Stuart Reeves's research while affiliated with University of Nottingham and other places

Publications (103)

Article
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Control rooms have long been a key domain of investigation in HCI and CSCW as sites for understanding distributed work and fragmented settings, as well as the role and design of digital technologies in that work. Although research has tended to focus mainly on ‘command and control’ configurations, such as rail transport, ambulance dispatch, air tra...
Article
Technology ‘demos’ have become a staple in technology design practice, especially for showcasing prototypes or systems. However, demonstrations are also commonplace and multifaceted phenomena in everyday life, and thus have found their way into empirical research of technology use. In spite of their presence in HCI, their methodical character as a...
Article
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In this paper, we use ethnomethodology, membership categorisation analysis, and conversation analysis (EMCA) to investigate traversing obstacles in outdoor environments as reflexively constitutive of producing, resisting and adjusting family relationships. We look at how relationship membership categorisations are a resource to be drawn upon in org...
Preprint
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BACKGROUND Self-monitoring applications for bipolar disorder are increasing in numbers. The application of user-centred design (UCD) is becoming standardised to optimise the reach, adoption and sustained use of this type of technology. OBJECTIVE This paper presents the current landscape regarding UCD and evaluation of self-monitoring applications...
Article
The Wizard of Oz method is an increasingly common practice in HCI and CSCW studies as part of iterative design processes for interactive systems. Instead of designing a fully-fledged system, the 'technical work' of key system components is completed by human operators yet presented to study participants as if computed by a machine. However, little...
Article
Via audiovisual communications and a controllable physical embodiment, Mobile Robotic telePresence (MRP) systems aim to support enhanced collaboration between remote and local members of a given setting. But MRP systems also put the remote user in positions where they frequently rely on the help of local partners. Getting or 'recruiting' such help...
Conference Paper
Bipolar disorder (BD) is a chronic mental illness with each relapse causing permanent neurological damage. Self-tracking behaviors and symptoms such as early warning signs (EWS) are effective in improving relapse and functioning [1]. The design of current self-tracking pervasive technology for BD is not considering the needs of the user and the com...
Article
The gap between research and design practice has long been a concern for the HCI community. In this article, we explore how different translations of HCI knowledge might bridge this gap. A literature review characterizes the gap as having two key dimensions—one between general theory and particular artefacts and a second between academic HCI resear...
Article
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Mobile video calling technologies have become a critical link to connect distributed families. However, these technologies have been principally designed for video calling between two parties, whereas family video calls involve young children often comprise three parties, namely a co-present adult (a parent or grandparent) helping with the interact...
Conference Paper
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The aim of this workshop is twofold. First, it aims to grow critical mass in Conversational User Interfaces (CUI) research by mapping the grand challenges in designing and researching these interactions. Second, this workshop is intended to further build the CUI community with these challenges in mind, whilst also growing CUI research presence at C...
Preprint
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As the Internet of Things continues to take hold in the commercial world, the teams designing these new technologies are constantly evolving and turning their hand to uncharted territory. This is especially key within the field of secondary service design as businesses attempt to utilize and find value in the sensor data being produced by connected...
Conference Paper
Drawing from Conversation Analysis (CA), we examine how the orientation towards progressivity in talk-keeping things moving-might help us better understand and design for voice interactions. We introduce progressivity by surveying its explication in CA, and then look at how a strong preference for progressivity in conversation works out practically...
Article
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Resources made available through the digital map app change, but do not replace, the skills of 'ordinary wayfinding'. Looking at the challenges of wayfinding with new mobile devices helps inform the development of digital mapping tools for navigating through difficult terrain. With this background in mind, in this article we consider how the contem...
Article
Recent research has exposed disagreements over the nature and usefulness of what may (or may not) be Human–Computer Interaction's fundamental phenomenon: ‘interaction’. For some, HCI's theorising about interaction has been deficient, impacting its capacity to inform decisions in design, suggesting the need either to perform first-principles definit...
Preprint
Design for Voice User Interfaces (VUIs) has become more relevant in recent years due to the enormous advances of speech technologies and their growing presence in our everyday lives. Although modern VUIs still present interaction issues, reports indicate they are being adopted by people with different disabilities and having a positive impact. For...
Preprint
Full-text available
Recent research has exposed disagreements over the nature and usefulness of what may (or may not) be Human-Computer Interaction's fundamental phenomenon: 'interaction'. For some, HCI's theorising about interaction has been deficient, impacting its capacity to inform decisions in design, suggesting the need either to perform first-principles definit...
Conference Paper
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Voice User Interfaces are becoming ubiquitously available, providing unprecedented opportunities to advance our understanding of voice interaction in a burgeoning array of practices and settings. We invite participants to contribute work-in-progress in voice interaction, and to come together to reflect on related methodological matters, social uses...
