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BCSHCI Tables of Contents: 07-107-208-108-209101112131415

Proceedings of the 2015 British Human Computer Interaction Conference

Fullname:Proceedings of the 29th International BCS Human Computer Interaction Conference
Editors:Shaun Lawson; Patrick Dickinson
Location:Lincoln, United Kingdom
Dates:2015-Jul-13 to 2015-Jul-17
Standard No:ISBN: 978-1-4503-3643-7; ACM DL: Table of Contents; hcibib: BCSHCI15
Links:Conference Website
  1. Ageing, health and wellbeing
  2. Digital civics
  3. Games & play
  4. Interfaces
  5. Mobile & wearable
  6. Designing for reflection I
  7. Privacy & security
  8. Designing for reflection II
  9. Working across discipline and culture
  10. Work-in-progress (posters)
  11. Interactions gallery (demonstrations)

Ageing, health and wellbeing

Designing for mental wellbeing: towards a more holistic approach in the treatment and prevention of mental illness BIBAFull-Text 1-10
  Anja Thieme; Jayne Wallace; Thomas D. Meyer; Patrick Olivier
To date, HCI for mental health has primarily responded to challenges in the treatment of mental illness, with a focus on therapy access and engagement. However, approaches to improving and protecting people's mental wellbeing have received less attention. Prompted by recent discussions in Western Healthcare and Psychology, we argue for a more holistic approach to promoting mental health that expands the field's focus to include strategies for enhancing mental wellbeing. A closer consideration of mental wellbeing can increase the effectiveness of mental health interventions, help in preventing mental illness and relapse, and extend our knowledge as to how we can support people to flourish as individuals and enhance their quality of life more generally. Our aim is to encourage more research on positive aspects of mental health in the treatment and care provision of people with mental health problems, and to support preventive approaches. To this end, the paper provides a comprehensive definition of mental wellbeing as positive emotional, psychological and social health; presents a review of HCI literature illustrating how the field is beginning to respond to the mental wellbeing agenda; and proposes avenues for future design and research in this area.
Outside the brick: exploring prototyping for the elderly BIBAFull-Text 11-17
  Kate Farina; Michael Nitsche
We report on the necessity, design, proof of concept implementation, and initial evaluation of a basic prototyping kit for senior citizens. Even though elderly users have a rich level of experience and are increasingly computer literate, the maker culture largely ignores them as a productive group. This study presents the development of an explorative prototyping kit especially for senior citizens. Its qualitative evaluation was conducted in multiple small workshops with 15 participants in total. The results indicate positive acceptance of the developed tool overall but also show challenges in the design and a lower-than-expected connection to pre-existing work experiences in the participants. It calls for a review of a purely constructivist approach and a necessary re-framing of computing classes in senior education.
CueS: cueing for upper limb rehabilitation in stroke BIBAFull-Text 18-25
  Amey Holden; Róisín McNaney; Madeline Balaam; Robin Thompson; Nils Hammerla; Thomas Ploetz; Dan Jackson; Christopher Price; Lianne Brkic; Patrick Olivier
Upper limb weakness is one of the most distressing, long-term consequences of stroke and can be difficult to rehabilitate due to an overreliance on the opposing limb in everyday life. Previous studies have shown potential for cueing to improve upper limb rehabilitation, although these have been conducted in clinical settings. In this paper we describe CueS, a wrist worn cueing device which prompts the wearer to move their upper limb more frequently in their day to day lives. We conducted two, week-long 'in the wild' deployments of CueS with seven participants to obtain reflections and experiences around using the device. All participants reported increased general activity levels from wearing CueS and objective data showed increased levels of activity following cue provision. We reflect upon the potential of wearable cueing devices for upper limb rehabilitation after stroke.
Exploring healthcare professionals' preferences for visualising sensor data BIBAFull-Text 26-34
  Niamh Caprani; Julie Doyle; Yusuke Komaba; Akihiro Inomata
Monitoring technologies and sensors have huge potential to support elderly people live independently at home. Providing healthcare professionals with access to sensor data displaying a patient's activities and health vitals could deliver numerous benefits, including allowing continuous care, presenting positive/negative trends which healthcare professionals can act upon, or alerting to immediate problems. This paper presents three phases of early-stage research from a larger study, which is concerned with investigating how sensor technologies can be utilised to facilitate frail elderly people transition from hospital to home. The focus of the research discussed in this paper is to explore healthcare professionals' preferences for using and visualising sensor data.

Digital civics

Civically engaged HCI: tensions between novelty and social impact BIBAFull-Text 35-36
  Mara Balestrini; Yvonne Rogers; Paul Marshall
HCI researchers are increasingly conducting civically engaged research in the wild to design technologies for social action that aim to empower communities at the grassroots level. However, there are very few descriptions of HCI interventions that have achieved sustained community engagement and social impact. We discuss three tensions that are hindering HCI's capacity to produce both research and social contributions and suggest how to overcome them.
Civic crowdfunding: how do offline communities engage online? BIBAFull-Text 37-45
  Alexandra Stiver; Leonor Barroca; Marian Petre; Mike Richards; Dave Roberts
Civic crowdfunding is a sub-type of crowdfunding whereby citizens contribute to funding community-based projects ranging from physical structures to amenities. Though civic crowdfunding has great potential for impact, it remains a developing field in terms of project success and widespread adoption. To explore how technology shapes interactions and outcomes within civic projects, our research addresses two interrelated questions: how do offline communities engage online across civic crowdfunding projects, and, what purpose does this activity serve both projects and communities? These questions are explored through discussion of types of offline communities and description of online activity across civic crowdfunding projects. We conclude by considering the implications of this knowledge for civic crowdfunding and its continued research.
Content analysis of a rural community's interaction with its cultural heritage through a longitudinal display deployment BIBAFull-Text 46-55
  Trien V. Do; Keith Cheverst; Nick Taylor
In this paper we present content analysis related to our longitudinal deployment of the Wray Photo Display within a rural village community. The situated display based system enables village residents to upload images (typically photos) relating to their community for viewing by fellow residents and visitors to the village. Residents can also provide a response to pictures via the system's commenting feature. A content analysis has revealed that the majority of images uploaded to the system relate to the cultural heritage of the village (across both 'past' and 'contemporary' categories). Furthermore, analysis of the comments relating to these images reveals a wide range of use, including: clarification (e.g. the subject of the photo or the period when it was taken), identification (e.g. identification of relatives in the photo) and narratives (e.g. "...my mum & dad rented from Mr Phillipson who lived next door...").

