John Downs’s research while affiliated with University of Melbourne and other places

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Publications (21)


Figure 4: Honeypot Model containing the user roles, trajectories, influences and triggers that affect how audiences engage with interactive systems.  
Figure 5: Dancers as facilitators (identifiable by EL wire wrapped around the body), involving participants and actors in dance as a way to motivate and engage.  
Uncovering the Honeypot Effect: How Audiences Engage with Public Interactive Systems
  • Conference Paper
  • Full-text available

June 2016

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2,063 Reads

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129 Citations

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John Downs

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Mitchell Harrop

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[...]

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In HCI, the honeypot effect describes how people interacting with a system passively stimulate passers-by to observe, approach and engage in an interaction. Previous research has revealed the successive engagement phases and zones of the honeypot effect. However, there is little insight into: 1) how people are stimulated to transition between phases; 2) what aspects drive the honeypot effect apart from watching others; and 3) what constraints affect its self- reinforcing performance. In this paper, we discuss the honeypot effect as a spatiotemporal model of trajectories and influences. We introduce the Honeypot Model based on the analysis of observations and interaction logs from Encounters, a public installation that interactively translated bodily movements into a dynamic visual and sonic output. In providing a model that describes trajectories and influences of audience engagement in public interactive systems, our paper seeks to inform researchers and designers to consider contextual, spatial and social factors that influence audience engagement.

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PathSync: Multi-User Gestural Interaction with Touchless Rhythmic Path Mimicry

May 2016

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241 Reads

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62 Citations

In this paper, we present PathSync, a novel, distal and multi-user mid-air gestural technique based on the principle of rhythmic path mimicry; by replicating the movement of a screen-represented pattern with their hand, users can intuitively interact with digital objects quickly, and with a high level of accuracy. We present three studies that each contribute (1) improvements to how correlation is calculated in path-mimicry techniques necessary for touchless interaction, (2) a validation of its efficiency in comparison to existing techniques, and (3) a demonstration of its intuitiveness and multi-user capacity 'in the wild'. Our studies consequently demonstrate PathSync's potential as an immediately legitimate alternative to existing techniques, with key advantages for public display and multi-user applications.


Figure 2: Dancers at Encounters The conceptual approach, artistic creation and technical design of Encounters were realised through an iterative, collaborative process between visual artists, composers, dancers and computer scientists. Professional dancers contributed through developing a score (that is, broad guidelines which they would follow, rather than detailed choreography) aiming to demonstrate use of the installation and encourage participation. The dance score consisted of four phases, inspired by the Cosmic aesthetic of the audio and visual components of the installation: 1. Weightlessness: orbiting limbs and joints, pauses. Performed individually in midst of participants. 2. Gravitational pull: becoming heavier, ready for orbit. Performed in the space around participants. 3. Creating clusters: forming audiences into groups. Dancers aim to group participants. 4. Asteroid shower: rapid movement between platforms, moving to area directly in front of screen Dancers disperse groups then create distance.  
Figure 3: Phase 4 of dance performance  
Everybody Dance Now: Tensions between Participation and Performance in Interactive Public Installations

December 2015

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515 Reads

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6 Citations

In this paper, we report on Encounters, an interactive public installation that provides a basis for studying the effect of dance performances on the emergence of creative, social experiences. Based on observations and interviews with dancers and participants, we identified a range of tensions that arise from integrating a staged performance with participatory interaction. These tensions occurred among both participants and performers, and influenced the social and performative experience. Based on our analysis, we propose several strategies to smoothen the integration of performative and participatory interaction. These strategies reconsider the role of the interactive installation, the effect of digital cues that draw on existing conventions, and mechanisms to direct gaze. We believe our findings and strategies are valuable to HCI researchers and performative artists seeking to design for public participation in interactive experiences.


Differentiated Participation in Social Videogaming

December 2015

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65 Reads

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19 Citations

Social videogaming provides opportunities for individuals not only to engage directly in active gameplay but also to interact indirectly from the sidelines. We present a study of the differentiated nature of participation in gaming based on field observations of six families playing physical videogames in their homes. Building on existing theoretical frameworks, we distinguish three kinds of durable roles: players, audience members and bystanders. Going beyond this, we also identify a rich variety of spontaneous and ephemeral roles among the audience: spectators, orchestrators, managers, coaches, directors, puppeteers, commentators, hecklers, supporters, documenters, shadow players, and cheerleaders. We argue that through this richer understanding of the differentiated nature of participation in videogaming, designers might expand the reach of their games and respond to the potential for new experiences in the broad situation of domestic gaming.


Figure 2: Splinter Cell: Blacklist (2014) allows players to distract in-game enemies by shouting "Hey you!"
Player Identity Dissonance and Voice Interaction in Games

October 2015

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680 Reads

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45 Citations

In the past half-decade, advances in voice recognition technology and the proliferation of consumer devices like the Microsoft Kinect have seen a significant rise in the use of voice interaction in games. While the use of player-to-player voice is widespread and well-researched, the use of voice as an input is relatively unexplored. In this paper we make the argument that notions of player and avatar identity are inextricable from the successful implementation of voice interaction in games, and consequently identify opportunities for future research and design.



Planning for Urban Media: Large Public Screens and Urban Communication

January 2015

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44 Reads

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2 Citations

Large video screens situated in public spaces are characteristic of the highly mediated public environment of contemporary cities. While screens are now able to support a range of content, including interactive applications, urban planning policy still treats them largely as commercial display surfaces only. This locks planning into a regulatory model based on minimizing the impact of advertising, and underestimates the possibilities for public screens to incubate innovative modes of urban communication. This chapter discusses a research project focusing on public use of interactive gaming on the Big Screen at Federation Square in Melbourne. The project was part of a larger research initiative exploring the impact of digital media technologies on how people interact with each other in public space. Material was gathered from a combination of observations and interviews. In addition to informing further development of similar interactive events at public sites, the findings raise important questions for urban planning in the context of pervasive digital media. & 2015, IGI Global, All rights reserved.



