Jocelyn Spence

Jocelyn Spence
University of Nottingham | Notts · School of Computer Science

BSc, MFA, PhD

About

54
Publications
5,347
Reads
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250
Citations
Additional affiliations
May 2014 - July 2015
University of Surrey
Position
  • Research Associate

Publications

Publications (54)
Chapter
"So you're the one getting this gift? Lucky you! Someone who knows you has visited the museum. They searched out things they thought you would care about, and they took photos and left messages for you." This is the welcoming message for the Gift app, designed to create a very personal museum visit. Hybrid Museum Experiences use new technologies to...
Preprint
Museums are interested in designing emotional visitor experiences to complement traditional interpretations. HCI is interested in the relationship between Affective Computing and Affective Interaction. We describe Sensitive Pictures, an emotional visitor experience co-created with the Munch art museum. Visitors choose emotions, locate associated pa...
Article
HCI has recently increased its interest in the domains of museums and gifting. The former is often oriented primarily towards the past, while the latter is often oriented towards the future, in terms of anticipating the receiver’s reactions. Our article provides a sustained and well-evidenced new theoretical framework on the role of time-orientatio...
Preprint
Full-text available
The global pandemic has driven musicians online. We report an ethnographic account of how two traditional folk clubs with little previous interest in digital platforms transitioned to online experiences. They followed very different approaches: one adapted their existing singaround format to video conferencing while the other evolved a weekly commu...
Article
This article brings together two distinct, but related perspectives on playful museum experiences: Critical play and hybrid design. The article explores the challenges involved in combining these two perspectives, through the design of two hybrid museum experiences that aimed to facilitate critical play with/in the collections of the Museum of Yugo...
Article
We reflect on two museum visiting experiences that adopted the strategy of interpersonalization in which one visitor creates an experience for another. In the Gift app, visitors create personal mini-tours for specific others. In Never let me go, one visitor controls the experience of another by sending them remote instructions as they follow them a...
Preprint
Full-text available
This article brings together two distinct, but related perspectives on playful museum experiences: Critical play and hybrid design. The article explores the challenges involved in combining these two perspectives, through the design of two hybrid museum experiences that aimed to facilitate critical play with/in the collections of the Museum of Yugo...
Preprint
Full-text available
We reflect on two museum visiting experiences that adopted the strategy of interpersonalization in which one visitor creates an experience for another. In the Gift app, visitors create personal mini-tours for specific others. In Never let me go, one visitor controls the experience of another by sending them remote instructions as they follow them a...
Conference Paper
Full-text available
UbiComp has been envisioned to bring about a future dominated by calm computing technologies making our everyday lives ever more convenient. Yet the same vision has also attracted criticism for encouraging a solitary and passive lifestyle. The aim of this paper is to explore and elaborate these tensions further by examining the human values surroun...
Preprint
Full-text available
UbiComp has been envisioned to bring about a future dominated by calm computing technologies making our everyday lives ever more convenient. Yet the same vision has also attracted criticism for encouraging a solitary and passive lifestyle. The aim of this paper is to explore and elaborate these tensions further by examining the human values surroun...
Article
Hybrid gifting combines physical artefacts and experiences with digital interactivity to generate new kinds of gifts. Our review details how gifting is a complex social phenomenon and how digital gifting is less engaging than physical gifting for both givers and receivers. Employing a Research Through Design approach, we developed a portfolio of fo...
Conference Paper
Full-text available
GIFT is an ongoing EU-funded research project developing hybrid visitor experiences: mixed reality designs that complement, challenge, or overlay physical visits with digital content. Through design exploration of two concepts focusing on gifting and play, the project has developed a design framework and toolbox aimed at helping museums create deep...
Conference Paper
This paper takes on one of the rarely articulated yet important questions pertaining to digital media objects: how do HCI and design researchers understand 'gifting' when the object can just as easily be 'shared'? This question has often been implied and occasionally answered, though only partially. We propose the concept of 'inalienability', taken...
Conference Paper