Games & play

Analyzing play experience sensitivity to input sensor noise in outdoor augmented reality smartphone games BIBAFull-Text 56-64
  Farjana Eishita; Kevin Stanley
Augmented reality games overlay digital artifacts on a camera feed of the environment to create fantastic experiences in the real world. The act of overlaying digital artifacts on a real environment requires detailed information about the relative pose of the player and digital artifacts be accurately sensed and computed, which is often beyond the capacity of sensor systems deployed on commercial devices such as smartphones. Game developers are adept at creating compelling experiences from a limited or noisy palette of interactions, but have limited guidance in the case of augmented reality games. In this paper, we present a novel technique for evaluating the sensitivity of augmented reality games and game mechanics to input noise by modifying the sensor input stream of an open source operating system in a controlled manner. Any game, commercial or academic, that runs on that operating system can be systematically tested for the user experience impact of differing levels of sensor input noise. We perform such an experiment on two commercial and one academic game and determine that similar levels of input noise have very different impacts on user experience depending on the game design, input modality, and narrative. The differential impact of noise on user experience is important because it indicates that proper design decisions can be used ameliorate or mask sensor noise issues.
Exploring the effects of game elements in m-participation BIBAFull-Text 65-73
  Sarah-Kristin Thiel; Ulrich Lehner
Emerging technologies make mobile devices promising tools to be used for e-participation. Some municipalities have already recognized this and created m-participation apps. One of the greatest challenges when it comes to civic engagement is encouraging citizens to become involved. This study explores the potential of game elements as motivational factor. An overview of e-participation tools that already employ game elements is given. The main contribution of this study are the findings of an experiment that investigated the effects of introducing game elements to an m-participation prototype. Our results show that while game elements provide an initial incentive to become active, the most important aspect for engaging people in urban governance processes is for the governance to show that they are listening and take civic input serious. We further provide recommendations for future research.
BlobSnake: gamification of feature extraction for 'plug and play' human activity recognition BIBAFull-Text 74-81
  Reuben Kirkham; Carlton Shepherd; Thomas Plötz
We present BlobSnake, a casual game designed to help generate new feature representations in the context of Human Activity Recognition. Feature selection is an essential task to be completed in the context of developing any non-trivial activity recognition system for a new set of activities. Presently, using anything other than a set of standard features requires a considerable amount of effort to be expended upon expert driven algorithm development. BlobSnake is an alternative approach which uses direct interaction with real sensor data by non-experts in order to develop additional features, thus lowering the cost and expertise otherwise required to produce more effective recognition performance. Our experiments demonstrate that our method improves upon the state of the art performance of standard features in a challenging recognition scenario.
Social activities with offline tangibles at an interactive painting exhibit in a children's cultural centre BIBAFull-Text 82-90
  Loraine Clarke; Eva Hornecker
This paper describes an empirical study of a tangible interactive painting installation at a children's cultural centre. The study focuses on how social interactions are related to features of the interactive installation. The findings concern awareness and communication within groups, mediation of control through physical objects, how groups used tangibles outside of their turn with the installation to plan, negotiate and build up anticipation of their engagement with the exhibit. Interactions within groups as well as between the active 'operator' at an exhibit and the rest of the group are presented providing insights as to how the exhibit relates to the social context. Finally, we discuss how the findings could be used for future design of group interactive exhibits that aim to (1) support social engagement such as planning, sharing experiences and discussions, (2) engage children with the exhibit topic outside of their interaction with the system and (3) foster children's anticipation of their interaction with the exhibit. Providing offline tangibles was found to extend engagement with the exhibit and support social interactions.


A mathematical description of the speed/accuracy trade-off of aimed movement BIBAFull-Text 91-100
  Yves Guiard; Olivier Rioul
Target clicking having proved an indispensable building block of interface design, it is little surprise that the speed/accuracy trade-off of aimed movement has always been a keen concern of HCI research. The trade-off is described by the Fitts law. In HCI and psychology likewise, the traditional approach has focused on the time-minimisation paradigm of Fitts [5], ignoring other relevant paradigms in which the Fitts law fails, such as the spread-minimisation paradigm of Schmidt et al. [18]. This paper aims at unearthing and consolidating the foundations of the speed/accuracy trade-off problem. Taking mean movement time as our speed measure and relative spread as our accuracy measure, we show that a small set of obvious mathematical axioms predict not only the data from the Fitts and the Schmidt paradigms but also the data from the more recent dual-minimisation paradigm of Guiard et al. [7]. The new mathematical framework encourages a more complete understanding: not only is it possible to estimate an amount of resource, a quantity equivalent to the classic throughput, it is also possible to characterize the resource-allocation strategy -- the other, no less important facet of the trade-off problem which has been left aside so far. The proposed approach may help HCI practitioners obtain from their experimental data more reliable and more complete information on the comparative merits of design options.
Visual diversity and user interface quality BIBAFull-Text 101-109
  Aliaksei Miniukovich; Antonella De Angeli
Live graphical user interfaces (GUIs) do change responding to user actions, unlike GUI screenshots, which are often used in studies. The user experiences and is affected by transitions between the layouts (e.g., webpages or mobile app screens) of interactive systems. Such transitions affect the overall impression of system quality and should be accounted for by any model or computational method estimating the quality and claiming high ecological validity. However, the recent efforts aspiring to predict GUI quality computationally have only relied on homepages or home screens of apps, or their screenshots. The dynamics of GUI -- GUI change across pages and layouts, or shorter, visual diversity -- have been given little attention. Here we present an initial exploration of GUI visual diversity. In three studies, we demonstrate that a) GUI diversity can be measured computationally; b) GUI diversity correlates with GUI aesthetics impression and other, more high-level GUI-preference constructs; and c) GUI diversity matters in both website and mobile app contexts. We believe the concept of GUI visual diversity deserves further studies.
Do as I say: exploring human response to a predictable and unpredictable robot BIBAFull-Text 110-116
  Omar Mubin; Christoph Bartneck
Humans are known to feel engaged and at the same time apprehensive when presented with unpredictable behaviour of other agents or humans. Predictable behaviour is thought to be reliable but boring. We argue that is imperative to evaluate human response to (un)predictable robots for a better understanding of Human Robot Interaction Scenarios, manipulated across robot embodiment. The results of our controlled experiment with 23 participants showed that predictable robot behaviour resulted in more patience on behalf of the user and robot embodiment had no significant effect. In conclusion, we also discuss the importance of robot role on the perception of predictability in robot behaviour.
Two-way affect loops in multimedia experiences BIBAFull-Text 117-118
  Matthew Pike; Richard Ramchurn; Max L. Wilson
A users interaction with a film typically involves a One Way Affect (1WA), in which the film being consumed has an affect on the consumer. Recent advances in physiological monitoring technology however has facilitated the notion of a Two Way Affect Loop (2WAL), in which a film piece can be dynamically affected by a consumers physiology or behaviour. This paper outlines an agenda for further investigating 2WAL, setting research questions and the influence of related research areas.

Mobile & wearable

User requirements for digital jewellery BIBAFull-Text 119-125
  Jutta Fortmann; Wilko Heuten; Susanne Boll
In recent years, wearable devices have been an emerging trend on the market. Though, recent studies show that people abandon their wearable devices after a couple of months. One of the main reasons supposed is the technical look and feel of the gadgety devices and thus, an insufficient suitability for daily use. Digital jewellery, the concept of concealing technology behind fashionable jewellery, is a promising approach to address this problem. However, little research has been done to clearly define the requirements for digital jewellery. In this work we present the design and results of an online survey, in which we investigated, which requirements are important for digital jewellery, and how important specific requirements are perceived by potential users. Overall, participants considered functionality, form factor, and interaction and display design as very important, whereas they found body location, context awareness and customisability less important. We also found differences in the importance ratings, that are related to gender and age. Our results will help designers of digital jewellery to focus not only on the right, but also on the more important requirements first.
Heuristics for the evaluation of captchas on smartphones BIBAFull-Text 126-135
  Gerardo Reynaga; Sonia Chiasson; Paul C. van Oorschot
Captchas are used as a security mechanism on the web to distinguish human users from automated programs. However, existing captchas are not well-adapted to mobile devices and may lead users to abandon tasks. Although Web developers have many available captchas, they lack the tools to evaluate if these captchas are suitable for their mobile site. In this paper, we present domain specific usability heuristics for evaluating captchas on smartphones. To assess effectiveness, we compared our proposed heuristics against Nielsen's during evaluations of four captcha schemes on smartphones. The custom heuristics revealed more major problems and more detailed feedback on the problems than Nielsen's.
Exploring the overlap between wearable computing and disability discrimination law BIBAFull-Text 136-137
  Reuben Kirkham
Typically, Wearable Computing has raised a wide range of negative legal concerns, ranging from complaints about its potential misuse by car drivers, onto concerns around privacy, confidentiality, and copyright. The result has been that Wearable Computing systems -- most notably Google Glass -- have been banned from being used in a wide range of public spaces. This presentation will explore the overlap between Wearable Computing and Disability Discrimination Law. Through the mechanism of proportionality, Disability Discrimination Law presents a positive case for permitting and actually supporting wearable computing in wider society, creating the scenario where someone with a disability would be entitled to use such technology (regardless of opposition). The Mental Capacity aspects of Disability Discrimination Law also raise novel legal questions around the limits upon who might be able to use Wearable Assistive Technologies, and some significant wider implications for wearable computing more generally.
Real-life experiences with an adaptive light bracelet BIBAFull-Text 138-146
  Jutta Fortmann; Benjamin Poppinga; Wilko Heuten; Susanne Boll
In the last years, wearable devices have been an emerging trend on the market. Today, several wearable devices present information through light spots, especially those used for self-tracking. In this work we present a field evaluation of an adaptive light bracelet that serves as a reminder of fluid intake. We investigated how users and observers experience the bracelet under real-world conditions in comparison to a non-adaptive bracelet. Context awareness is implemented in that the LED's brightness changes according to an ongoing event. In a 16-participant 2-weeks experiment we found participants and observers experienced the adaptive bracelet more positively. Further, we found observers experienced the adaptive bracelet significantly more attractively and could identify significantly better with it. Our results will inspire designers and developers of wearable light displays.

