publications.bib

@inproceedings{Pelikan24a,
  author = {Pelikan, Hannah R. M. and Reeves, Stuart and Cantarutti, Marina N.},
  title = {Encountering Autonomous Robots on Public Streets},
  year = {2024},
  isbn = {9798400703225},
  publisher = {Association for Computing Machinery},
  address = {New York, NY, USA},
  url = {https://doi.org/10.1145/3610977.3634936},
  doi = {10.1145/3610977.3634936},
  abstract = {Robots deployed in public settings enter spaces that humans live and work in. Studies of HRI in public tend to prioritise direct and deliberate interactions. Yet this misses the most common form of response to robots, which ranges from subtle fleeting interactions to virtually ignoring them. Taking an ethnomethodological approach building on video recordings, we show how robots become embedded in urban spaces both from a perspective of the social assembly of the physical environment (the streetscape) and the socially organised nature of everyday street life. We show how such robots are effectively 'granted passage' through these spaces as a result of the practical work of the streets' human inhabitants. We detail the contingent nature of the streetscape, drawing attention to its various members and the accommodation work they are doing. We demonstrate the importance of studying robots during their whole deployment, and approaches that focus on members' interactional work.},
  booktitle = {Proceedings of the 2024 ACM/IEEE International Conference on Human-Robot Interaction},
  pages = {561–571},
  numpages = {11},
  keywords = {bystander, conversation analysis, delivery robots, ethnomethodology, public space, urban environments, video analysis},
  location = {Boulder, CO, USA},
  series = {HRI '24},
  pdf = {files/pelikan-2024-encountering-robots.pdf},
  note = {\emph{\textbf{Winner of Best Paper Award}}}
}
@inproceedings{Boudouraki23b,
  author = {Boudouraki, Andriana and Fischer, Joel E and Reeves, Stuart and Rintel, Sean},
  title = {Your mileage may vary: Case study of a robotic telepresence pilot roll-out for a hybrid knowledge work organisation},
  year = {2023},
  isbn = {9781450394222},
  publisher = {Association for Computing Machinery},
  address = {New York, NY, USA},
  url = {https://doi.org/10.1145/3544549.3573871},
  doi = {10.1145/3544549.3573871},
  abstract = {Organisations wishing to maintain employee satisfaction for hybrid collaboration need to explore flexible solutions that provide value for both remote and on-site employees. In this case study, we report on the roll-out of a telepresence robot pilot at Microsoft Research Cambridge UK to test whether robots would provide enjoyable planned and unplanned encounters between remote and on-site employees. We describe the work that was undertaken to prepare for the roll-out, including the Occupational Health and Safety assessment, systems for safety and security, and the information for employees on safe and effective use practices. The pilot ended after three months, and robot use has been discontinued after weighing the opportunities against low adoption and other challenges. We discuss the pros and cons within this organisational setting, and make suggestions for future work and roll-outs.},
  booktitle = {Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems},
  articleno = {408},
  numpages = {7},
  keywords = {hybrid office, hybrid work, mobile robotic telepresence, videoconferencing},
  location = {Hamburg, Germany},
  series = {CHI EA '23},
  pdf = {files/boudouraki-2023-mrp-rollout.pdf}
}
@article{Saha23a,
  title = {Thinking Like a Machine: {Alan Turing}, Computation and the Praxeological Foundations of {AI}},
  url = {https://sciencetechnologystudies.journal.fi/article/view/122892},
  doi = {10.23987/sts.122892},
  abstractnote = {<p class="paragraph" style="text-align: justify; vertical-align: baseline; margin: 14.0pt 0cm 0cm 0cm;"><span class="normaltextrun"><span lang="EN-GB">As part of ongoing research bridging ethnomethodology and computer science, in this article we offer an alternate reading of Alan Turing’s 1936 paper, “On Computable Numbers”. Following through Turing’s machinic respecification of computation, we hope to contribute to a deflationary position on AI by showing that the activities attributed to AIs are achieved in the course of methodic hands-on work with computational systems and not in isolation by them. Turing’s major innovation was a demonstration that mathematical and logical operations could be broken down into elementary, mechanically executable operations, devoid of intellectual content. Drawing out lessons from a re-enactment of Turing’s methods as a means of reflecting on contemporary artificial intelligence (AI), including the way those methods disappear into the technology, we will suggest the interesting question raised in “On Computable Numbers” is less about the possibilities of designing machines that “can think” (cf. Turing, 1950), but the practical work we do, and which is made possible, when we ourselves set out to think like machines.</span></span></p>},
  journal = {Science & Technology Studies},
  author = {Saha, Dipanjan and Brooker, Phillip and Mair, Michael and Reeves, Stuart},
  year = {2023},
  month = {Jul.},
  pdf = {files/saha-2023-thinking-like-a-machine.pdf}
}
@article{Greiffenhagen23a,
  author = {Christian Greiffenhagen and Xinzhi Xu and Stuart Reeves},
  title = {The Work to Make Facial Recognition Work},
  abstract = {Facial recognition technology (FRT) has become a significant topic in CSCW owing to widespread adoption and related criticisms: the use of FRT is often considered an assault on privacy or a kind of neo-phrenology. This discussion has revolved around uses of FRT for identification, which are often non-voluntary, in particular for surveillance wherein people are (by and large) unwittingly recognized by FRT systems. At the same time, we have also seen a rise of forms of FRT for verification (e.g., passport control or Apple’s Face ID), which typically are overt and interactive. In this paper we study an interactive FRT system used for guest check-in at a hotel in China. We show how guests and bystanders engage in ‘self-disciplining work’ by controlling their facial (and bodily) comportment both to get recognized and at times to avoid recognition. From our analysis we discuss the role of preparatory and remedial work, as well as dehumanization, and the importance of CSCW paying closer attention to the significance of interactional compliance for people using and bystanding facial recognition technologies.},
  year = {2023},
  publisher = {Association for Computing Machinery},
  address = {New York, NY, USA},
  volume = {CSCW1},
  pdf = {files/greiffenhagen-2023-work-of-facial-recognition.pdf},
  doi = {10.1145/3579531},
  journal = {Proc. ACM Hum.-Comput. Interact.},
  month = {April},
  keywords = {face recognition, facial recognition technologies, biometric, identification, verification, ethnomethodology},
  issue_date = {April 2023},
  volume = {7},
  number = {CSCW1},
  url = {https://doi.org/10.1145/3579531},
  doi = {10.1145/3579531},
  articleno = {98},
  numpages = {30}
}
@inproceedings{Boudouraki23a,
  author = {Boudouraki, Andriana and Fischer, Joel E. and Reeves, Stuart and Rintel, Sean},
  title = {{``Being in on the action''} in Mobile Robotic Telepresence: Rethinking Presence in Hybrid Participation},
  year = {2023},
  isbn = {9781450399647},
  publisher = {Association for Computing Machinery},
  address = {New York, NY, USA},
  url = {https://doi.org/10.1145/3568162.3576961},
  doi = {10.1145/3568162.3576961},
  abstract = {Mobile Robotic Telepresence (MRP) systems afford remote communication with an embodied physicality and autonomous mobility, which is thought to be useful for creating a sense of presence in hybrid activities. In this paper, drawing on phenomenology, we interviewed seven long term users of MRP to understand the lived experience of participating in hybrid spaces through a telepresence robot. The users' accounts show how the capabilities of the robot impact interactions, and how telepresence differs from in-person presence. Whilst not feeling as if they were really there, users felt present when they were being able to participate in local action and be treated as present. They also report standing out and being subject to behaviour amounting to 'othering'. We argue that these experiences point to a need for future work on telepresence to focus on giving remote users the means to exercise autonomy in ways that enable them to participate --- to be 'in on the action' --- rather than in ways that simply simulate being in-person.},