Article
Spomenik (“monument”) was a digital memorial architecture that transposes in time otherwise hidden cultural memories of atrocity. Spomenik, was designed as a simple digital audio guide, embedded in a remote rural location (Kocevski Rog, Slovenia) to work without the infrastructure normally present at national memorial sites. By resurrecting voices...
Conference Paper
Voice User Interfaces (VUIs) are becoming ubiquitously available, being embedded both into everyday mobility via smartphones, and into the life of the home via ‘assistant’ devices. Yet, exactly how users of such devices practically thread that use into their everyday social interactions remains underexplored. By collecting and studying audio data f...
Conference Paper
Responding to challenges to better understand design research practice, its contributions to knowledge production and its value to HCI, our one-day workshop critically reflects on case examples of design research practice in interdisciplinary HCI projects. We invite position papers that offer personal perspectives on "critical incidents" in such pr...
Conference Paper
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We explore spectating on video game play as an interactional and participatory activity. Drawing on a corpus of video recordings capturing 'naturally occurring' Kinect gaming within home settings, we detail how the analytic 'work' of spectating is interactionally accomplished as a matter of collaborative action with players and engagement in the ga...
Conference Paper
We present a case study of how Human-Computer Interaction (HCI) theory is reused within the field. We analyze the HCI literature in order to reveal the impact of one particular theory, the trajectories framework that has been cited as an example of both contemporary HCI theory and a strong concept that sits between theory and design practice. Our a...
Article
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Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) perspective remain relatively scarce. This paper collects together an emerging, if scattered, body of research which focusses on the material, practical ‘work’ of video game players. The paper offers an example-driven explication of an EMCA perspectiv...
Article
An often unacknowledged yet foundational problem for design is how futures are recruited for design practice. This problem saturates considerations of what could or should be designed. We distinguish two intertwined approaches to this: pragmatic projection', which tries to tie the future to the past, and grand vision', which ties the present to the...
Conference Paper
Over the last decade, there has been an explosion of work around social media within CSCW. A range of perspectives have been applied to the use of social media, which we characterise as aggregate, actor-focussed or a combination. We outline the opportunities for a perspective informed by ethnomethodology and conversation analysis (EMCA)—an orientat...
Article
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Interaction design (IxD) research cuts through many domains of HCI yet remains distinctive. There are convincing arguments that Research through Design (RtD) is a valid research method in the concerned field. Important to these arguments is how RtD allows IxD researchers to actually do design as an empirical method to gain knowledge, rather than al...
Article
div class="page" title="Page 1"> The human-computer interaction (HCI) has had a long and troublesome relationship to the role of ‘science’. HCI’s status as an academic object in terms of coherence and adequacy is often in question—leading to desires for establishing a true scientific discipline. In this paper I explore formative cognitive science...
Conference Paper
Media coverage of large-scale live events is becoming increasingly complex, with technologies enabling the delivery of a broader range of content as well as complex viewing patterns across devices and services. This paper presents a study aimed at understanding the experience of people who have followed the broadcast coverage of a music festival. O...
Article
We present a study of how filmmakers collected and visualized physiological data - "biodata" - to construct a series of short promotional films depicting people undergoing "thrilling" experiences. Drawing on ethnographic studies of two major advertising campaigns, we highlight key concerns for integrating sensors and sensor data into film productio...
Conference Paper
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Command and control environments ranging from transport control rooms to disaster response have long been of interest to HCI and CSCW as rich sites of interactive technology use embedded in work practice. Drawing on our engagement with disaster response teams, including ethnography of their training work, we unpack the ways in which situa-tional un...
Conference Paper
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Research in HCI involves a wide variety of knowledge production bringing forth theories, guidelines, methods, practices, design case studies / exemplars, frameworks, concepts, qualities and so on. This workshop is about mapping out the spaces, forms and potentials of such knowledge production in interaction design research.
Conference Paper
We present a study of a mixed reality game called 'I'd Hide You' that involves live video streaming from the city streets. We chart the significant challenges facing performers on the streets who must simultaneously engage in the game, stream compelling video footage featuring themselves , and interact with a remote online audience. We reveal how t...
Conference Paper
Many of our everyday social interactions involve mobile devices. Yet, these tend to only provide good support for distributed social interactions. Although much HCI and CSCW research has explored how we might support collocated, face-to-face situations using mobile devices, much of this work exists as isolated exemplars of technical systems or inte...
Conference Paper
Personal mobile devices such as mobile phones, tablets, fitness wristbands, and smart watches are becoming ubiquitous and widely involved in our daily activities. However, these devices are designed and considered by the users as personal -- not as shared or collaborative. As a response to this, the workshop aims to explore the design of new applic...