Designing for reflection I

Re-writing the city: negotiating and reflecting on data streams BIBAFull-Text 147-156
  Pete Abel; Matthew Fox; Robert Potts; Drew Hemment; Catherine Thomson; Pavol Gajdos; Sha Li; Antia Dona Vazquez; Rose Barraclough; Gabriele Schliwa; Joseph Lindley; Steve Turner; Jonathon Devitt; Jane MacDonald; Alex Lee; Chris Trueblood; Deborah Maxwell; Hadi Mehrpouya; Mel Woods; Vincent Walsh; Anäis Moisy; Goktug Islamoglu; Graeme Sherriff; Vanessa Thomas; Lara Devitt; Kirsty Jennings; Chris Speed; Fionn Tynan-O'Mahony; Vera-Karina Gebhardt; Leon Trimble; Rob Raikes; Karl Monsen
This paper is an output of a two day 'Festival Lab' held at the Future Everything Festival, Manchester, UK, March 2015. The Festival Lab invited a team of academic researchers to develop a model of public engagement during the festival that would explore specific research questions around mobility, data awareness, and civic engagement. From this brief the academic team developed the Festival Lab 'PuBLiC', and created an activity arc that involved participants borrowing bicycles and responding to structured and unstructured research questions about the future of cycling and data use in the city of Manchester. Equipped with iPhones with bespoke software for collecting short textual comments, photographs and GPS data, participants became integral actors in one-day field studies, taking the role of both subjects and authors of this paper. We present findings and observations noted by participants and researchers, discussing the significance of these as triangulated in a closing workshop plenary session. Finally, we conclude by reflecting on the paper creation process itself, a collaborative, intensive, fast-paced approach that challenges the very framework of academic authority and public engagement.
Life through the lens: a qualitative investigation of human behaviour with an urban photography service BIBAFull-Text 157-164
  Simo Hosio; Richard Harper; Kenton O'Hara; Jorge Goncalves; Vassilis Kostakos
The proliferation of computation in our everyday environment enables new types of interaction and communication devices. Understanding the dialogue between users and such technology is crucial to the success of future urban computing deployments. We investigate human behaviour in public spaces using a public photography service deployed on interactive public displays in an urban city. Through the analysis of user-generated snapshots we show that the service was rapidly appropriated outside its intended purpose, resulting in use that differs substantially from those previously documented in photography literature. We reflect on the reasons why the service was appropriated in this way and explore the evolution of photography in urban contexts. Ultimately, our findings help ground our understanding of human behaviour in urban spaces and thus contribute to the design of future Ubicomp deployments.
4streams: an ambient photo sharing application for extended families BIBAFull-Text 165-174
  Sam Zargham; Janko Calic; David M. Frohlich
In this paper we describe a novel photo sharing system called 4streams. This is an ambient photo display that allows a small group of users to keep in touch through a kind of visual twitter feed of concurrent photographs from their mobile phones. The photographs of up to four users are displayed in a dynamic collage in the four quadrants of a dedicated ambient display, with photographs to each quadrant arriving in real time as photographs are taken/uploaded. Historical photos can also be browsed or played back in lock-step with each other, as a reminder of what each member of the group was doing over the same period of time. The system was trailed over seven weeks by an extended family distributed over three countries. The findings suggest that the system increases the social connection and presence between children, parents and grandparents of an intergenerational family living apart. This was not only through 'visual status' images of family members living in different places, but also through updates of collocated members travelling away from home, and deliberately crafted images designed to elicit responses or trigger discussions in other media. The implications of these findings for theories of photo sharing are discussed.
Designing for family phatic communication: a design critique approach BIBAFull-Text 175-183
  David Chatting; David S. Kirk; Paulina Yurman; Jo-Anne Bichard
Changing patterns of domestic life mean that it is increasingly common for people to work away from home for extended periods. Communications technologies are arguably positioned to help repair ensuing emotional disconnects. We are exploring the use of technology to support re-engagement in the quotidian rituals of family life to foster emotional connectedness whilst away from home. Adopting a design research approach, we develop five sensibilities for productively critiquing and developing design proposals for such domestic technologies. These sensibilities, Temporality, Expression, Connectivity, Reciprocality and Perceivable Volume, are derived from a critical analysis of 68 extant designs, which we illustrate with six exemplars supporting differing levels of ritualistic behaviour. To demonstrate the critical utility of these sensibilities for design processes, we interrogate two early design sketches. We contribute further critical reflections on design research methods and the role of 'design critique' in technology development.

Privacy & security

The other side of privacy: surveillance in data control BIBAFull-Text 184-192
  Rula Sayaf; Dave Clarke; James B. Rule
Privacy and surveillance take on new forms through social software technologies. Privacy may not be achieved by being let alone, rather, by choosing a group of people whom are trusted with one's data. Similarly, surveillance takes the form of monitoring users' data rather than monitoring users themselves. To offer privacy and counter surveillance, the "privacy as control" paradigm focuses on approaches that offer as much data control as possible. In practice, offering control to users depends on assigning control to non-user entities, who may have surveillance capabilities, which results in an interdependency of privacy and surveillance. This interdependency is problematic and contradicts what data control approaches should offer. In this paper, we examine this interdependency in data control within social software. We put forward criteria to evaluate the degree of control and privacy and the degree of surveillance entailed by a data control approach. We perform a comparative analysis of data control approaches in the technical and the legal context. The analysis shows how certain aspects of surveillance are deeply rooted in the realisations of "privacy as control". We argue that data control approaches should offer transparency, reciprocity and a balanced degree of control as a first step towards addressing the interdependency of privacy and surveillance.
Nudging towards security: developing an application for wireless network selection for android phones BIBAFull-Text 193-201
  James Turland; Lynne Coventry; Debora Jeske; Pam Briggs; Aad van Moorsel
People make security choices on a daily basis without fully considering the security implications of those choices. In this paper we present a prototype application which promotes the choice of secure wireless network options, specifically when users are unfamiliar with the wireless networks available. The app was developed based on behavioural theory, choice architecture and good practices informed by HCI design. The app includes several options to 'nudge' users towards selecting more secure public wireless networks. This paper outlines the development and the results of an evaluation of some of the potential app nudges (specifically, presentation order and colour coding). Colour coding was found to be a powerful influence, less so with the order in which we listed the Wi-Fi networks, although the colour x order combination was most effective. The paper contributes to the body of evidence on the effectiveness of cyber-security interventions to empower the user to make more informed security decisions.
A gesture-based CAPTCHA design supporting mobile devices BIBAFull-Text 202-207
  Nan Jiang; Huseyin Dogan
In this paper we present the design and evaluation of a mobile user friendly CAPTCHA (Completely Automated Public Turing test to tell Computers and Humans Apart) scheme based on our previous work. Unlike the commonly used character recognition based CAPTCHA schemes that require a user to type the distorted characters shown in an image to pass security checks, this scheme allows a user to use gestures to operate specific objects on the screen so as to complete a CAPTCHA quiz. Moreover, it uses partially processed or distorted textual instruction to prevent a bot from easily figuring out the objects to operate for retaining the security of the scheme as a bot cannot utilize context effects as easily as human users can. A comparative study is also conducted to understand the usability performance of this gestured based scheme against Google ReCAPTCHA, a popular character recognition scheme, where better usability has been reported with the former when both were used on smartphones.
'Effing' the ineffable: opening up understandings of the blockchain BIBAFull-Text 208-209
  Deborah Maxwell; Chris Speed; Dug Campbell
Blockchain, an innovative public ledger of transactions that underpins digital currencies such as Bitcoin, has the potential to open up and offer radical alternatives to civic life, democracy and society. Yet there is currently only a small, technically savvy section of society who understand its principles. Therefore in order to work through and realize the potential of the blockchain and its transferability across society we need to find means to open up and reduce its 'ineffable' nature. This paper presents and reflects on an approach that made the complexity of the blockchain understandable or 'effable' using physical modeling. The design-based approach adopted a tangible system of Lego and colored stickers to allow participant-actors to physically enact transactions on a Blockchain Lego 'block'. This modeled simplification was not designed as a comprehensive or accurate explanation of Bitcoin and Blockchain but rather as a prompt for opening up rich dialogue and insightful lines of questioning.