  booktitle = {Proceedings of the 2023 ACM/IEEE International Conference on Human-Robot Interaction},
  pdf = {files/boudouraki-2023-being-in-on-the-action.pdf},
  pages = {63–71},
  numpages = {9},
  keywords = {being there, hybrid, videoconferencing, distributed teams, remote participation, phenomenology},
  location = {Stockholm, Sweden},
  series = {HRI '23}
}
@article{CastleGreen23a,
  title = {Revisiting the Digital Plumber: Modifying the Installation Process of an Established Commercial {IoT} Alarm System},
  author = {Teresa Castle-Green and Stuart Reeves and Joel Fischer and Boriana Koleva},
  year = {2023},
  journal = {Computer Supported Cooperative Work},
  publisher = {Springer},
  doi = {10.1007/s10606-022-09455-2},
  date = {04/03/2023},
  abstract = {The ‘digital plumber’ is a conceptualisation in ubicomp research that describes the work of installing and maintaining IoT devices. But an important and often understated element of commercial IoT solutions is their long-term socio-technical infrastructural nature, and therefore long-term installation and maintenance needs. This adds complexity to both the practice of digital plumbing and to the work of design that supports it. In this paper we study a commercial company producing and installing IoT alarm systems. We examine video recordings that capture how a digital plumbing representative and software development team members make changes to both the installation process and supporting technology. Our data enables us to critically reflect on concepts of infrastructuring, and uncover the ways in which the team methodically foreground hidden elements of the infrastructure to address a point of failure experienced during field trials of a new version of their product. The contributions from this paper are twofold. Firstly, our findings build on previous examples of infrastructuring in practice by demonstrating the use of notions of elemental states to support design reasoning through the continual foregrounding and assessment of tensions identified as key factors at the point of failure. Secondly, we build on current notions of digital plumbing work. We argue that additional responsibilities of ‘reporting failure’ and ‘facilitation of change’ are part of the professional digital plumbing role and that commercial teams should support these additional responsibilities through collaborative troubleshooting and design sessions alongside solid communication channels with related stakeholders within the product team.},
  pdf = {files/castle-green-2023-revisiting-the-digital-plumber.pdf}
}
@incollection{Reeves22a,
  title = {Conversational {AI}: Respecifying Participation as Regulation},
  booktitle = {The SAGE Handbook of Digital Society},
  author = {Stuart Reeves and Martin Porcheron},
  year = {2022},
  isbn = {9781526498779},
  month = {December},
  editor = {William Housley and Adam Edwards and Roser Beneito-Montagut and
		Richard Fitzgerald},
  publisher = {SAGE},
  pdf = {files/reeves-2022-conversational-ai-regulation.pdf}
}
@inproceedings{ReyesCruz22b,
  title = {Supporting Awareness of Visual Impairments and Accessibility Reflections through Video Demos and Design Cards},
  author = {Gisela Reyes Cruz and Joel Fischer and Stuart Reeves},
  year = {2022},
  isbn = {9781450396998},
  publisher = {Association for Computing Machinery},
  address = {New York, NY, USA},
  url = {https://doi.org/10.1145/3546155.3546697},
  doi = {10.1145/3546155.3546697},
  month = {October},
  abstract = {Disabled people’s experiences and knowledge are oftentimes not central in design processes. Further, the burden of outreach and sensitising others to these experiences and knowledge is frequently not recognised. This paper offers a workshop approach for including disabled people in the early stages of design and supporting accessibility awareness among non-disabled design practitioners. Our approach and associated tools—designed to help support this deeper participatory work—bring together users, researchers and design specialists with different visual abilities (blind, partially sighted and sighted). We describe how these groups were engaged with video demos and reflective design cards for prompting conversations about technology, accessibility, and visual impairments (VI). Eight online workshops were conducted with 17 participants (2-3 participants per session) and found varied types of interactions between them. Overall, the approach and tools enabled participants to learn about, share, and reflect on how technologies are used by visually impaired people (VIP).},
  booktitle = {Nordic Human-Computer Interaction Conference},
  articleno = {67},
  numpages = {15},
  keywords = {accessibility, video demos, reflective design, participatory reflection, design cards, mixed visual abilities},
  location = {Aarhus, Denmark},
  series = {NordiCHI '22},
  pdf = {files/reyes-cruz-2022-visual-impairments-design-cards.pdf}
}
@article{Reeves22b,
  author = {Stuart Reeves and Christian Greiffenhagen and Mark Perry},
  title = {Back to the control room: Managing artistic work},
  journal = {Computer Supported Cooperative Work},
  year = {2022},
  pdf = {files/reeves-2022-back-to-the-control-room.pdf},
  abstract = {Control rooms have long been a key domain of investigation in HCI and CSCW as sites for understanding distributed work and fragmented settings, as well as the role and design of digital technologies in that work. Although research has tended to focus mainly on ‘command and control’ configurations, such as rail transport, ambulance dispatch, air traffic and CCTV rooms, centres of coordination shaped by artistic and performative concerns have much to contribute. Our study examines how a professional team of artists and volunteers stage manage and direct the performance of a mixed reality game from a central control room, with remote runners performing live video streaming from the streets nearby to online players. We focus on the work undertaken by team members to bring this about, exploring three key elements that enable it. First, we detail how team members oriented to the work as an artistic performance produced for an audience, how they produced compelling, varied content for online players, and how the quality of the work was ongoingly assessed. Second, we unpack the organisational hierarchy in the control room’s division of labour, and how this was designed to manage the challenges of restricted informational visibility there. Third, we explore the interactional accomplishment of the performance by looking at the role of radio announcements from the event’s director to orchestrate how the performance developed over time. Announcements were used to resolve trouble and provide instructions for avoiding future performative problems; but more centrally, to give artistic direction to runners in order to shape the performance itself. To close we discuss how this study of a performance impacts CSCW’s understandings of control room work, how the problem of ‘diffuse’ tasks like artistic work is co-ordinated, and how orientations towards quality as an artistic concern is manifest in / as control room practices. We also reflect on hierarchical and horizontal control room arrangements, and the role of video as both collaborative resource and product.},
  accepted = {18/05/2022},
  published = {06/09/2022},
  doi = {10.1007/s10606-022-09436-5},
  publisher = {Springer}
}
@misc{Reeves22c,
  author = {Stuart Reeves},
  title = {Navigating Incommensurability Between Ethnomethodology, Conversation Analysis, and Artificial Intelligence},
  archiveprefix = {arXiv},