Conference Paper
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Detecting interpersonal and emotional aspects of behaviour is a growing area of research within HCI. However, this work primarily processes data from individuals, rather than drawing on the dynamics of an interaction between people. Literature in social psychology and neuroscience suggests that the synchronisation of peoples' biosignals, in particu...
Conference Paper
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This paper examines and contrasts two approaches to collecting behavioural data within the home. The first of these involves filming from static video cameras combined with network logging to capture media consumption activities across multiple screens. The second utilises wearable cameras that passively collect still images to provide insights int...
Conference Paper
Cultural institutions, such as museums, often curate politically and ethically sensitive materials. Increasingly, Internet-enabled, digital technology intersects with these curatorial practices offering new opportunities for public and scholarly engagement. We report on a case study of human rights media archiving at a genocide memorial centre in R...
Conference Paper
The designers of mobile guides for museums and galleries face three major challenges: fostering rich interpretation, delivering deep personalization, and enabling a coherent social visit. We propose an approach to tackling all three simultaneously by inviting visitors to design an interpretation that is specifically tailored for a friend or loved o...
Conference Paper
Design research and practice within HCI is inherently oriented toward the future. However, the vision of the future described by HCI researchers and practitioners is typically utility-driven and focuses on the short term. It rarely acknowledges the potentially complex social and psychological long-term consequences of the technology artefacts produ...
Conference Paper
The replication or recreation of research is a core part of many disciplines. Yet unlike many other disciplines, like medicine, physics, or mathematics, we have almost no drive and barely any reason to consider investigating the work of other HCI researchers. Our community is driven to publish novel results in novel spaces using novel designs, and...
Conference Paper
Ethnographic study in two contrasting museums highlights a widespread but rarely documented challenge for CSCW design. Visitors' engagement with exhibits often ends prematurely due to the need to keep up with or attend to fellow group members. We unpack the mechanics of these kinds of phenomena revealing how the behaviours of summoning, pressurizin...
Conference Paper
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 uncover the methodical ways in which participants manage notifications, establishing and sustaining co-oriented interaction to coordinate action,...
Conference Paper
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Doing research `in the wild' is becoming an increasingly popular approach towards developing innovative computing systems and applications. This paper reflects upon a research project conducted in the wild, and key aspects of the work involved in making the project work, to examine current tropes about the approach. It suggests that doing research...
Conference Paper
This workshop is concerned with understanding the nature of face-to-face group interactions in mobile, but collocated settings. It seeks to examine group-sensitive design examples, concepts and techniques, research methods and approaches to study group activities, and to learn how these social activities might be respected and supported by design....
Conference Paper
This paper outlines and describes the development of a multi-media data aggregation system called Placebooks. Placebooks was developed as a ubiquitous toolkit aimed at allowing people in rural areas to create and share digital books that contained a variety of media, such as: maps; text; videos; audio and images. Placebooks consists of two parts: 1...
Article
We apply the HCI concept of trajectories to the design of a sculpture trail. We crafted a trajectory through each sculpture, combining textual and audio instructions to drive directed viewing, movement and touching while listening to accompanying music. We designed key transitions along the way to oscillate between moments of social interaction and...
Conference Paper
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Replication is emerging as a key concern within subsections of the HCI community. In this paper, we explore the relevance of science and technology studies (STS), which has addressed replication in various ways. Informed by this literature, we examine HCI's current relationship to replication and provide a set of recommendations and points of clari...
Chapter
Players of first- and third- person perspective video games analyse courses of others’ actions with and through in-game optics. Players routinely deploy a repertoire of visual activities such as `looking around', `scrutinising' and `inspecting'. These activities are achieved via localised and dexterous combinations of mouse and keyboard manipulatio...
Article
This paper presents a case study of our recent empirical research on memorialisation in post-genocide Rwanda. It focuses on the pragmatic methodological challenges of working in a 'transnational' and specifically Rwandan context. We first outline our qualitative empirical engagement with representatives from the Kigali Genocide Memorial (KGM) and n...
Conference Paper
This paper examines how biodata' physiological information captured from the human body -- might enhance television shows by giving viewers access to actors' physiological data. We broach this challenge through a prototype-show called The Experiment Live, in which four paranormal investigators were outfitted with sensors as they explored a haunted'...
Article
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User trials of mobile applications have followed a steady march out of the lab, and progressively further ''into the wild', recently involving ''app store'-style releases of software to the general public. Yet from our experiences on these mass participation systems and a survey of the literature, we identify a number of reported difficulties. We p...
Article
Visions of the future are a common feature of discourse within ubiquitous computing and, more broadly, HCI. 'Envisioning', a characteristic future-oriented technique for design thinking, often features as significant part of our research processes in the field. This paper compares, contrasts and critiques the varied ways in which envisionings have...
Conference Paper
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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 motivate two research challenges in relation to user-modeling and personalization in this environment: developing recommender systems to suppo...