Designing for reflection II

Back to the future: 10 years of design fiction BIBAFull-Text 210-211
  Joseph Lindley; Paul Coulton
The term design fiction was originally coined in 2005 by the Science Fiction author Bruce Sterling. In the 10 years since, design fiction has received considerable interest from a range disciplines most notably HCI which increasingly draws upon generative methods and creative practices. In this paper we consider examples of recent HCI research that refers to design fiction in order to highlight commonalities and ambiguities in how the term is interpreted and used. We argue that design fiction is a compelling and powerful concept but is inherently ambiguous. We therefore suggest strategies to disambiguate communications 'about design fiction' in order to strengthen applications 'of design fiction'.
MyRun: balancing design for reflection, recounting and openness in a museum-based participatory platform BIBAFull-Text 212-221
  Rachel Clarke; John Vines; Peter Wright; Tom Bartindale; John Shearer; John McCarthy; Patrick Olivier
Cultural organisations are increasingly looking towards using digital technologies to supplement, augment and extend visitors' experiences of exhibits and museums. In this paper, we describe the design and evaluation of MyRun, a 'participatory platform' for a museum. Our goal with MyRun was to use experience-centered design principles of reflecting, recounting and openness as a basis for engaging visitors in sharing stories about experiences related to a nationally significant cultural event. We undertook a qualitative evaluation of the system based upon observations of its use, the contributions visitors made to the platform, and interviews with 10 visitors. We discuss how visitors approached MyRun, contributed and browsed stories, and the challenges associated with the expectations visitors and curators placed on cultural exhibits. We close by identifying a series of design opportunities for future participatory platforms in museum settings.
Rule and theme discovery in human interactions with an 'internet of things' BIBAFull-Text 222-227
  J. Waldo Cervantes-Solis; Chris Baber; Ahmad Khattab; Roman Mitch
The 'Internet of Things' promises a society of smart objects which can work towards common purposes. For HCI, core questions relate to how people might become members of, or otherwise interact with, such a society. In this paper, we address these questions through a simple experiment in which people interact with smart objects, each of which has a specific sensing processing-communicating capability. In the experiment, objects had to be arranged such that their individual goals were satisfied. The human's role was partly to move the boxes and partly to ensure that all goals were met. The task was presented either as a rule discovery task (i.e., to deduce the goal of each object) or as a theme (pattern) discovery task (i.e., to deduce an appropriate arrangement of objects to satisfy the goals). In other words, the human task involved either a bottom-up analysis of goals or a top-down analysis of configuration. Differences between these conditions were found. The study presents a simple paradigm which, through modification of objects and rules, allows study of human interaction with smart objects in a goal-directed manner. The main conclusions relate to the ways in which people make sense of the smart objects.
Performance and critical design BIBAFull-Text 228-229
  Jocelyn Spence; David Frohlich; Stuart Andrews
Critical design is a powerful methodology for HCI research that contributes to personal benefit and social renewal. We propose performance studies as a way of implementing and extending critical design.

Working across discipline and culture

Elucidating the role and use of bioinformatics software in life science research BIBAFull-Text 230-238
  Sarah Morrison-Smith; Christina Boucher; Andrea Bunt; Jaime Ruiz
Life science research requires critical evaluation of data handling and analytical software usability. We present the results of semi-structured interviews which provide insight into the effects of bioinformatics software usability on life science research. Results from our study confirm much of the prior anecdotal evidence of standalone bioinformatics software usability. More importantly, we show that usability issues and life scientists' lack of expertise in applying computational methods to biological research is limiting their research objectives and contributing to researchers' reliance on computational experts to conduct their research.
Perceptions of software developers' empathy with designers BIBAFull-Text 239-246
  Malin Lunström; Johan Åberg; Johan Blomkvist
This study uses a phenomenological approach to examine software developers' empathy with designers, as experienced by interaction designers. The results show many views on developers' empathy and on the context of the phenomenon, including that developers tend to think design is unnecessary or a luxury that is not needed in order to create successful products. The development is instead seen as the most important part of the development process, and developers take design decisions on their own, many times based on a limited understanding, or disregard, of the design as a whole. Prototypes, sharing work place, and structured communication is said to improve collaboration. Overall however, the understanding among developers for design work is perceived as low. The Interaction designers have also experienced this lack of understanding at an organizational level.
Designing student energy interventions: a cross-cultural comparison BIBAFull-Text 247-254
  Katrin Ellice Heintze; Nicole Krämer; Derek Foster; Shaun Lawson
To create successful energy interventions that motivate young people to save energy, it is crucial to understand the context of their energy use behaviours. This paper sheds light on similarities and differences in British and German students' use of energy, attitudes, motivations, and appropriate design suggestions concerning technology-led interventions that aim to foster sustainable energy consumption and behavioural change. Results suggest that students' current use of energy, barriers to energy saving, as well as design requirements for such an intervention resemble each other in both countries. However, British and German students differ significantly in their general attitudes towards saving energy, their willingness to save energy and their knowledge about how to save energy. These findings should be taken into account when designing energy interventions in the UK and in Germany, and more generally, highlight the importance of cross-cultural differences when designing such interventions.