  version = {2},
  date = {2022-06-27},
  eprinttype = {arXiv},
  eprintclass = {cs.HC},
  eprint = {2206.11899},
  year = {2022},
  month = {June},
  url = {https://5tuartreeves.medium.com/navigating-incommensurability-between-ethnomethodology-conversation-analysis-and-artificial-e99c29867242},
  pdf = {files/reeves-2022-emca-incommensurability-ai.pdf}
}
@inproceedings{Majid22a,
  author = {Majid, Shazmin and Morriss, Richard and Figueredo, Grazziela and Reeves, Stuart},
  title = {Exploring Self-Tracking Practices for Those with Lived Experience of Bipolar Disorder: Learning from Combined Principles of Patient and Public Involvement and {HCI}},
  year = {2022},
  isbn = {9781450393584},
  publisher = {Association for Computing Machinery},
  address = {New York, NY, USA},
  url = {https://doi.org/10.1145/3532106.3533531},
  doi = {10.1145/3532106.3533531},
  abstract = {Bipolar Disorder (BD) is a complex, cyclical and chronic mental illness where self-tracking is central to self-management. Mobile technology is often leveraged to support this. Limited research has investigated the everyday practices of self-tracking for BD, and it is unclear how the normative ontology that is seen in existing self-tracking technology discourses (e.g. the Quantified Self movement) is applicable to the domain of mental health. Combining principles of Patient and Public Involvement (PPI)—a staple research design principle in mental healthcare—with design and HCI-oriented research approaches, we conducted interviews and workshops with people with lived experience of BD to explore reasons and methods for self-tracking, and challenges and opportunities for technology. Our results describe recommendations for the design of self-tracking mental health technology. We also reflect upon the complex role of researchers working at the intersection of emerging mental health technologies, the principles of PPI, and HCI research.},
  booktitle = {Designing Interactive Systems Conference},
  pages = {1907–1920},
  numpages = {14},
  month = {June},
  keywords = {self-management, quantified self, bipolar disorder, mobile technology, self-tracking, mental health, patient and public involvement, participatory design, user-centered design},
  location = {Virtual Event, Australia},
  series = {DIS '22},
  pdf = {files/majid-2022-self-tracking-practices.pdf}
}
@inproceedings{Boudouraki22a,
  pdf = {files/boudouraki-2022-mediated-visits.pdf},
  author = {Boudouraki, Andriana and Reeves, Stuart and Fischer, Joel E and Rintel, Sean},
  title = {Mediated Visits: Longitudinal Domestic Dwelling with Mobile Robotic Telepresence},
  year = {2022},
  isbn = {9781450391573},
  publisher = {Association for Computing Machinery},
  address = {New York, NY, USA},
  url = {https://doi.org/10.1145/3491102.3517640},
  doi = {10.1145/3491102.3517640},
  abstract = { Mobile Robotic Telepresence (MRP) systems are remotely controlled, mobile videoconferencing devices that allow the remote user to move independently and have a physical presence in the environment. This paper presents a longitudinal study of MRP use in the home, where the first author used an MRP to connect with family, her partner, and friends over a six-month period. Taking an ethnomethodological approach, we present video recorded fragments to explore the phenomenon of ‘visiting’ where MRP users drop into the home for a period of time. We unpack the more ‘procedural’ elements—arriving and departing—alongside ways of ‘dwelling’ together during a visit, and the qualities of mobility, autonomous presence and spontaneity that emerge. },
  booktitle = {CHI Conference on Human Factors in Computing Systems},
  articleno = {251},
  numpages = {16},
  keywords = {mediated intimacy, ethnography, videoconferencing, mediated closeness},
  location = {New Orleans, LA, USA},
  series = {CHI '22}
}
@inproceedings{Khemani22a,
  pdf = {files/khemani-2022-vui-guidelines.pdf},
  author = {Khemani, Krishika Haresh and Reeves, Stuart},
  title = {Unpacking Practitioners’ Attitudes Towards Codifications of Design Knowledge for Voice User Interfaces},
  year = {2022},
  isbn = {9781450391573},
  publisher = {Association for Computing Machinery},
  address = {New York, NY, USA},
  url = {https://doi.org/10.1145/3491102.3517623},
  doi = {10.1145/3491102.3517623},
  abstract = {Recent HCI research has sought to develop guidelines—‘heuristics’, ‘best practices’, ‘principles’ and so on—for voice user interfaces (VUI) to aid both practitioners and researchers in improving the quality of VUI-based design. However, limited research is available on how such design knowledge is conceptualised and used by industry practitioners. We present a small interview-based study conducted with 9 experienced VUI industry practitioners. Their concerns range from terminological challenges associated with VUI design knowledge, the role of codifications of such knowledge like design guidelines alongside their practical design work, through to their views on the value of ‘harmonisation’ of VUI design knowledge. Given the complex—albeit preliminary—picture that emerges, we argue for HCI's deeper consideration of how design knowledge meshes with the contingencies of practice, so that VUI design knowledge—such as design guidelines developed in HCI—delivers the most potential value for industry practice.},
  booktitle = {CHI Conference on Human Factors in Computing Systems},
  articleno = {55},
  numpages = {10},
  keywords = {Design guidelines, industry practitioners, voice user interfaces},
  location = {New Orleans, LA, USA},
  series = {CHI '22}
}
@article{ReyesCruz22a,
  author = {Reyes-Cruz, Gisela and Fischer, Joel E. and Reeves, Stuart},
  title = {Demonstrating Interaction: The Case of Assistive Technology},
  year = {2022},
  publisher = {Association for Computing Machinery},
  address = {New York, NY, USA},
  issn = {1073-0516},
  url = {https://doi.org/10.1145/3514236},
  doi = {10.1145/3514236},
  abstract = {Technology ‘demos’ have become a staple in technology design practice, especially for showcasing prototypes or systems. However, demonstrations are also commonplace and multifaceted phenomena in everyday life, and thus have found their way into empirical research of technology use. In spite of their presence in HCI, their methodical character as a research tool has so far received little attention in our community. We analysed 102 video-recorded demonstrations performed by visually impaired people, captured in the context of a larger ethnographic study investigating their technology use. In doing so, we exhibit core features of demonstrational work and discuss the relevance of the meta-activities occurring around and within demonstrations. We reflect on their value as an approach to doing HCI research on assistive technologies, for enabling shared understanding and letting us identify opportunities for design. Lastly, we discuss their implications as a research instrument for accessibility and HCI research more broadly.},
  journal = {ACM Trans. Comput.-Hum. Interact.},
  month = {jan},
  keywords = {methods, emca, demonstration, visual impairments},
  pdf = {files/reyes-cruz-2022-demonstrating-interaction.pdf}
}
@article{Majid21a,
  title = {The Extent of User Involvement in the Design of Self-Tracking
		Technology for Bipolar Disorder: Literature Review},
  author = {Shazmin Majid and Stuart Reeves and Grazziela Figueredo and
		Sue Brown and Alexandra Lang and Matthew Moore and Richard
			Morriss},
  journal = {JMIR Mental Health},
  doi = {10.2196/27991},
  month = {December},
  volume = {8},
  issue = {12},
  pages = {e27991},
  abstract = {BACKGROUND: The number of self-monitoring apps for bipolar disorder (BD) is 
      increasing. The involvement of users in human-computer interaction (HCI) research 
      has a long history and is becoming a core concern for designers working in this 
      space. The application of models of involvement, such as user-centered design, is 
      becoming standardized to optimize the reach, adoption, and sustained use of this 
      type of technology. OBJECTIVE: This paper aims to examine the current ways in which 