Full-text available
This paper presents the GIFT smartphone app, an artist-led Research through Design project benefitting from a three-day in-the-wild deployment. The app takes as its premise the generative potential of combining the contexts of gifting and museum visits. Visitors explore the museum, searching for objects that would most appeal to the gift-receiver t...
Conference Paper
Full-text available
The GIFT project develops new approaches to creating hybrid physical digital visitor experiences in museums. Through design exploration of two concepts focusing on gifting and playful appropriation, the project charts how museums can create a deeper and more meaningful experience by giving visitors the tools to tell their own stories. The project i...
Article
In this paper we chart the design, composition, and authoring of The Rough Mile: A Dynamic Locative Audio Walk in two parts that combines spoken word, original and found music, user generated content, and ambient environmental sound. The design of the locative walks-set in a city center's streets-deliberately sought to explore novel mechanisms to c...
Article
Full-text available
‘Embodiment’ need not focus on isolated individuals or group interactions. This article articulates the potential for designs that prompt participants to bring relationships with other people to mind. These can be fleeting relationships between participants and unknown others, or remembered relationships with romantic partners, family members, or c...
Chapter
Full-text available
Collect Yourselves! is a technologically mediated system that opens up the transformational possibilities of performance to small groups of non-professionals sharing their own digital photos and the stories behind them. Remarkably, their performances achieve moments of emotional and aesthetic power, but these require the performers to take risks, m...
Article
This year’s review is divided into four sections: 1. Introduction; 2. The 21st Century (which looks at two texts, one targeting drama and the other targeting theatre and performance); 3. Getting Involved (views two recent publications that bring new perspectives to bear on immersion and participation); 4. Pushing Forwards (considers two texts that...
Conference Paper
We chart the design and deployment of The Rough Mile: a multi-layered locative audio walk that blends pre-recorded spoken word, original music, and ambient environmental sound with real-time external ambient sound by employing bone conduction headphones. The design of the walking experience -- set in a city centre streets -- deliberately sought to...
Conference Paper
We present our case study on gifting digital music, The Rough Mile, as an example of a Framework of Immersive Practice, intended for researchers and practitioners in HCI and interaction design. Although immersion is a frequently used term in the HCI and related literatures, we find no definitions or frameworks that are robust enough to capture the...
Conference Paper
Full-text available
Designing for mixed-reality performances is challenging both in terms of technology design, and in terms of understanding the interplay between technology, narration, and (the outcomes of) audience interactions. This complexity also stems from the variety of roles in the creative team often entailing technology designers, artists, directors, produc...
Conference Paper
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 demonstrates that only 4.8% of papers cited are presented as anything other than uncontested fact. In 43% o...
Conference Paper
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 misrepresent work from other disciplines, and 2) how initial misrepresentations can become ‘accepted wisdom ’...
Conference Paper
This paper identifies a body of HCI research wherein the researchers take part in digitally mediated creative experiences alongside participants. We present our definition and rationale for "self-situated performance research" based on theories in both the HCI and performance literatures. We then analyse four case studies of this type of work, rang...
Chapter
This chapter begins with an overview of the unit of analysis, experience, as it is understood in both performance studies and HCI and design. It then presents an overview the PED methodology and how it can be applied to any experience design project involving an element of performance. In Step 1, designer/researchers explore their areas of interest...
Chapter
This chapter begins with a brief overview of the major ways in which performance theories and practices have been used in the HCI literature. It then describes two performances drawn from the Live Art canon: Kitchen Show (1991) by Bobby Baker and Bubbling Tom (2000) by Mike Pearson. These intimate, low-tech performances might seem odd choices for a...
Chapter
This chapter looks outwards and forwards, presenting PED as a framework or perspective for understanding the large and growing class of interactions with technology that involve personal media, identity, interpersonal relationships, social connections, ever-increasing (though far from universal) connectivity, and digital enhancements to the objects...