Work-in-progress (posters)

Design principles for collaborative device ecologies BIBAFull-Text 255-256
  Aurélien Ammeloot; David Benyon; Oli Mival
This paper describes the ongoing investigation of interaction design issues related to collaborative activities in device ecologies, mixing Bring Your Own Device (BYOD) and smart meeting room technologies.
An analysis of mid-air gestures used across three platforms BIBAFull-Text 257-258
  Arthur Theil Cabreira; Faustina Hwang
This study aims to compare the use of specific mid-air gestures across platforms (Microsoft Kinect, Leap Motion and Myo Armband) in order to identify the most recurrent gestures and their functions within the interface. 250 applications were analysed and 15 common gestures were mapped within this study. Results will contribute to wider research on mid-air gesture-based interfaces and assistive technology.
Developing computational thinking through pattern recognition in early years education BIBAFull-Text 259-260
  Ana C. Calderon; Tom Crick; Catherine Tryfona
Alongside recent UK initiatives on computing education, coupled with demands for the development of broader societal digital competencies, we propose that computational thinking skills can be taught to early year students and highlight a method for teaching a specific aspect, namely pattern recognition. Although our example might appear specific to this context, we identify how this could readily be extended to a broader class of educational settings, proposing an underlying pedagogical framework. Finally, a proof-of-concept prototype, corresponding to the implementation of the method, is highlighted.
BUMP: bridging unmet modes of participation BIBAFull-Text 261-262
  Cody Chu; Claudia B. Rebola; James Kao
This paper describes the development of a technology designed for social connectedness. The goal was to design and develop a technology that allows older adults to be more connected with family and/or close ones. Bridging Unmet Modes of Participation (BUMP) respond to the needs of designing technology products for inclusion and integration of older adults and addressing issues of isolation and social disconnected experienced with the aging population.
DataPet: designing a participatory sensing data game for children BIBAFull-Text 263-264
  Andy Dickinson; Mark Lochrie; Paul Egglestone
A better understanding of our environment is vital if we are to make informed decisions about a diverse range of issues from transport to energy security. But at a local level, good quality data that could help inform and engage communities is in short supply. The primary sources project adopts concepts of participatory sensing to inform the development of a mobile based digital pet game for environmental data collection. This paper describes the initial participatory workshop leading to the design of a digital pet game, aimed primarily at children, that aims to explore the connection between open data collection and increasing community engagement.
A virtual "window to the outside world": initial design and plans for evaluation BIBAFull-Text 265-266
  Gillian Dowds; Judith Masthoff
Qualitative interviews have informed the design of technology aimed to bring the outside in, to older adults who are housebound due to a chronic health problem and living in remote and rural areas. This paper introduces 'Window to the Outside World'; an app designed to bring live and recorded, local events into the homes of older adults, with the aim of targeting wellbeing. Forthcoming evaluation is discussed.
"Aye, have a dream #IndyRef": use of Instagram during the Scottish referendum BIBAFull-Text 267-268
  Tom Feltwell; Jamie Mahoney; Shaun Lawson
In this paper we investigate the use of Instagram by citizens engaged with the Scottish Independence Referendum 2014. Using qualitative analysis, we explore the themes that were evident in the images that Instagram users posted in the run up to the vote and highlight the importance of future work in understanding the use of imagery in social media during political campaigns.
Framing the community data system interface BIBAFull-Text 269-270
  Kristian Garza; Carole Goble; John Brooke; Caroline Jay
Researchers in public funded science consortia agree that making their data accessible with the community is their obligation. Those mandated to use Community Data Systems (CDSs) prefer to share data with their collaborators and funders rather than make it open access. Their rationale to choose against open sharing includes the lack of incentives and lapses of memory. Features that address these two aspects are not included in current CDS implementations. We speculate that an interface framed as a device to secure data citations would positively influence researchers choices. We are performing a series of on-line experiments with subjects from the Life Sciences using the SEEK4Science platform as test-bed. One possible implication of our results is that Libertarian paternalism could be included in the Community Data Systems' design toolkit as a viable alternative to the current practices.
Speech-based home automation system BIBAFull-Text 271-272
  Emmanouil Fytrakis; Ioannis Georgoulas; Jose Part; Yuting Zhu
In this paper, we present the design, implementation and evaluation of a simple and user-friendly interface for a home automation system. Our approach is based on speech; given that this allows a more natural way of interacting with the system. The use of speech also improves accessibility since people with impaired vision can potentially use it. The interface is based on Android and thus, it runs on any Android compatible devices. Alternatively to the interface implemented, we introduce a mock-up of what the ultimate design would look like. Finally, we present the results from an evaluation of the system performed on 30 individuals between the ages of 20-29 years old. These results show an overall broad acceptance of the proposed system.
Combining and assessing 2D maps and space-time cubes for trajectory data BIBAFull-Text 273-274
  Tiago Gonçalves; Ana Paula Afonso; Bruno Martins
Two dimensional static maps and three dimensional space-time cubes are among the most studied techniques to visualize human movement data. Previous research suggests that both techniques are useful in different types of tasks. However, the analysis of trajectory data may not be focused in just one type of task, motivating further studies to quantify the advantages of combining both types of techniques. This paper describes our work-in-progress addressing this issue, proposing the combination of 2D maps and 3D space-time cubes for human trajectory visualization, and overviewing possible metrics for its evaluation.
Grouping contacts for information tasks BIBAFull-Text 275-276
  Paul Holmes; James Goulding; Sarah Sharples
Our daily information tasks are often completed with people in mind, but these significant associations are underexploited in the design of information systems. We report preliminary results exploring the nature of manually constructed contact groupings, to aid in the completion of information tasks by examining their creation, structure, and descriptions.
Vibrotactile feedback for collision awareness BIBAFull-Text 277-278
  C. Louison; F. Ferlay; D. Keller; D. Mestre
Magnetic Confinement Fusion machines called tokamak (e.g. ITER and WEST projects), as well as many industrial projects, require a high integration level in a confined volume. The feasibility of installation and maintenance by an operator has to be considered in the early stages of the design. Virtual reality technologies have opened new perspectives and solutions to take into account assembly and maintenance constraints, using virtual mock-ups. In our applications, the human factor takes an important role. Since the operator interacts in a very tight and confined environment, he has to pay attention to his whole body relative to the virtual environment, in the absence of haptic feedback. In this context, enriched sensorial information, called "collision awareness feedback", must be defined, to favour an appropriate operator's spatial behavior with respect to the environment. In this paper, we present a preliminary study, testing the effect of vibrotactile feedback in a simple tracking task, compared to a pure visual feedback.
Paper-based web connected objects and the internet of things through EKKO BIBAKFull-Text 279-280
  John Mills; Paul Egglestone; Mark Lochrie; Martin Skelly
Paper has existed as a communications 'platform' for thousands of years. It's 'versioning history' spans papyrus, parchment and pulp, and when paper became a scalable and mass-production item, most famously via the Guttenberg press, it sparked unparalleled social and political change. It's a technology that's had 'impact'. More recently, News and Information -- a sector with paper at its core -- has seen substantial editorial and commercial disruption from digital communications networks. This paper outlines a collaborative project between journalism, media and technology researchers, and commercial product designers, exploring the potential of paper-based web-connected objects. Our work examines how emergent conductive ink technologies could offer a disruptive alternative to existing media products, and explores how to create, power and populate a connected paper platform, and analyse user activity. Through a range of industry partnerships with newspaper, magazine and book publishers, our research creates new paper affordances and interactions, and positions paper as a digital disruptor.
Keywords: Gutenberg
MoVi: models visualization for mastering complexity in model driven engineering BIBAFull-Text 281-282
  Mir'atul-Khusna Mufida; Gaëlle Calvary; Sophie Dupuy-Chessa; Yann Laurillau
Model Driven Engineering (MDE) is a good candidate for scaling up complex systems thanks to the principle of separation of concerns. In HCI, models describe the UI at different levels of abstraction and are matched to each other with a variety of relationships. However, MDE puts HCI designers in front of a new problem which is mastering the complexity of many and possibly huge models. Parallel to this evolution, "Big Data" is an important research trend. It brings new perspectives to deal with "Big Models". The paper presents MoVi (Model Visualization), an interactive environment that bridges the gap between these two trends by processing models as data.