      users are involved in the design and evaluation of self-monitoring apps for BD by 
      investigating 3 specific questions: are users involved in the design and evaluation 
      of technology? If so, how does this happen? And what are the best practice 
      ingredients regarding the design of mental health technology? METHODS: We reviewed 
      the available literature on self-tracking technology for BD and make an overall 
      assessment of the level of user involvement in design. The findings were reviewed by 
      an expert panel, including an individual with lived experience of BD, to form best 
      practice ingredients for the design of mental health technology. This combines the 
      existing practices of patient and public involvement and HCI to evolve from the 
      generic guidelines of user-centered design and to those that are tailored toward 
      mental health technology. RESULTS: For the first question, it was found that out of 
      the 11 novel smartphone apps included in this review, 4 (36\%) self-monitoring apps 
      were classified as having no mention of user involvement in design, 1 (9\%) 
      self-monitoring app was classified as having low user involvement, 4 (36\%) 
      self-monitoring apps were classified as having medium user involvement, and 2 (18\%) 
      self-monitoring apps were classified as having high user involvement. For the second 
      question, it was found that despite the presence of extant approaches for the 
      involvement of the user in the process of design and evaluation, there is large 
      variability in whether the user is involved, how they are involved, and to what 
      extent there is a reported emphasis on the voice of the user, which is the ultimate 
      aim of such design approaches. For the third question, it is recommended that users 
      are involved in all stages of design with the ultimate goal of empowering and 
      creating empathy for the user. CONCLUSIONS: Users should be involved early in the 
      design process, and this should not just be limited to the design itself, but also 
      to associated research ensuring end-to-end involvement. Communities in health 
      care-based design and HCI design need to work together to increase awareness of the 
      different methods available and to encourage the use and mixing of the methods as 
      well as establish better mechanisms to reach the target user group. Future research 
      using systematic literature search methods should explore this further.},
  year = {2021},
  pdf = {files/majid-2021-self-tracking-bpd.pdf},
  issn = {2368-7959},
  url = {https://mental.jmir.org/2021/12/e27991},
  url = {https://doi.org/10.2196/27991},
  url = {http://www.ncbi.nlm.nih.gov/pubmed/34931992}
}
@article{Laurier2021a,
  journal = {Gesprächsforschung: Online-Zeitschrift zur verbalen Interaktion"},
  issn = {1617–1837},
  author = {Eric Laurier and Ria Dunkley and Thomas A. Smith and Stuart Reeves},
  year = {2021},
  title = {Crossing with care: bogs, streams and assistive mobilities as family praxis in the countryside},
  abstract = {In this paper, we use ethnomethodology, membership categorisation analysis, and conversation analysis (EMCA) to investigate traversing obstacles in outdoor environments as reflexively constitutive of producing, resisting and adjusting family relationships. We look at how relationship categories are a resource to be drawn upon in organising intercorporeal mobile actions. When faced with obstacles, group members offer, recruit, request or reject assistance, through altered bodily movements, in relation to obstacles. The assistance offered is constituted through, literally, lending a hand in finely coordinated and adjusted forms of contact and support. We locate the significance of assisting practices that are made relevant by these relationships (e.g. adult-child) and how such practices are intertwined with perceiving the local environment (e.g. rivers, the terrain underfoot). The data are video recordings of families walking through the countryside and assisting one another in crossing obstacles. Our findings on the organisation and accountability of traversing, through touch, gesture and talk, contribute to studies of family practices, mobility, and inter-corporeality.},
  url = {http://www.gespraechsforschung-online.de/fileadmin/dateien/heft2021/si-laurier.pdf},
  pdf = {files/laurier-2021-bogs.pdf}
}
@article{Boudouraki21a,
  author = {Boudouraki, Andriana and Fischer, Joel E. and Reeves, Stuart and Rintel, Sean},
  title = {{``I can't get round''}: Recruiting Assistance in Mobile Robotic Telepresence},
  year = {2021},
  issue_date = {December 2020},
  publisher = {Association for Computing Machinery},
  address = {New York, NY, USA},
  volume = {4},
  number = {CSCW3},
  url = {https://doi.org/10.1145/3432947},
  doi = {10.1145/3432947},
  abstract = {Via audiovisual communications and a controllable physical embodiment, Mobile Robotic telePresence (MRP) systems aim to support enhanced collaboration between remote and local members of a given setting. But MRP systems also put the remote user in positions where they frequently rely on the help of local partners. Getting or 'recruiting' such help can be done with various verbal and embodied actions ranging in explicitness. In this paper, we look at how such recruitment occurs in video data drawn from an experiment where pairs of participants (one local, one remote) performed a timed searching task. We find a prevalence of implicit recruitment methods and outline obstacles to effective recruitment that emerge due to communicative asymmetries that are built into MRP design. In a future where remote work becomes widespread, assistance through remote work technology like MRPs needs close examination at a fundamental interactional level, taking into account how communicative asymmetries are at play in everyday use of such technologies.},
  journal = {Proc. ACM Hum.-Comput. Interact.},
  month = {jan},
  articleno = {248},
  numpages = {21},
  keywords = {conversation analysis, remote help, remote work, asymmetry, mobile robotic telepresence, ethnomethodology, videoconferencing, computer-mediated communication},
  pdf = {files/boudouraki-2020-recruiting-assistance-mrp.pdf},
  doi = {10.1145/3432947},
  note = {\textit{\textbf{Winner of a CSCW 2020 Honourable Mention Award}}}
}
@article{Porcheron20a,
  title = {Pulling Back the Curtain on the {Wizards of Oz}},
  author = {Martin Porcheron and Joel E. Fischer and Stuart Reeves},
  year = {2020},
  publisher = {Association for Computing Machinery},
  address = {New York, NY, USA},
  volume = {4},
  number = {CSCW3},
  pdf = {files/porcheron-2020-wizard-of-oz.pdf},
  doi = {10.1145/3432942},
  abstract = {The Wizard of Oz method is an increasingly common practice in HCI and CSCW studies as part of iterative design processes for interactive systems. Instead of designing a fully-fledged system, the `technical work' of key system components is completed by human operators yet presented to study participants as if computed by a machine. Yet, little is known about how Wizard of Oz studies are interactionally and collaboratively achieved in situ by researchers and participants. By adopting ethnomethodological perspective, we analyse our use of the method in studies with a voice-controlled vacuum robot \change{and two researchers present}. We present data that reveals the work of how such studies are organised and presented to participants and unpack the coordinated orchestration work that unfolds `behind the scenes' to complete the study. We examine how the researchers attend to participant requests and technical breakdowns, and discuss the performative, collaborative, and methodological nature of their work. We conclude by offering insights from our application of the approach to others in the HCI and CSCW communities for applying the method.},
  journal = {Proc. ACM Hum.-Comput. Interact.},
  month = {Dec},
  articleno = {243},
  numpages = {22},
