Seven HCI grand challenges

C Stephanidis, G Salvendy, M Antona… - … Journal of Human …, 2019 - Taylor & Francis
This article aims to investigate the Grand Challenges which arise in the current and
emerging landscape of rapid technological evolution towards more intelligent interactive …

Uncomfortable interactions

S Benford, C Greenhalgh, G Giannachi… - Proceedings of the …, 2012 - dl.acm.org
We argue for deliberately and systematically creating uncomfortable interactions as part of
powerful cultural experiences. We identify the potential benefits of uncomfortable …

Uncovering the honeypot effect: How audiences engage with public interactive systems

N Wouters, J Downs, M Harrop, T Cox… - Proceedings of the …, 2016 - dl.acm.org
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 …

Performance-led research in the wild

S Benford, C Greenhalgh, A Crabtree… - ACM Transactions on …, 2013 - dl.acm.org
We explore the approach of performance-led research in the wild in which artists drive the
creation of novel performances with the support of HCI researchers that are then deployed …

Virtual field studies: Conducting studies on public displays in virtual reality

V Mäkelä, R Radiah, S Alsherif, M Khamis… - Proceedings of the …, 2020 - dl.acm.org
Field studies on public displays can be difficult, expensive, and time-consuming. We
investigate the feasibility of using virtual reality (VR) as a test-bed to evaluate deployments …

See me, feel me, touch me, hear me: trajectories and interpretation in a sculpture garden

L Fosh, S Benford, S Reeves, B Koleva… - Proceedings of the …, 2013 - dl.acm.org
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 …

Designing mobile experiences for collocated interaction

S Lundgren, JE Fischer, S Reeves… - Proceedings of the 18th …, 2015 - dl.acm.org
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 …

Ways of spectating: Unravelling spectator participation in Kinect play

BS Tekin, S Reeves - Proceedings of the 2017 CHI Conference on …, 2017 - dl.acm.org
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 …

[PDF][PDF] Interdependent Wearables (for Play): A Strong Concept for Design.

K Isbister, K Abe, M Karlesky - CHI, 2017 - chi2021.acm.org
Typically wearable devices are conceived of and constructed as stand-alone, individually
based technologies. However, in practice wearables become part of the social context and …

Social affordances at play: Game design toward socio-technical innovation

K Isbister, E Márquez Segura, EF Melcer - Proceedings of the 2018 CHI …, 2018 - dl.acm.org
In this paper we propose that game design strategies and theories can be useful tools for
supporting the design of innovative socio-technical systems aimed at supporting social co …