Characteristics of hand gesture navigation: a case study using a wearable device (MYO) BIBAFull-Text 283-284
  Tobias Mulling; Mithileysh Sathiyanarayanan
The understanding of characteristics of gestures, such as ergonomic, cognitive and social aspects could potentially contribute to an interface design mediated by hand gestures. In this research, a questionnaire model is implemented to suggest some guidelines about the use and gestures of MYO armband in a map application. The user-feedback and observations found during our testing have led us to offer some practical insights to designers and developers on how the prototype of gesture applications on MYO can be extended.
Designing attention for multi-screen TV experiences BIBAFull-Text 285-286
  Timothy Neate; Matt Jones; Michael Evans
In this Work-In-Progress we discuss our work on designing attention for multi-screen TV experiences. We first briefly describe the current trends, and then progress to touch on two investigations we have conducted. In the first study we look at current viewing habits, paying particular attention to how we deal with attention overload when viewing secondary devices while watching television. Then, we go on to describe work we have conducted into investigating how we may orchestrate attention between displays. We conclude by discussing our work's current trajectory, and then go on to state what it could mean for broadcasters and those who wish to design applications for multi-display TV experiences.
I++: interactive galleries for promoting interactive curiosities in web designs BIBAFull-Text 287-288
  Sergio Peña-Arrázola; Dimitri H. Masson; Alexandre Demeure; Gaëlle Calvary; Yann Laurillau
Web design galleries are important sources of inspiration in early phases of web design. However they showcase graphical elements without any promotion of interactive features. This paper presents I++, a web design gallery, centered on interaction: it pinpoints the key innovative interactive features of web sites through three levels of presentation of interactivity.
Designing to raise collective awareness and leverage energy savings BIBAFull-Text 289-290
  Lara S. G. Piccolo; Catriona Smith
Designing to promote behaviour change requires bringing sociocultural and psychological aspects to light. By connecting findings in these aspects from user-centred activities and behaviour change literature, a set of guidelines has been proposed to design for leveraging behaviour change towards energy saving. The guidelines include associating social media features and energy consumption monitoring to specific stages in a behaviour change process.
Finding the future: evolving interaction design BIBAFull-Text 291-292
  Kym Primrose; Robin Sloan; Ken Scott-Brown
The main aim of this project is to design and prototype a simplified example of a mobile operating system that makes use of both edge swipe control and 'smart' graphical instructions. The research will consider how these methods can be used to design a truly inclusive and accessible interface. The effectiveness of these features will be validated through user experiments and focus groups over the course of the project, with the findings of user testing used to inform design practice.
Droplets: geo-located audio as a social media platform BIBAFull-Text 293-294
  John Shearer; Sue Swinburne; Patrick Dickinson
Location-based audio has previously attracted some attention from the HCI community. This has mainly revolved around knowledge-sharing and creation of curated experiences as artistic expression. In this paper we present initial work in which we look at located audio through the lenses of social media, and present initial work on a social media app -- Droplets -- which seeks to create new geo-located social media experiences.
Digital co-design: a future method? BIBAFull-Text 295-296
  Lei Shi; Carolyn Dawson; James MacKrill; Elisavet Dimitrokali; Rebecca Cain
This paper reports on a study assessing the use of a digital co-design method for use in hospital design. Here we present findings on users' perceptions towards ease of use and behavioural intention of using a digital co-design method in comparison with using a paper-based co-design method. The study was conducted in a simulated hospital ward. The results showed that participants found limitations with the current iteration of digital method negatively affected their perceptions regarding ease of use compared to the paper-based method. However, behavioural intention showed a positive trend towards future selection of digital-based methods over paper-based methods. Future work will look in depth at what features of the digital method require improvement to enhance perceptions of ease of use in order to respond to end-user behavioural intentions.
pneuForm: interacting with physical form through dynamic replication BIBAFull-Text 297-298
  Juli Edyta Sikorska; Yi Tong; Clark Della Silva
PneuForm is a new method for interacting with a physical form through dynamic replication. As fabrics are versatile and have unique properties that can be used to sense and replicate any object, they can serve as a medium for creating user interfaces. PneuForm explores the missing real-time connection between a physical and a digital model, using a flat piece of programmable fabric. Data is transmitted from a TUI to a GUI through a 3D model, allowing for a bidirectional interaction (i.e. changes made on the GUI affect the physical model and vice versa), and thus allows for the material to be programmed to perform certain actions. To test and evaluate the ideas, we built prototypes by augmenting a sheet of fabric with sensors and using pneumatic actuation. PneuForm can contribute to a quicker, more seamless and intuitive process of ideation, vizualization and fabrication.
An exploratory study on the use of Twitter and Facebook in tandem BIBAFull-Text 299-300
  Tasos Spiliotopoulos; Ian Oakley
The diversity of available Social Network Sites (SNSs) enables people to use multiple services to fulfill their communication needs. Accordingly, this paper argues there is value in studying SNSs simultaneously -- that key insights regarding SNS use will be revealed when multiple services are examined together. To demonstrate this point, we present a study of 198 Facebook users with the goal of predicting the likelihood of each being a Twitter user based on their Facebook usage. Exploratory factor analysis on twelve activity metrics collected via the Facebook API led to the identification of five discrete usage dimensions. Of these five dimensions, only those that corresponded to functionality not available in Twitter significantly (and positively) predicted ownership of an account. This result suggests complementary use of the two SNSs based on feature differentiation.
Gone and back: physical interaction on a condensation-based ephemeral interface BIBAFull-Text 301-302
  Xinglin Sun
This installation explores an experimental research approach in interface design through a condensation-based ephemeral interface that employs digital augmented materiality. Inspired by the experience of using our fingers to write graffiti on foggy surfaces, the piece recreates this familiar scenario in a gallery space. By making use of the specific properties and semantics of the interface material, the design of the installation aims to explore the physical affordances of the ephemeral interface.
   The project aims to gain evidence to support the hypothesis that the physical affordances of such an ephemeral interface encourage intuitive interaction in user experience. The set up of the installation also aims to gather qualitative data for visual analysis of users' intuitive patterns captured during their interaction with the interface.
Exploring requirements for civic engagement via public displays BIBAFull-Text 303-304
  Sarah-Kristin Thiel
In recent years, we could observe a shift from static to more interactive content and features for public displays. In this paper, we present an initial user study exploring people's awareness of large public displays and basic requirements for utilizing such devices for e-participation purposes. Our preliminary results show that people seem to be mainly aware of basic installations, which are installed in their daily environment. Interaction is still limited to touch. While participants rated the amount of information from governance as sufficient, they saw great value in ideation and feedback opportunities. However, several points for concerns were raised. Most of them are connected to trust in governance. Future studies are needed to explore the design requirements to mitigate those concerns and thus enable an active participation via urban screens.
LightShare: sharing illumination the tangible way BIBAFull-Text 305-306
  Yi Tong; Juli Edyta Sikorska; Clark Della Silva
LightShare is a sharing mechanism for indoor illumination based on tangible feedback. It is a modification to conventional adjustable light switches with the goals of conserving energy. LightShare aims at both residential and commercial customers that look for affordable and efficient energy saving solutions. We hope to leverage technology to connect consumers and raise their awareness of the consequences of their energy consuming behavior in the community context.
Designing stress management interventions for older adults to improve wellbeing BIBAFull-Text 307-308
  Michael Wilson; Julie Doyle; Gerry McTaggart
We are experiencing an increase in the number of older adults. This presents both challenges and opportunities in the field of HCI research in terms of health self-management technology. This paper presents on-going work to design a mobile application that supports older adults in managing stress and sleep. The aim is to explore if sensor technology and a tablet application can be used to present intuitive feedback on stress levels and sleeping patterns with a view to reducing stress, improving sleep quality and increasing health and well-being overall.