  keywords = {woz, natural language interfaces, voice interfaces, vuis, robots, ethnography, ethnomethodology, cscw}
}
@article{Velt20a,
  author = {Velt, Raphael and Benford, Steve and Reeves, Stuart},
  title = {Translations and Boundaries in the Gap Between {HCI} Theory and Design Practice},
  year = {2020},
  issue_date = {September 2020},
  publisher = {Association for Computing Machinery},
  address = {New York, NY, USA},
  volume = {27},
  number = {4},
  issn = {1073-0516},
  url = {https://doi.org/10.1145/3386247},
  doi = {10.1145/3386247},
  abstract = {The gap between research and design practice has long been a concern for the HCI community. In this article, we explore how different translations of HCI knowledge might bridge this gap. A literature review characterizes the gap as having two key dimensions—one between general theory and particular artefacts and a second between academic HCI research and professional UX design practice. We report on a 5-year engagement between HCI researchers and a major media company to explore how a particular piece of HCI research, the trajectories conceptual framework, might be translated for and with UX practitioners. We present various translations of this framework and fit them into the gap we previously identified. This leads us to refine the idea of translations, suggesting that they may be led by researchers, by practitioners or co-produced by both as boundary objects. We consider the benefits of each approach.},
  journal = {ACM Trans. Comput.-Hum. Interact.},
  month = sep,
  articleno = {29},
  numpages = {28},
  keywords = {dissemination, translation, HCI theory, research-practice gap, impact, trajectories, translational research},
  pdf = {files/velt-2020-translations-and-boundaries.pdf}
}
@inproceedings{CastleGreen20a,
  title = {Decision Trees as Sociotechnical Objects in Chatbot Design},
  author = {Teresa Castle-Green and Stuart Reeves and Joel E. Fischer and Boriana Koleva},
  year = {2020},
  pdf = {files/castle-green-2020-chatbot-decision-trees.pdf},
  series = {CUI '20},
  abstract = {Designers of dialogue-driven systems and `conversational' agents like chatbots face huge complexities, both in the rich meanings of language and its sophisticated sequential organisation. To this end designers are starting to work out what it means to treat `conversation' as a design material. But the elephant in the room is that for the most part, {\it the} key way of managing the complexities of chatbot design is the decision tree, or some variant of this. Yet decision trees have received little scrutiny as sociotechnical objects which both provide purchase for---but also simultaneously significantly restrict---design practice. CUI research needs to ramp up its concern for various assumptions built into chatbot design processes, and the various stakeholders which may be at play},
  note = {\textit{\textbf{Winner of a CUI 2020 Honourable Mention}}},
  isbn = {9781450375443},
  publisher = {Association for Computing Machinery},
  address = {New York, NY, USA},
  url = {https://doi.org/10.1145/3405755.3406133},
  doi = {10.1145/3405755.3406133},
  booktitle = {Proceedings of the 2nd Conference on Conversational User Interfaces},
  articleno = {27},
  numpages = {3},
  keywords = {decision trees, rule-based chatbots, corpus-based chatbots, conversation design},
  location = {Bilbao, Spain}
}
@inproceedings{Gan20a,
  author = {Yumei Gan and Christian Greiffenhagen and Stuart Reeves},
  title = {Connecting Distributed Families: Camera Work for Three-Party Mobile Video Calls},
  year = {2020},
  note = {\emph{\textbf{Winner of Best Paper Award}}},
  isbn = {9781450367080},
  publisher = {Association for Computing Machinery},
  address = {New York, NY, USA},
  url = {https://doi.org/10.1145/3313831.3376704},
  doi = {10.1145/3313831.3376704},
  booktitle = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
  pages = {1–12},
  numpages = {12},
  keywords = {camera work, conversation analysis, distributed families, mobile video calls, facilitation work},
  location = {Honolulu, HI, USA},
  series = {CHI ’20},
  pdf = {files/gan-2020-connecting-distributed-families.pdf},
  abstract = {Mobile video calling technologies have become a critical link to connect distributed families. However, these technologies have been principally designed for video calling between two parties, whereas family video calls involve young children often comprise three parties, namely a co-present adult (a parent or grandparent) helping with the interaction between the child and another remote adult. We examine how manipulation of phone cameras and management of co-present children is used to stage parent-child interactions. We present results from a video-ethnographic study based on 40 video recordings of video calls between 'left-behind' children and their migrant parents in China. Our analysis reveals a key practice of 'facilitation work', performed by grandparents, as a crucial feature of three-party calls. Facilitation work offers a new concept for HCI's broader conceptualisation of mobile video calling, suggesting revisions that design might take into consideration for triadic interactions in general.}
}
@inproceedings{ReyesCruz20a,
  author = {Gisela Reyes-Cruz and Joel E. Fischer and Stuart Reeves},
  title = {Reframing Disability as Competency: Unpacking Everyday Technology Practices of People with Visual Impairments},
  year = {2020},
  isbn = {9781450367080},
  publisher = {Association for Computing Machinery},
  address = {New York, NY, USA},
  url = {https://doi.org/10.1145/3313831.3376767},
  doi = {10.1145/3313831.3376767},
  booktitle = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
  pages = {1–13},
  numpages = {13},
  keywords = {ethnomethodology, disability, visual impairments, ethnography, assistive technology},
  location = {Honolulu, HI, USA},
  series = {CHI ’20},
  pdf = {files/reyes-cruz-2020-disability-as-competency.pdf},
  abstract = {More than a billion people in the world live with some form of visual impairment, and a wide variety of technologies are now routinely used by them in the course of 'getting on' in everyday life. However, little is known about the ways in which assistive and non-assistive technologies are brought to bear on material practices. We present findings from a four-month ethnographic study facilitated by a local branch of a UK charity that supports people with visual impairments. Our study explores mainstream and assistive technology use within their everyday lives. We identify three main sites for technology use: social relations and communication practices, textual reading practices, and mobility practices. Via an ethnographic approach we contribute to understanding how people accomplish such practices, and in doing so, uncover the practical competencies that enable people with visual impairments to conduct their everyday activities. Thus we investigate how disability can be thought of in terms of competencies, arguing that understanding of competencies can enrich the design of technologies that fit the needs of people with visual impairments.}
}
@article{Smith20a,
  title = {``{Off} the beaten track'': Navigating with digital maps on moorland},
  journal = {Transactions of the Institute of British Geographers},
  author = {Thomas A. Smith and Eric Laurier and Stuart Reeves and Ria
		Dunkley},
  year = {2020},
  pages = {1--18},
  doi = {10.1111/tran.12336},
  month = {March},
  issue = {1},
  volume = {45},
  pdf = {files/smith-2020-off-the-beaten-track.pdf},
  abstract = {Resources made available through the digital map app change,
