance called Rider Spoke as it visited three ...
-
Chapter and Conference Paper
Analysing the Playground: Sensitizing Concepts to Inform Systems That Promote Playful Interaction
Playful interaction in an important topic in HCI research, and there is an ongoing debate about the fundamental principles that underpin playful systems. This paper makes a contribution to this...
-
Chapter and Conference Paper
Flypad: Designing Trajectories in a Large-Scale Permanent Augmented Reality Installation
A long-term naturalistic study reveals how artists designed, visitors experienced, and curators and technicians maintained a public interactive artwork over a four year period. The work consisted of a collabor...
-
Chapter and Conference Paper
Personalizing the Theme Park: Psychometric Profiling and Physiological Monitoring
Theme parks are important and complex forms of entertainment, with a broad user-base, and with a substantial economic impact. In this paper, we present a case study of an existing theme park, and use this to m...