Interactions gallery (demonstrations)

Interactions gallery BIBAFull-Text 309
  Duncan Rowland; Abigail Durrant; Rachel Clarke
This paper describes the Interactions Gallery, a new initiative at British HCI (BHCI) that seeks to bring a 'pop-up' gallery space to an academic conference. Submissions were welcomed from creative practitioners, artists and HCI researchers alike, with the call for work that provokes open discussion about the conference themes -- on the nature of computers in society and the future of human-computer interaction (HCI). More specifically, with Lincoln housing one of only four surviving copies of the Magna Carta the city has taken a major role in the 2015's 800th anniversary celebrations. This anniversary has provided a unique historic backdrop for a conference theming relating to the role interactive technology plays in the enactment of our civic lives. Interactive technologies are increasingly mediating citizens' relationships to their privacy, rights, authority, governance and each other. It therefore seemed fitting to include work for the Interactions Gallery that engages with the concerns of social renewal, activism, democracy, and grassroots innovation. Submitted work was diverse in approach, including fine art, performance, interactive media design, demonstrations and technologically augmented live experiences. The chairs collectively selected pieces based on their thematic relevance and the practical staging requirements of the event setting. Work was documented through the archival publication of abstracts in the conference proceedings.
Labella BIBAFull-Text 310-311
  Teresa Almeida; Gavin Wood; Dean Saraf; Madeline Balaam
Labella is an augmented system that employs non-traditional on-body interactions and explores the potential of using a mobile device as an interface to discover and learn about hidden parts of the body (figure 1). The system is designed to support pelvic fitness in women. It blends wearable and mobile technologies with modern lifestyle by combining a pair of underwear for embodied playful interaction, and a mobile phone as a tool for embodied discovery.
   The mobile app connects to the female body through the recognition of bespoke printed markers on specialist underwear (figure 2). We explore AR as a tool to help reveal the body in a playful way.
   We designed a system that aims to provide an enhanced experience to women in gaining awareness of their pelvic floor and to promote pelvic fitness. We use humour to address this topic of taboo and explore how embodied technology can contribute to make learning more accessible. By augmenting perception, our altered reality device makes visible the inside out (figure 3). It also shows potential to enhance engagement in intimate care practices.
Watching you BIBAFull-Text 312
  Ran Ancor; Joe Casagrande
The proceedings are the records of the conference. We ask that generators of personally identifiable information, as objects of cluster analysis and sources for meta-data matching algorithms.
   The vast amounts of data we create as we go through our lives, represents our actions, interests, intentions, communications, locations, relationships and behaviors. It's aggregated by third party trackers looking to deliver advertising, content and services to us, and also used by global surveillance programs for the cybernetic control of the society.
   But when the quantitative methods used in science and business, are applied to the personal sphere there is always a reduction of complexity. The process of capture of life into data, the quantification of life, it is a lossy compression, that uses inexact approximations, rounding and truncation, producing overload distortion and quantization errors. In a sequence of calculations, these errors generally accumulate, and often very strong assumptions are made about mathematical properties that may not at all reflect what is really going on at the level of micro-processes.
   In remote data centers overseas we are all constantly monitored and object of capture, storage, search, analysis and visualization. Inductive statistics and concepts from nonlinear system identification reveal relationships, dependencies and perform predictions of outcomes and behaviors.
   We are all these numbers.
Taphobos: an immersive coffin experience BIBAFull-Text 313
  James Brown
Taphobos is an experience that puts a player inside a real coffin whilst wearing a virtual reality (VR) headset. They must work together over voice communication with a second player outside the coffin who is trying to rescue the buried player. The second player uses a normal PC screen to navigate a 3D world in which the coffin is hidden, to find it they must communicate over headphones to the buried player. This is because there are clues and riddles hidden in the coffin that only the buried player can see through their VR headset. All of this must be done whilst the player is in a very confined space and with limited time due to oxygen, in both the real and virtual worlds.
   This work is intended to explore "uncomfortable experiences and interactions" as part of academic research in the Human Computer Interaction field (HCI) from an MSc by Research in Computer Science student, James Brown. The player inside the coffin will experience various emotions as they are put in and then try to get out of the confined space. Claustrophobia as well as the fear of being buried alive "taphophobia" may well affect players of the game and they must cope with these emotions as they play.
GRWM: in the bathroom BIBAFull-Text 314
  Ko-Le Chen
Academic research findings are disseminated globally through formal publications in journals and conferences. In this process, knowledge is regularly abstracted and consolidated according to well-established formats with the intention to maintain consistency across a diverse range of work. Today, not only do researchers accumulate more data than before, they are also spoiled with data storage options. These storage technologies are in turn affecting the materialities of knowledge. Perhaps in the near future, academic authors will be principally concerned with file formats, compatibility, and how storage and access to their research affects the way it is read. In response I would like to propose a video essay [1] as a conceptual tool to facilitate discourse on the future of dissemination in the research community.
   The video essay aims to mimic the technical and aesthetic qualities of a YouTube video genre -- Get Ready With Me (GRWM). YouTube is the video library of our time, including an expanding range of research films. GRWM: In the bathroom is a collaboration with a fellow researcher and creates a female persona in a fictionalized situation where she is confronted with the idea of herself being distributed as research knowledge, thus engaging the viewer in a discussion about research subjects and their relation to knowledge dissemination.
'Ambient walk': a mobile application for mindful walking with sonification of biophysical data BIBAFull-Text 315
  Sixian Chen; John Bowers; Abigail Durrant
A recent review by C3 Collaborating for Health [1] suggested that regular walking is beneficial for enhancing mental health, for example, reducing physical symptoms and anxiety associated with minor stress. Walking meditation, one of the mindfulness techniques proposed by Thich Nhat Hanh [2], has the potential to enable daily access to mindfulness practice eliminating the distress of learning new techniques. Existing mindfulness applications (such as 'Buddify2' and 'Headspace' [3]) provide users with options and guidance for mindfulness techniques, yet they are arguably limited in providing real-time interactive feedback to their user's physical reactions.
   'Ambient Walk', inspired by walking meditation, is a mobile application (app) that aims to explore how ambient sound generated by walking and meditative breathing, and the practice itself, will impact on user's affective experience (Figure 1). The prototype is designed to use audio-visual interaction as an interventional medium that provides a novel means to foster mindfulness and relaxation. The app generates real-time ambient sound at certain frequencies according to (i) user's breath detected by the microphone on the phone and (ii) walking pace detected by the accelerometer. Both tones generated by the temporal breathing and walking data potentially form a harmony that captures users' awareness of their 'balancing status' between walking and breathing. Meanwhile, a control beat at 1Hz is added as a reference of time to help the user maintain their activities accordingly. A qualitative study is currently being carried out to investigate user experiences of engaging in the mindful walking activity supported by this app.
The mystery of security design BIBAFull-Text 316-317
  Antonios Vallindras; Shamal Faily
Designing for security is hard without security getting in the way of design. Unfortunately, security is often promoted through fear, uncertainty, and doubt (FUD). As a result, the scale of FUD has now become so great that it hinders people's ability to appreciate messages that security researchers try to impart [6].
   We have created a short documentary film called Designing security through personas [7]. This film distils the essence of four security design papers [1,2,3,4], but does so without promoting security through fear. Instead, the film presents the practical, everyday challenges associated with designing for security, and does so by screening nothing artificial. For example, Figure 1 is taken from a scene where affinity diagramming is used to analyse data used to create personas; the summative results of this analysis are presented in [5].
   To convey the challenge of designing for security, the film's visual and audio design uses mystery as a metaphor for security, and design as synonymous with solving this mystery; this is illustrated in Figure 2, which is taken from a scene where the 'designer' imagines three personas as elements of an emergent solution.
   To further reinforce the idea of security design as the unraveling of a mystery, the film shows the designer observing and collecting data about forensic investigators, who are themselves collecting data for subsequent investigation (Figure 3).