		but do not replace, the skills of ``ordinary wayfinding.'' Looking at the challenges of wayfinding with new mobile devices helps inform the development of digital mapping tools for navigating through difficult terrain. With this background in mind, in this paper we consider how the contemporary navigational resources of mobile devices with GPS, and the resources of countryside landscape features, are brought together in visiting a tourist site. We analyse video data from groups walking across unfamiliar moorland terrain, following a guide and map app which takes them on a tour of a remote Roman marching camp in the Brecon Beacons National Park, Wales. Following an ethnomethodological and conversation analytic approach, we examine three instances of navigational work for paired walkers as they traverse the moorland. The three fragments are of: an orientational struggle to establish where to go next; a routine check to select a path; and the discovery of a feature mentioned in the guide. Across the three episodes we explicate how our walkers make sense of the guide and map in relation to investigating the moorland surface. We examine how their ambulatory and undulatory practices on the moorland are tied to their wayfinding practices. While we analyse wayfinding talk, we also attend to the mobile practices of stopping and pausing as part of practical navigational reasoning.}
}
@inproceedings{CastleGreen19a,
  title = {Designing with Data: A Case Study},
  author = {Teresa Castle-Green and Stuart Reeves and Joel E. Fischer and Boriana Koleva},
  abstract = {As the Internet of Things continues to take hold in the commercial world, the teams designing these
new technologies are constantly evolving and turning their hand to uncharted territory. This is
especially key within the field of secondary service design as businesses attempt to utilize and find
value in the sensor data being produced by connected products. This paper discusses the ways in
which a commercial design team use smart thermostat data to prototype an advice-giving chatbot.
The team collaborate to produce a chat sequence through careful ordering of
data \& reasoning about
customer reactions. The paper contributes important insights into design methods being used in
practice within the under researched areas of chatbot prototyping and secondary service design.},
  keywords = {IoT, energy, design, data work, chatbot, work practice, prototyping},
  booktitle = {Presented at the CHI'19 Workshop: New Directions for the IoT: Automate, Share, Build, and Care, 2019},
  year = {2019},
  month = {May},
  pdf = {files/castle-green-2019-designing-with-data.pdf}
}
@inproceedings{ReyesCruz19a,
  title = {An ethnographic study of visual impairments for voice user interface design},
  author = {Gisela Reyes-Cruz and Joel Fischer and Stuart Reeves},
  abstract = {Design for Voice User Interfaces (VUIs) has become more relevant in recent years due to the enormous advances of speech technologies and their growing presence in our everyday lives. Although modern VUIs still present interaction issues, reports indicate they are being adopted by people with different disabilities and having a positive impact. For the first author's PhD research project, an ethnographic study is currently being carried out in a local charity that provides support and services to people with visual impairments. The purpose is to understand people's competencies and practices, and how these are, or could be, related to voice technologies (assistive technology and mainstream VUIs). Through direct observation and contextual interviews, we aim to investigate the problems and solutions they encounter and the ways they cope with particular situations.},
  booktitle = {Presented at the CHI'19 Workshop: Addressing the Challenges of Situationally-Induced Impairments and Disabilities in Mobile Interaction, 2019},
  arxiv = {arXiv:1904.06123},
  year = {2019},
  primaryclass = {cs.HC},
  month = {May},
  pdf = {https://arxiv.org/pdf/1904.06123}
}
@proceedings{Fischer19b,
  editor = {Fischer, Joel E and Martindale, Sarah and Porcheron, Martin and Reeves, Stuart and Spence, Jocelyn},
  title = {HTTF 2019: Proceedings of the Halfway to the Future Symposium 2019},
  year = {2019},
  isbn = {978-1-4503-7203-9},
  location = {Nottingham, United Kingdom},
  publisher = {ACM},
  address = {New York, NY, USA},
  url = {https://dl.acm.org/citation.cfm?id=3363384&picked=prox},
  pdf = {files/httf2019-frontmatter.pdf}
}
@inproceedings{Fischer19a,
  title = {Progressivity for Voice Interface Design},
  author = {Joel E. Fischer and Stuart Reeves and Martin Porcheron and Rein Sikveland},
  month = {August},
  pdf = {files/fischer-2019-progressivity.pdf},
  booktitle = {Proceedings of the 1st International Conference on Conversational User Interfaces},
  series = {CUI '19},
  year = {2019},
  isbn = {978-1-4503-7187-2},
  location = {Dublin, Ireland},
  pages = {26:1--26:8},
  articleno = {26},
  numpages = {8},
  url = {http://doi.acm.org/10.1145/3342775.3342788},
  doi = {10.1145/3342775.3342788},
  acmid = {3342788},
  publisher = {ACM},
  address = {New York, NY, USA},
  keywords = {VUI, conversation analysis, design, speech, voice},
  abstract = {Drawing from Conversation Analysis (CA), we examine how the orientation towards progressivity in talk-keeping things moving-might help us better understand and design for voice interactions. We introduce progressivity by surveying its explication in CA, and then look at how a strong preference for progressivity in conversation works out practically in sequences of voice interaction recorded in people's homes. Following Stivers and Robinson's work on progressivity, we find our data shows: how non-answer responses impede progress; how accounts offered for non-answer responses can lead to recovery; how participants work to receive answers; and how, ultimately, moving the interaction forwards does not necessarily involve a fitted answer, but other kinds of responses as well. We discuss the wider potential of applying progressivity to evaluate and understand voice interactions, and consider what designers of voice experiences might do to design for progressivity. Our contribution is a demonstration of the progressivity principle and its interactional features, which also points towards the need for specific kinds of future developments in speech technology.},
  note = {\emph{\textbf{Winner of Best Paper Award}}}
}
@inproceedings{FloresSaviaga19a,
  author = {Flores-Saviaga, Claudia and Hammer, Jessica and Flores, Juan Pablo and Seering, Joseph and Reeves, Stuart and Savage, Saiph},
  title = {Audience and Streamer Participation at Scale on Twitch},
  booktitle = {Proceedings of the 30th ACM Conference on Hypertext and Social Media},
  series = {HT '19},
  year = {2019},
  isbn = {978-1-4503-6885-8},
  location = {Hof, Germany},
  pages = {277--278},
  numpages = {2},
  url = {http://doi.acm.org/10.1145/3342220.3344926},
  doi = {10.1145/3342220.3344926},
  acmid = {3344926},
  publisher = {ACM},
  address = {New York, NY, USA},
  keywords = {audience participation, data analysis, games, twitch}
}
@inproceedings{Reeves19d,
  title = {Conversation considered harmful?},
  author = {Stuart Reeves},
  year = {2019},
  month = {August},
  location = {Dublin, Ireland},
  pdf = {files/reeves-2019-conversation-considered-harmful.pdf},
  booktitle = {Proceedings of the 1st International Conference on Conversational User Interfaces},
  series = {CUI '19},
  isbn = {978-1-4503-7187-2},
  pages = {10:1--10:3},
  articleno = {10},
  numpages = {3},
  url = {http://doi.acm.org/10.1145/3342775.3342796},
  doi = {10.1145/3342775.3342796},
  acmid = {3342796},
  publisher = {ACM},
  address = {New York, NY, USA},
  keywords = {conversation analysis, conversational design, ethnomethodology},
  abstract = {As a concept, `conversation' is rife with troublemaking potential. It is not
	that we should necessarily abandon use of `conversation' in
	conversational user interface (CUI) research, but rather treat it with a
	significant measure of care due to the varied conceptual problems it
	introduces---problems sketched in this paper. I suggest an alternative,
possibly safer articulation and conceptual shift: {\it conversation-sensitive
	design}.}
}
@article{Reeves19c,
  title = {Talking about interaction*},
  author = {Stuart Reeves and Jordan Beck},
  journal = {International Journal of Human-Computer Studies},
  keywords = {Interaction phenomena, theory of human–computer interaction, disciplinarity},
  volume = {131},
  pages = {144-151},
  year = {2019},
  note = {50 years of the International Journal of Human-Computer Studies.