Conference Paper
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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 different cities reveals how professional artists developed a novel approach to these challenges in which users drove the co-evolution of cont...
Conference Paper
Designing for performativity in public settings has become ever more relevant for HCI with the increasing role of technology in recreation and leisure activities. We summarise various threads of our own work in this area both as part of current and past projects.
Conference Paper
Field trials of experimental systems in the wild have developed into a standard method within HCI - testing new systems with groups of users in relatively unconstrained settings outside of the laboratory. In this paper we discuss methodological challenges in running user trials. Using a trial of trials we examined the practices of investigators and...
Article
In this chapter we examine interaction with and around an augmented reality device situated in a public art installation. The device itself, crafted in the form of a seaside telescope, overlays video data upon large bottles located on a structure close-by. The study of this device elaborates, through a series of vignettes, a number of key themes th...
Chapter
The authors present a reflection on a series of studies of ubiquitous computing systems in which the process of evaluation evolved over time to account for the increasing difficulties inherent in assessing systems ‘in the wild’. Ubiquitous systems are typically designed to be embedded in users’ everyday lives; however, without knowing the ways in w...
Conference Paper
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We introduce an interface for horror-themed entertainment experiences based on integrating breath sensors and WiFi into gas masks. Beyond enabling the practical breath control of entertainment systems, our design aims to heighten the intensity of the experience by amplifying the user's awareness of their breathing, as well as their feelings of isol...
Chapter
This chapter explores the steadily diversifying spread of technology, showing how the need for a general synthesis of existing conceptual and technological developments is becoming increasingly important. In discussing this, the chapter will provide a general overview of relevant literature, and, particularly, ‘set the scene’ for subsequent studies...
Article
This chapter addresses the problem of studying technology in use in uncontrolled and complex settings found in public and semi-public places. Firstly it covers broadly the methodological approaches and analytic perspectives that have been employed in overcoming these problems. Primarily, the insights of ethnomethodology, Goffman’s dramaturgical met...
Conference Paper
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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 collaborative augmented reality game that ran across eleven networked displays (screens and footpads) that were deployed along a winding ramp in a pu...
Article
This core chapter develops an analytic framework for public interfaces that shows how many current design approaches can be related to one another through a few underlying concepts. In doing so, it draws on studies presented in previous chapters as well as a range of example interfaces and studies of interaction, especially from interactive art and...
Article
The Journey into Space was a two-day event that employed an interactive torch (flashlight) system to aid storytelling to small groups of children. By pointing the torch at various targets located on surrounding walls, sounds may be triggered. The story itself unfolds in a series of stages, some of which involve the storyteller instructing and direc...
Article
This chapter describes and analyses Fairground: Thrill Laboratory, a series of evening presentation and performance events that extended a participant’s experience of the fairground ride to a watching audience. This was achieved by streaming in real-time a given rider’s telemetry data (such as accelerometer and heart rate data), derived from biosen...
Conference Paper
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Crowd-based events are generating new forms of crowd-based performative interaction. Nightclubs and festivals are at the cutting edge of crowd-based interaction with ubiquitous computing. The social capital of crowd-based interaction is not well understood and is usually limited to one-off events. Our intention is to explore the possibility for gen...
Article
Uncle Roy All Around You is an exploration of the boundaries of public interaction that deliberately blurs the distinction between the real and the fictional to a great extent. Reflecting upon the nature of the players’ various experiences and the activities of artists and technical crew running the game, this chapter further widens the observation...
Conference Paper
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Building on the assumption that every human action in public space has a performative aspect, this workshop seeks to explore issues of mobile technology and interactions in public settings. We will examine the design of performative technologies, the evaluation of user experience, the importance of spectator and performer roles, and the social acce...
Conference Paper
As part of the growing ubiquity and pervasive reach of technology, there has been an expanding interest in how interaction with technology in public and semi-public places plays out. Crowds and crowded places are a major feature of these settings. In this workshop we will be interested in developing our understanding of crowds, exploring how existi...
Article
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The emergence of 'app stores' as a means of distributing software applications on a number of mobile platforms is a relatively recent phenomenon. Ubiquitous computing (ubicomp) researchers are only just beginning to run trials that take advantage of the large numbers of users these distribution models can offer. The relatively easy access to such a...
Conference Paper
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Designing for spectators and audiences presents new challenges to the design of technology. In this paper we focus our attention on understanding and designing for crowds as a distinct design topic. We present a study of one particular instance of crowd activity---football fans on match day. Close video analysis of interactions within the crowd rev...
Conference Paper
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Human computation systems, which draw upon human competencies in order to solve hard computational problems, represent a growing interest within HCI. Despite the numerous technical demonstrations of human computation systems, however, there are few design guidelines or frameworks for researchers or practitioners to draw upon when constructing such...