Josephine Reid

Josephine Reid
Calvium Ltd

About

27
Publications
3,805
Reads
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975
Citations
Citations since 2016
0 Research Items
234 Citations
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201620172018201920202021202201020304050
201620172018201920202021202201020304050
201620172018201920202021202201020304050
Additional affiliations
June 1994 - October 2009
Hewlett-Packard Laboratories, Bristol
Position
  • Senior Researcher

Publications

Publications (27)
Article
Full-text available
Research field trials of fully functional prototypes of location-based games are an effective way to test game designs and develop an understanding of what makes games compelling. They may also expose emergent behaviors or facets of the game which were not predicted in the design. Experiments are a good way to explore these emergent behaviors in a...
Article
Understanding how people behave in prototypical forms of ubiquitous computing systems can help determine future designs and technical requirements. In a theatrical puzzle game called “Last Will” we were able to observe two hundred participants over the course of a week immerse themselves in an instrumented environment and use a tangible interface t...
Conference Paper
Full-text available
Alternative Reality Games (ARGs) provide an interesting platform to explore the nature of game play as they combine fictional and real world elements to create a unique gaming experience. A typical ARG plays over a set time span and players collaborate via an ongoing narrative orchestrated by 'puppet masters'. This paper presents a six week study b...
Conference Paper
As location based games move players out of the house and onto the streets the experience of game play radically changes. Game designers have the opportunity to incorporate artifacts, elements and events that might naturally occur in the real world into the game play so that a particular place becomes more meaningful. This paper explores the releva...
Chapter
Two studies are described in which logging electronic data in conjunction with self-report provided a deeper insight into user experiences. During a field trial, interaction with a “visual” radio was electronically logged throughout and shed light on subjects’ daily diaries. In a location-based audio play, users’ tracks and traces were used in conj...
Article
With today's abundance of captured/created graphics/images, audio, and video in hand, can we make full use of this media to explore new experiences or applications? Along these lines, HP Labs has developed a prototype technology called Mediascapes or Mscapes. A Mediascape is a context-aware multimedia experience that allows you to trigger multimedi...
Article
Full-text available
In this paper we present our work in the design of ubiquitous social experiences, aiming to foster group participation and spontaneous playful behaviours in a city environment. We outline our approach of design for emergence: to provide just enough of a game context and challenge for people to be creative, to extend and enrich the experience of pla...
Article
Full-text available
This paper reports the findings from quantitative and qualitative studies of Riot! a location sensitive interactive play for voices. The paper begins by introducing Riot!. it then explores the growing literature on theories of experience and goes on to report the findings from three empirical studies of the event: a questionnaire-based survey of 56...
Conference Paper
Full-text available
This paper investigates a research process focusing on the unpredictable collective and individual user behaviours which can emerge in ubiquitous social games. The fundamental premise of our research is that emergent interactions can both enrich the user experience and inform the design process of ubiquitous social applications, revealing creative...
Conference Paper
Full-text available
In this paper, we describe the situation and factors that lead to "Magic Moments" in mediascape experiences and discuss the implications for how to design these magic moments without them appearing contrived. The distinctive feature of mediascapes is their link to the physical environment and we introduce a framework for Experience Design and descr...
Conference Paper
Full-text available
We study a collaborative location-based game in which groups of 'lions' hunt together on a virtual savannah that is overlaid on an open playing field. The game implements a straight-forward approach to location-based triggering in which players must be in the same spatial locale in order to share information and act together. Comparison of video re...
Conference Paper
Full-text available
This paper analyses the stages and circumstances for immersion based on quantitative and qualitative feedback from 700 people who took part in a three week long public trial of a location-based audio drama. Ratings of enjoyment, immersion and how much history came alive all scored highly and people often spent up to an hour in the experience. A mod...
Article
In this sketch we describe two novel location aware interactive applications; Riot! 1831, an interactive historical play, and Moulinex, an interactive ambient sound piece. Both of the applications discussed have the common trait of using GPS to calculate the user's location which is then used to control the participant's interaction with the applic...
Article
In this article we describe a week-long public field trial called Schminky. On the basis of findings from the trial we consider the design implications for spontaneous, networked, sound-based games. The venue for the trial was a cafe in a digital media center. The article reflects on the role of place and the notion of embedded histories.
Conference Paper
Full-text available
In this paper we describe a week long public field trial called Schminky. Based on our findings from the trial we consider the design implications for spontaneous, networked sound-based games. The venue for the trial was a café in a digital media centre. The paper reflects on the role of place and the notion of embedded histories.
Article
Full-text available
This paper describes the process and lessons learned from the design of a location based audio drama.
Article
Full-text available
This paper describes the design process and lessons learned from creating Schminky, a caf-based digital experience. Schminky was developed as an experimental field trial to explore the role of pervasive computing. The game will be played by the general public for one week in the Watershed caf in Bristol. The Schminky system and the experience desig...
Article
Full-text available
this paper, we outline a research program in the design of such experiences and describe two case studies involving experimental deployments. We also describe a provisional model of consumer experience that is emerging from the research and indicate some aspects of future work
Article
Full-text available
The experience provided by a product (or service) is one of the major factors in a consumer's choice of that product. As the long-expected era of pervasive mobile computing becomes reality, it will continue to be essential that Hewlett-Packard is able to deliver products and services that indirectly enable or directly deliver compelling experiences...
Article
Full-text available
In this paper we describe an experiment to investigate and ascertain the feasibility of utilizing GPS tracking as a control mechanism in a mobile game. The interaction mechanism tested was that of walking shapes and we examine the user response to this novel form of game mechanic. We discuss the difficulty in developing a good cognitive model of ho...
Article
In this sketch we describe two novel location aware interactive applications; Riot! 1831, an interactive historical play, and Moulinex, an interactive ambient sound piece. Both of the applications discussed have the common trait of using GPS to calculate the user's location which is then used to control the participant's interaction with the applic...
Article
Full-text available
This paper describes the design process and evaluation of a located mediascape called "Scape the Hood". It is a written as a design case study and describes in detail the process by which artists gathered content, created regions and rapidly iterated through several designs using a location based software platform. The paper highlights the nuances...
Article
This 8,000 word reviewed conference paper presented new research methodologies and ways of thinking about designing and experimenting with mixed reality experiences, discussing lessons learned from three different research projects, each of which produced a unique multiplayer location-based game (CitiTag, Savannah and Schminky). The paper draws dis...

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