Key research themes and publications

 

Trajectories through user experiences

A conceptual framework for understanding and designing complex cultural user experiences in terms of multiple trajectories. Trajectories capture the idea of establishing a coherent journey through an extended experience that combines many different spaces, times, roles and interfaces. The framework identifies the different kinds of transitions and traversals that may occur along a trajectory and shows how diverging, converging and crossing trajectories describe important aspects of multi-user experiences and reflect the tension between pre-scripted narrative and interactivity.

 

 

 

 

 

 

 

Thrilling interactions

 

A series of projects exploring the theme park as a microcosm for entertainment computing, including developing new forms of interactive thrill ride controlled by biosensing, broadcasting ride experiences to spectators, and new approaches to collaborative souvenir production.

 

 

 

 

 

 

 

Interaction in public

The increasingly public nature of interaction, in museums, galleries, theme parks, clubs, bars, and on the city streets, raises new challenges for HCI concerning the nature of spectatorship and the framing of interaction in public.

 

 

 

 

 

Time, history and the evolution of interfaces

The temporal aspects of interaction are complex but important, from the short term impacts of delays, to the synchronisation of different participants experiences, to new approaches to interweaving recorded interactions with live ones, to the long term evolution of systems.

 

 

 

 

 

 

 

 

Space and embodiment in collaborative virtual environments

This work proposes conceptual frameworks for designing and structuring virtual environments and avatars so as to support rich, dynamic and scalable online social interaction.

 

 

 

 

 

 

 

Ambiguity and uncertainty

Concerns the nature of uncertainty in human-computerinteraction, especially where invisible sensing systems are used, and therelated idea of exploiting ambiguity as a resource in interface design.

 

 

 

 

 

 

 

 

 

 

Permeable boundaries between the real and virtual

Transforms the conventional computer screen into a permeable boundary between real and virtual worlds and enables participants to project their presence from the real to the virtual and vice versa

 

 

 

 

 

Pervasive games and performances

Have involved a series of collaborations with creative partners to create new forms of art, entertainment and learning that combine mobile and online interaction.