	Reflections on the past, present and future of human-centred
		technologies},
  eid = {arXiv:1903.03446},
  archiveprefix = {arXiv},
  eprint = {1903.03446},
  primaryclass = {cs.HC},
  adsurl = {https://ui.adsabs.harvard.edu/\#abs/2019arXiv190303446R},
  adsnote = {Provided by the SAO/NASA Astrophysics Data System},
  url = {https://arxiv.org/abs/1903.03446},
  pdf = {files/reeves-2019-talking-about-interaction.pdf},
  publisher = {Elsevier},
  issn = {1071-5819},
  doi = {10.1016/j.ijhcs.2019.05.010},
  abstract = {Recent research has exposed disagreements over the nature and usefulness of what may (or may not) be Human–Computer Interaction's fundamental phenomenon: `interaction'. For some, HCI's theorising about interaction has been deficient, impacting its capacity to inform decisions in design, suggesting the need either to perform first-principles definition work or broader administrative clarification and formalisation of the multitude of formulations of the concepts of interaction and their particular uses. For others, there remain open questions over the continued relevance of certain `versions' of interaction as a useful concept in HCI at all. We pursue a different perspective in this paper, reviewing how HCI treats interaction through examining its `conceptual pragmatics' within HCI's discourse. We argue that articulations of the concepts of interaction can be a site of productive conflict for HCI that for many reasons may resist attempts of formalisation as well as attempts to dispense with them. The main contribution of this paper is in specifying how we might go about talking of interaction and the value of interaction language as promiscuous concepts.}
}
@article{Reeves19b,
  title = {How {UX} practitioners produce findings in usability testing},
  author = {Stuart Reeves},
  issue_date = {January 2019},
  volume = {26},
  number = {1},
  month = jan,
  year = {2019},
  journal = {ACM Trans. Comput.-Hum. Interact.},
  issn = {1073-0516},
  pages = {3:1--3:38},
  articleno = {3},
  numpages = {38},
  url = {http://doi.acm.org/10.1145/3299096},
  doi = {10.1145/3299096},
  acmid = {3299096},
  publisher = {ACM},
  address = {New York, NY, USA},
  keywords = {Usability testing, conversation analysis, ethnomethodology, work practice},
  pdf = {files/reeves-2019-how-ux-practitioners-produce-findings.pdf},
  abstract = {Usability testing has long been a core interest of HCI research and forms a key element of industry practice. Yet our knowledge of it harbours striking absences. There are few, if any detailed accounts of the contingent, material ways in which usability testing is actually practiced. Further, it is rare that industry practitioners' testing work is treated as indigenous and particular (instead subordinated as a `compromised' version). To service these problems, this paper presents an ethnomethodological study of usability testing practices in a design consultancy. It unpacks how findings are produced in and as the work of observers analysing the test as it unfolds between moderators taking participants through relevant tasks. The study nuances conventional views of usability findings as straightforwardly `there to be found' or `read off' by competent evaluators. It explores how evaluators / observers collaboratively work to locate relevant troubles in the test's unfolding. However, in the course of doing this work, potential candidate troubles may also routinely be dissipated and effectively `ignored' in one way or another. The implications of the study suggest refinements to current understandings of usability evaluations, and affirm the value to HCI in studying industry practitioners more deeply.}
}
@article{Reeves19a,
  author = {Reeves, Stuart and Porcheron, Martin and Fischer, Joel},
  title = {'{T}his is Not What We Wanted': Designing for Conversation with Voice Interfaces},
  journal = {Interactions},
  issue_date = {January--February 2019},
  volume = {26},
  number = {1},
  month = dec,
  year = {2018},
  issn = {1072-5520},
  pages = {46--51},
  numpages = {6},
  url = {http://doi.acm.org/10.1145/3296699},
  doi = {10.1145/3296699},
  acmid = {3296699},
  publisher = {ACM},
  address = {New York, NY, USA},
  pdf = {files/reeves-2019-not-what-we-wanted.pdf}
}
@techreport{Reeves18d,
  title = {{Proceedings of the Nottingham Symposium on
Connecting HCI and UX}},
  author = {Stuart Reeves and Sara Ljungblad and Elizabeth Buie and Torkil Clemmensen and Susan Dray and Rowanne Fleck and Colin M. Gray and Keith Instone and Carine Lallemand and Gitte Lindgaard and Andrea Resmini and Marty Siegel and Simone Stumpf and Raphael Velt and Selena Whitehead},
  year = {2018},
  institution = {University of Nottingham},
  doi = {10.17639/8vez-c741},
  pdf = {files/hci-ux-symposium-report.pdf}
}
@article{Reeves18c,
  title = {Talking with {Alexa}},
  author = {Stuart Reeves and Martin Porcheron},
  journal = {The Psychologist},
  year = {2018},
  volume = {31},
  month = {December},
  pdf = {files/reeves-2018-talking-with-alexa.pdf},
  publisher = {The British Psychological Society},
  pages = {37--39}
}
@article{Fischer18a,
  author = {Joel E. Fischer and Stuart Reeves and Barry Brown and Andrés Lucero},
  year = {2018},
  title = {Beyond `Same Time, Same Place': Introduction to the Special Issue on Collocated Interaction},
  journal = {Human Computer Interaction},
  publisher = {Taylor \& Francis},
  volume = {33},
  issue = {5--6},
  pages = {305--310},
  doi = {10.1080/07370024.2018.1440556},
  pdf = {files/fischer-2018-beyond-same-time-same-place.pdf}
}
@inproceedings{Reeves18a,
  author = {Reeves, Stuart and Porcheron, Martin and Fischer, Joel E. and Candello, Heloisa and McMillan, Donald and McGregor, Moira and Moore, Robert J. and Sikveland, Rein and Taylor, Alex S. and Velkovska, Julia and Zouinar, Moustafa},
  title = {Voice-based Conversational {UX} Studies and Design},
  booktitle = {Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems},
  series = {CHI EA '18},
  year = {2018},
  isbn = {978-1-4503-5621-3},
  location = {Montreal QC, Canada},
  pages = {W38:1--W38:8},
  articleno = {W38},
  numpages = {8},
  url = {http://doi.acm.org/10.1145/3170427.3170619},
  doi = {10.1145/3170427.3170619},
  acmid = {3170619},
  publisher = {ACM},
  address = {New York, NY, USA},
  keywords = {conversational agents, personal assistants, speech, voice interaction design, voice interfaces},