Chapter
This chapter helps clarify the concept of PED by examining the concept of performativity, a term with any number of distinct meanings and implications in HCI, performance studies, and beyond. The introductory section sketches four definitions of performativity: as a capacity for action (though not always individual agency), as a process of performa...
Chapter
Where Chap. 4 provided a generic ‘how-to’ for the PED methodology, this chapter details the first four steps of the methodology as it was applied in the case study for this book, a system for co-located digital photo sharing called Collect Yourselves! This is not meant to be a rigid or exclusive picture of what PED must do, but rather gives the rea...
Chapter
This chapter presents guidelines for designer/researchers who want to explore the possibilities of Performative Experience Design in their own work. These guidelines arise in large part from the work done with Collect Yourselves! as well as other existing projects whose aims and methods coincide with those of PED such as mixed reality performances...
Chapter
Continuing on from Chap. 5, this chapter presents the fifth and sixth steps of the PED methodology: the performed experience and the analyses conducted on the performed experience. Step 5 offers a description of one of the instances in which the case study for this book, Collect Yourselves!, was performed. It then presents the analyses conducted on...
Chapter
Chapter 1 begins with an introduction to the concept of Performative Experience Design (PED) as a methodology, a field, and a framework for understanding interactions with technology in which the device, system, or situation creates an opportunity for the user to engage in performance for and/or with others. It works from concrete examples in the H...
Book
This book presents a novel framework for understanding and designing performative experiences with digital technologies. It introduces readers to performance theory and practice in the context of HCI and gives a practical and holistic approach for understanding complex interactions with digital technologies at the far end of third-wave HCI. The aut...
Conference Paper
Full-text available
Critical design is a powerful methodology for HCI research that contributes to personal benefit and social renewal. We propose performance studies as a way of implementing and extending critical design.
Conference Paper
This workshop explores a novel design practice and the methodology behind it in an entirely hands-on way. Participants will create a performance centring on their own personal digital media using Collect Yourselves! -- a two-phase online system that guides the selection, sharing, and live performance of digital photos. Through using the system and...
Article
Over the last three years the Digital Arts community of CHI has established itself and is a Spotlight for CHI2014. The focus for CHI2014 is the development of a Catalog for the Digital Arts that we hope will lead on to an Art Gallery as a future CHI conference event. This SIG will be preceded by a workshop "Curating the Digital" that will have as i...
Article
Full-text available
This workshop intends to use the key strength of the CHI Community; research linked to practice, to design an Art Catalog for CHI. The workshop will start with an examination of current research in curating interactive art. The outcomes of the first phase of the workshop will then feed into Design Charrette exercises that will involve prototyping a...
Article
Full-text available
This article examines the complex interplay of past, present and future in the unfolding moment of performance of digitally augmented autobiographical storytelling. Performers of autobiography, whether on stage or in everyday life, engage in a practice of identity construction in the dynamic and shifting moment of performance. This requires a negot...
Article
Full-text available
This contribution identifies theories and practices specific to performance art for the purpose of describing a potentially fruitful area of exchange between non-representational performance and human–computer interaction (HCI). We identify three strands of current HCI research that are already working in this area of overlap, which we have termed...
Conference Paper
Full-text available
This paper categorises key HCI literature that engages with performance theory or practice according to a taxonomy that puts the user at the centre of the analysis. This taxonomy reveals three strands of research that use performance to address HCI and interaction design at the most fundamental level. We use these strands of research to map out wha...

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Projects (2)
Project
GIFT is a Horizon2020-funded project exploring hybrid forms of virtual museum experiences, which utilise digital formats to enable new ways to explore the museum both as a physical and a digital space. By bringing together artists, designers and computer scientists, the project will prioritize user experiences over technology, and aim to facilitate meaningful experiences that allow for personal, complex and nuanced encounters with art and cultural heritage.