FreeAsInWifi BIBAFull-Text 318
  Cally Gatehouse
'FreeAsInWifi' is a wifi network and captive portal intended to prompt critical reflection on the multiple meanings of 'free' and 'public' through a set of playful interactions.
   At a time when technology is becoming increasingly integral to all aspects of public life, this project aims to provide an opportunity for people to reflect on their own understandings, beliefs and desires of a ubiquitous public technology: freely available public wifi. The portal is designed for a public square in Newcastle upon Tyne and is part of an on-going practice-based research engagement with that space and the people who use it. Inspired by Paulo Freire's radical pedagogy, the research aims to understand how critical design can support people in thinking critically and creatively about the world around them.
   While critical design aims to provoke reflection upon social and political issues, it often fails to facilitate people taking an active role in this reflection, something Freire identifies as crucial to gaining a critical understanding. With this in mind, the portal requires people to be actively engaged in reflection by navigating, making decisions and responding creatively to the interface and technology.
Sens-Us: imagining a citizen-led, dynamic, and localized census BIBAFull-Text 319-320
  Connie Golsteijn; Sarah Gallacher; Licia Capra; Yvonne Rogers
Sens-Us is an interactive installation that aims to rethink the UK census and explore how collecting census data can be more dynamic and localized. It explores how the census can become more integrated in our everyday lives and more citizen-lead, and it starts to imagine how this can change the relationship between citizens and the state.
   Sens-Us consists of a set of five interactive physical input stations, which ask questions in five different themes that are relevant to civic lives: demographics, health, belonging, place, and trust. For each theme we explore what data people are willing to disclose and with whom, and what information they feel should be available to them. We also aim to give people insight into how sharing their data can be beneficial for the common good, and explore how this changes their views on data sharing.
   Participants are first given a smart card which they insert in each station to register their answers to a specific card ID and subsequently answer questions using physical sliders and buttons. There is further a visualization station in which people can insert their card to view how their data compares to an aggregate of the collected data from all participants.
   Sens-Us was created in partnership with the Civic Workshop and the British Council and has been deployed in Somerset House in London throughout January and February 2015 as part of a Civic Bureau exhibition. We feel this installation fits very well in the HCI 2015 conference theme as it explores how interactive technology can mediate our civic lives.
Digital public space between layers BIBAFull-Text 321-322
  Gökcen Keskin
Today, when we go out and wander through the city, our digital presence comes with us too. This project tries to define digital public space as a dynamic of urban space, and conceptualizes physical and digital worlds as layers that interacts with each other. In this manner, we are in the space between these two layers and influenced by both.
   My two cubes illustrate specific influences of digital data in my urban environment, which is Istanbul for this work, through a scenario, in two different conditions. The first condition is our world today where mobile connectivity is ubiquitous and information systems are pervasive. In the second condition, we go back to a decade ago where we do not have our smart phones, hence mobile connectivity. And the scenario is, two friends call each other to meet at a restaurant and travel to their destination.
   Base of the cubes represent the physical world, and our physical presence on it, while the ceiling represents digital realm. The threads show the data flow between these two; the red threads show the digital public date we receive or send and blue ones show phone calls. The 1st cube is full of red threads that stand for our location services, location based social media connections and transportation informations. On the other hand, the 2nd scenario's cube has only two public data transfer which I sent with my public transportation travel card.
We are searching for BIBAFull-Text 323
  Mimi Onuoha
"We Are Searching For" is a print piece that consists of the aggregation and presentation of browser search terms. The site-specific work unfolds within and outside of the exhibition space, with a physical print functioning as evidence of the human and programmatic processes informing its creation. Prior to installation, the artist gathers all of the browser keywords from as many of the showing institution's public computers as possible. The terms are then assembled into the print, resulting in a work that changes with each showing.
   "We Are Searching For" is an inquiry into digital data ownership and an exploration of the boundaries of public and private, permanence and temporality. By transforming individual search terms into collective community artifacts, viewers are prompted to engage with the ability of the search keywords to simultaneously obfuscate, humanize, and entertain.
Peregrination BIBAFull-Text 324-325
  Alec Shepley; Duncan Rowland
This project arises from the practice of roaming -- with physical movement, a slice though a digital drift. Dérives augmented with GPS, smart phones, encounters and social networking add informational pulls to the established situationist activity. As 'foreigners' to one another (delineated by Western Tradition to come from different academic/intellectual fields) Shepley and Rowland test their ideas to form flowing confluences of creativity.
   Through an emergent and disruptive anti-disciplinary collaboration Shepley and Rowland create an intersection of 'visualized data' which seems to both enhance (and hamper) its own logic -- i.e. an interactive format for community and belonging. However, the work being less about an 'art language' and more about conversations as travelers in data, 'foreign' to one another appears to enliven a belief in our own connections and capacity to question.
   Live data feed of viewers' interactions with the work in the space through e.g. motion sensors will merge with other live data streams measuring e.g. temperature, and combine in a visual data feed over time to produce a living and emergent image of interactions.
Project sky cube BIBAFull-Text 326-327
  Joanna White
This exhibition will present findings from Project Sky Cube: an experimental three-dimensional recording of the electromagnetic wave spectrum in a one kilometre cube of air above Lincolnshire. Air is the invisible carrier of microbial life-forms, gases, chemicals, pollens and particulates. Recent studies have found that plants and insects share complex airborne chemical messages making it an ancient means of communication [1]. Human computer interactions generate similar complex communications through air, as satellites, radio, television, radar, wifi, and cellphones broadcast wave vibrations through walls and skeletons. This project draws on the sociological writing of Gabriel Tarde, who conceived air as a social assemblage: a space of vibrations and flows that generate affective atmospheres at macro and micro levels, rejecting established ideas of dualism like nature/culture and organic/technological. These interactions often pass without conscious thought, as the human sleep walks through life mesmerized and contaminated by their social environment. As technological networks and biological experience merge, social and cultural network communications become increasingly inseparable and exploitable [2]. This installation (fig.1) places the audience within a cube of air in the vicinity of RAF Digby, a GCHQ intelligence gathering station (fig.2) which specialises in electronic communication surveillance. The cube was mapped by flying a microlight aircraft through three levels of air (fig.3) while using electromagnetic modulation equipment to record audio traces. Using mobile phone technology and projected images the exhibition highlights the complexity and vulnerability of our communications, audibly puncturing our perception of a 'natural' air space.
NOMATEI: a koinõnia of minumental figures BIBAFull-Text 328-329
  Eleni Zevgaridou
An individual's modern daily program of activities is likely to be entirely depended on electronic tools and media as our personal interaction with others become increasingly mediated by technology. Observation of the people surrounding us has decreased so much, and I dare say that we are so absorbed by our touch screens that these are becoming extensions of our hands.
   I examine and demonstrate work in which handmade, minumental, representational, full body portraits of individuals are created (Figures. 1,2). The familiarity of the human figure bridges the cognitive chasm between the viewer and the object, and consequently understanding improves.
   The viewer connects easily with the object and the object ceases to be an object. It becomes the mould of our perception, facilitates understanding of an issue, bridge voids, balances chaos, stands for itself and leads the viewer's imagination to make subjective scenarios, reflections.
   My investigation is about a complex web of interactions which take place in the process, between agencies which might traditionally understood as artist, subject, viewer, participant, recipient, audience and object. In times when social media offers the power to every individual to promote and publicise his or her lifestyle, personality, thoughts and so much more, at an instance, 3D scanning and printing introduce an extra dimension to representational depiction: What does sculpture have to offer? Its stillness remind us to stop for a minute and think, dream, fly to another dimension, see things from another perspective.