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.
- From
interaction to trajectories (Benford, Giannachi, Koleva and Rodden,
Proceedings of CHI 2009) introduces the trajectories conceptual
framework. The paper reflects upon four experiences, Desert Rain, Uncle
Roy all Around You, fairground: Thrill Laboratory, and Day of the
Figurines. It introduces the core approach of trajectories along with key
transitions and traversals. It also introduces canonical and participant
trajectories and discusses interleaved trajectories. Winner of a CHI 2009 best paper award.
- Temporal
Trajectories in Shared Interactive Narratives (Benford & Giannachi,
Proceedings of CHI 2008). A precursor to the general trajectories
framework that focuses specifically on trajectories through time. This
paper introduces a conceptual framework for reasoning about time in
narrative driven experiences such as games, hypermedia stories and
interactive performances based upon the concept of temporal trajectories
that express different mappings between fictional story time and actual
clock time. Three kinds of temporal trajectory, canonical, participant and
historic, enable us to reason about issues such as pacing, synchronisation
and fictional time travel.
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.
- Uncomfortable
Interactions (Benford, Greenhalgh, Walker, Giannachi, Marshall, Rodden,
Proceedings of CHI 2012) explores the deliberate use of discomfort to
create interactions that are more entertaining, enlightening or foster
social bonding. Identified four primacy aspects of discomfort, visceral,
cultural, control and intimacy. Considers how discomfort may be embedded
into an overall experience and also explores ethical justifications and
issues. Winner of a CHI 2012 best paper award.
- The Gas Mask: A
Probe for Exploring Fearsome Interactions (Marshall, Walker,
Benford,Tomlinson, Egglestone, Reeves, Brundell, Tennent, Cranwell,
Harter, Longhurst, Proceedings of alt.chi 2011) describes the design
of a breath-sensing and Wi-Fi enables gas mask as a technology probe for
exploring fearsome interactions.
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.
- Temporal
Trajectories in Shared Interactive Narratives (Benford & Giannachi,
Proceedings of CHI 2008) introduces a conceptual framework for
reasoning about time in narrative driven experiences such as games,
hypermedia stories and interactive performances based upon the concept of
temporal trajectories that express different mappings between fictional
story time and actual clock time. Three
kinds of temporal trajectory, canonical, participant and historic, enable
us to reason about issues such as pacing, synchronisation and fictional
time travel.
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.
- Crowded
Collaborative Virtual Environments (Benford & Greenhalgh, Lloyd,
Proceedings of CHI 1997) introduces an extension to the spatial model
of interaction called third party objects that expresses the
properties of dynamic groups of participants or objects, providing
different membership policies, introducing various affects on awareness
within the groups, and also providing a common aggregated view of their
activity to those outside. The aim is to support greater scalability of
collaborative virtual environments, ultimately leading to the introduction
of large dynamic crowds of avatars.
- User Embodiment in
Collaborative Virtual Environments (Benford, Bowers, Fahlen &
Greenhalgh, Proceedings of CHI 1995) introduces a general framework
for designing user embodiments (avatars) in collaborative virtual
environments addressing the issues of conveying presence, location,
identity, activity, availability, history of activity, viewpoint,
actionpoint, gesture, facial expression, voluntary versus involuntary
expression, degree of presence, reflecting capabilities, physical
properties, active bodies, time and change, manipulating ones view of
others, representation across multiple media, autonomous and distributed
body parts, truthfulness and efficiency.
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.
- Ambiguity as a resource for
design (Gaver, Beaver & Benford, Proceedings of CHI 2003) argues
that, in contrast to the traditional view in HCI, ambiguity can in fact be
a useful resource for the design of user interfaces, engaging and
provoking users and requiring them to interpret the interface. The paper
argues that there are three broad types of ambiguity to be considered -
ambiguity of information, context and relationship - and proposes a set of
design tactics.