Public Screens

August 2014

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41 Reads

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5 Citations

Large video screens situated in public spaces are characteristic of the mediated public environment of contemporary cities. These screens are now able to support a range of new applications, including interactive gaming. However, urban planning policy frequently treats urban screens as if they were display surfaces only. This underestimates the possibilities for public screens to become sites that incubate innovative modes of urban communication. This paper discusses a research project focusing on public use of interactive gaming on the Big Screen at Federation Square in Melbourne. The project is part of a larger research initiative exploring the impact of new media technologies on how people interact with each other in public space. Material was gathered from a combination of observation and interviews. In addition to informing further development of interactive projects at public sites, the findings also raise important questions for urban planning in the context of pervasive networked media.


Reciprocal Habituation

June 2014

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31 Reads

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26 Citations

ACM Transactions on Computer-Human Interaction

We explore relationships between habits and technology interaction by reporting on older people's experience of the Kinect for Xbox. We contribute to theoretical and empirical understandings of habits in the use of technology to inform understanding of the habitual qualities of our interactions with computing technologies, particularly systems exploiting natural user interfaces. We situate ideas of habit in relation to user experience and usefulness in interaction design, and draw on critical approaches to the concept of habit from cultural theory to understand the embedded, embodied, and situated contexts in our interactions with technologies. We argue that understanding technology habits as a process of reciprocal habituation in which people and technologies adapt to each other over time through design, adoption, and appropriation offers opportunities for research on user experience and interaction design within human-computer interaction, especially as newer gestural and motion control interfaces promise to reshape the ways in which we interact with computers.


Citations (18)


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Reference:

Augmented Reality and MS-Kinect in the Learning of Basic Mathematics: KARMLS Case
PathSync: Multi-User Gestural Interaction with Touchless Rhythmic Path Mimicry
  • Citing Conference Paper
  • May 2016

... Research suggests that the more physical the game, the more spectators enjoy watching it (Downs et al., 2014), while players themselves report little discomfort at being watched in naturalistic settings (Kappen et al., 2014). Studies of body-scale gaming in home-based, family contexts identify a wide range of spectator roles (Downs et al., 2015). ...

Differentiated Participation in Social Videogaming
  • Citing Conference Paper
  • December 2015

... Even though the number of studies concerning voice user interfaces has increased extensively in recent years, research specifically focusing on games where voice control plays a central role remains limited (Carter et al., 2015). A survey study by Allison et al. (2018) indicates that academic research has mainly focused on a narrow subset of design patterns, especially pronunciation. ...

Player Identity Dissonance and Voice Interaction in Games

... Large companies such as Microsoft have considered the needs of disabled gamers when designing game experiences (Gerling, Livingston, Nacke, & Mandryk, 2012). However, Microsoft and others who have attempted such inclusivity have placed a keen focus on physically disabled gamers through the development of adaptive hardware/controller (AH/C) (Ibrahim, 2011;Wouters, Downs, Carter, & Moere, 2015;news.microsoft, 2020). ...

Masquerade: Social Influence of Full-Body Game Interaction on Public Displays

... While deep models were initially used to generate realistic images or modify them, GANs are also capable of performing image to image translation tasks, as demonstrated in [26,27]. In these examples, the output images of GANs are conditioned on source images, which usually represent the 'content' and the task of the GAN is generating new images that show the same content (e.g. ...

Everybody Dance Now: Tensions between Participation and Performance in Interactive Public Installations

... In Wouter et al. [12], based on the public installation "Encounter", which translates body movements into video and audio, the description of the honeypot effect is presented as a spatiotemporal model. The triggers for the experience, in addition to its powerful audiovisual feedback, included online advertisements, spokespersons circulating near the installation, and contracted dancers performing group choreographies to demonstrate its functionality. ...

Uncovering the Honeypot Effect: How Audiences Engage with Public Interactive Systems

... A next major evolution in the field of electronic displays occurred as LED (light emitting diode) technology matured beyond its previous monochromatic capabilities [ McQuire et al., 2015]. Suddenly, screens could be operated at a remarkably lower operating and maintenance cost than their predecessors using incandescent light bulbs and CRT (Cathode Ray Tube) elements. ...

Planning for Urban Media: Large Public Screens and Urban Communication
  • Citing Chapter
  • January 2015

... Downs, Vetere and Howard have also investigated physical console gaming amongst groups in home settings in order to explore how playfulness occurred in multiplayer gaming sessions "even from those who were not actively participating in the game" [8]. They identified two distinct roles that participants took on -active player and audience member. ...

Paraplay: Exploring Playfulness Around Physical Console Gaming
  • Citing Conference Paper
  • September 2013

Lecture Notes in Computer Science

... For example, although need frustration is unequivocally considered a negative experience in SDT [470], it may have other applications in PX design [e.g., enhancing players' emotional responses; 78,257]. Further, translating HCI games research into alternative formats [e.g., online articles, podcasts, GDC presentations; 114,325,431] that are more amenable to design practitioners may require shedding some of the formal rigidity that has given rise to structural norms and standards in HCI (games) literature [e.g., see 91,164]. ...

Paradigms of games research in HCI
  • Citing Conference Paper
  • October 2014