- Expected,
sensed, and desired: A framework for designing sensing-based interaction (Benford,
Schnadelbach, Koleva, Anastasi, Greenhalgh, Rodden, Green, Ghali,
Pridmore, Gaver, Boucher,Walker, Pennington, Schmidt, Gellersen &
Steed, ACM Transactions on Computer-Human Interaction, TOCHI, Volume 12 Issue 1, March 2005)
provides a framework for designing sensing-based interfaces. Illustrated
with three case studies - interactive flashlights, the augurscope, and the
drift table - designers are encouraged to systematically explore the
partial overlaps between the expected movements of an interfaces, those
that can sensed and those that are actually desired for the application.
- Can you see me now?
(Benford, Crabtree, Flintham, Drozd, Anastasi, Paxton, Tandavanitj, Adams
& Row-Farr, ACM Transactions on Computer-Human Interaction, TOCHI,
Volume 13 Issue 1, March 2006) presents an ethnographic study of a
mobile mixed reality game in which mobile runners on the streets of the
city used handheld computers with GPS and wireless networking to chase
online players through a virtual model of this city. The study revealed
the profound impacts of uncertainty of coverage and accuracy on the
experience leading to five different design strategies: removing, hiding,
managing, revealing and exploiting uncertainty.
- The ins and
outs of home networking: The case for useful and usable domestic
networking (Grinter, Edwards, Chetty, Poole, Sung, Yang, Crabtree, Tolmie,
Rodden, Greenhalgh, Benford, ACM Transactions on CHI) presents an
ethnographic study of work involved in people managing their own home
networks.
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
- Understanding,
Constructing Shared Spaces with Mixed-Reality Boundaries (Benford,
Greenhalgh, Reynard, Brown & Koleva, ACM Transactions on Human
Computer Interaction, TOCHI, Volume 5, Issue 3, 1998) introduces the
concept of mixed reality boundaries as a generic approach to connecting
real and virtual worlds and introduces a set of underlying boundary
properties that enable us to define many different kinds of connection,
- Orchestrating a Mixed
Reality Performance, (Koleva, Taylor, Benford, Fraser, Greenhalgh,
Schnadelbach, vom Lehn, Heath, Row-Farr & Adams, Proceedings of CHI
2001) presents an ethnographic study of the performance Desert Rain (a
collaboration with Blast Theory) that deployed an example traversable
interface, a physically permeable projection screen called the rain
curtain that was composed of a fine water spay through which performers
could move, so that they appeared to physically emerge from and disappear
into a virtual world.
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.
- Interweaving mobile games with
everyday life (Bell, Chalmers, Barkhuus, Hall, Sherwood, Tennent, Brown,
Rowland, Benford, Capra, Hampshire, Proceedings of CHI 2006) describes
the design and study of a location-based game and how it came to be embedded
into the patterns of daily life. Nominated for a CHI 2006 best paper award.
- Where On-Line Meets
On-The-Streets: Experiences With Mobile Mixed Reality Games (Flintham,
Anastasi, Benford, Hemmings, Crabtree, Greenhalgh, Rodden, Tandavanitj,
Adams, Row Farr, Proceedings of CHI 2003) presents a study of Can You
See Me Now, a game of chase in which mobile players, equipped with
handheld computers with GPS and wireless networking, ran through the city
streets chasing online players who ran through the streets of an online
virtual model of the city.
- In support of City Exploration
(bedwell, Schnadelbach, Benford, Rodden, Koleva, Proceedings of CHI 2009)
presents a study of the experience Anywhere that allowed participants to
explore an urban area, tying together information not normally available,
new points of views and interaction embedded into physical places. Guided
by unseen, on-the-street performers in an ongoing conversation maintained
over mobile phones, they gained access to locative media and staged
performances. Our analysis demonstrates how Anywhere produced engaging and
uniquely personalised paths through a complex landscape of content,
negotiated by the performer-participant pair around various conflicting
constraints.