  pdf = {files/reeves-2018-chi2018-voice-workshop.pdf},
  abstract = {Voice User Interfaces are becoming ubiquitously available, providing unprecedented opportunities to advance our understanding of voice interaction in a burgeoning array of practices and settings. We invite participants to contribute work-in-progress in voice interaction, and to come together to reflect on related methodological matters, social uses, and design issues. This one-day workshop will be geared specifically to present and discuss methodologies for, and data emerging from, ongoing empirical studies of voice interfaces in use and connected emerging design insights. We seek to draw on participants' (alongside organisers') contributions to explore ways of operationalising findings from such studies for the purposes of design. As part of this, will try to identify what can be done to improve user experience and consider creative approaches to how we might ameliorate challenges that are faced in the design of voice UIs.}
}
@article{Kirk18a,
  author = {David S. Kirk and Abigail C. Durrant and Jim Kosem and Stuart Reeves},
  title = {Spomenik: Resurrecting Voices in the Woods},
  journal = {Design Issues},
  issue = {Mortality in Design},
  volume = {34},
  pages = {67--83},
  number = {1},
  publisher = {MIT Press},
  year = {2018},
  doi = {10.1162/DESI_a_00477},
  abstract = {Spomenik (`monument') is a digital memorial architecture that transposes in time otherwise hidden cultural memories of atrocity. Spomenik was designed as a simple digital audio guide, embedded in a remote rural location (Kočevski Rog, Slovenia), and working without the infrastructure normally present at national memorial sites. By resurrecting voices and cultural narratives of the deceased, positing them back in to the landscape through digital means, Spomenik opens a dialogue about the events of the past, in relation to networks of the living, exploring the role of voice and agency, as serviced through design in the act of memorialization. We contribute a detailed case study of a design-led inquiry about digital memorialization and digital preservation of cultural heritage, and a reflective account about the nature of legacy and the extent to which it is (and perhaps should be) necessarily bound to networks of collective memory, mediated through designed cultural tools.
},
  pdf = {files/kirk-2018-spomenik.pdf}
}
@inproceedings{Porcheron18a,
  abstract = {Voice User Interfaces (VUIs) are becoming ubiquitously available, being embedded both into everyday mobility via smartphones, and into the life of the home via ‘assistant' devices. Yet, exactly how users of such devices practically thread that use into their everyday social interactions remains underexplored. By collecting and studying audio data from month-long deployments of the Amazon Echo in participants' homes—informed by ethnomethodology and conversation analysis—our study documents the methodical practices of VUI users, and how that use is accomplished in the complex social life of the home. Data we present shows how the device is made accountable to and embedded into conversational settings like family dinners where various simultaneous activities are being achieved. We discuss how the VUI is finely coordinated with the sequential organisation of talk. Finally, we locate implications for the accountability of VUI interaction, request and response design, and raise conceptual challenges to the notion of designing ‘conversational' interfaces.},
  address = {ACM, New York, NY, USA},
  author = {Porcheron, Martin and Fischer, Joel E. and Reeves, Stuart and Sharples, Sarah},
  booktitle = {Proceedings of the 2018 ACM Conference on Human Factors in Computing Systems},
  doi = {10.1145/3173574.3174214},
  url = {files/porcheron-2018-voice-interfaces-in-everyday-life.pdf},
  keywords = {Amazon Echo,conversational,voice user interface},
  publisher = {ACM},
  series = {CHI '18},
  title = {{Voice Interfaces in Everyday Life}},
  year = {2018},
  pdf = {files/porcheron-2018-voice-interfaces-in-everyday-life.pdf},
  note = {\emph{\textbf{Winner of a CHI 2018 Best Paper Award}}}
}
@article{Reeves17b,
  journal = {Human-Computer Interaction},
  publisher = {Taylor \& Francis},
  year = {2017},
  month = {June},
  title = {Usability {\it in vivo}},
  note = {Commentary on {\it The Usability Construct: A Dead End?}},
  author = {Stuart Reeves},
  doi = {10.1080/07370024.2017.1324306},
  volume = {33},
  issue = {2},
  pdf = {files/reeves-2017-usability-in-vivo.pdf},
  pages = {190--194}
}
@inproceedings{Reeves17c,
  title = {Working with 'what counts': Realism in usability testing},
  author = {Stuart Reeves},
  year = {2017},
  month = {July},
  booktitle = {The International Institute for Ethnomethodology and
	Conversation Analysis},
  location = {Westerville, Ohio, USA},
  note = {Peer-reviewed abstract}
}
@inproceedings{Reeves17a,
  title = {Some conversational challenges of talking with machines},
  month = {February},
  pdf = {http://www.cs.nott.ac.uk/~pszsr/files/reeves-2017-talking-with-agents.pdf},
  booktitle = {Talking with Conversational Agents in Collaborative Action,
	Workshop at the 20th ACM conference on Computer-Supported Cooperative Work
	and Social Computing (CSCW '17)},
  abstract = {A surge of interest in the capabilities of so-called
	'conversational' technologies—both from research and
	industrial contexts—furnishes CSCW and HCI with
	opportunities to enrich and leverage its historic
	connection to conversation analysis (and relatedly,
	ethnomethodology) in novel ways. This paper explores
	a number of preliminary interactional troubles one
	might encounter when 'talking to' conversational
	agents, and in doing so sketches out possible routes
	forward in the empirical study of agents as
	collaborative technologies, as well as touching on
	further conceptual challenges that face research in this
	area.},
  year = {2017},
  location = {Portland, Oregon, USA},
  author = {Stuart Reeves}
}
@inproceedings{Durrant17a,
  author = {Durrant, Abigail C. and Kirk, David S. and Wallace, Jayne and Bowen, Simon and Reeves, Stuart and Ljungblad, Sara},
  title = {Problems in Practice: Understanding Design Research by Critiquing Cases},
  booktitle = {Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems},
  series = {CHI EA '17},
  year = {2017},
  isbn = {978-1-4503-4656-6},
  location = {Denver, Colorado, USA},
  pages = {636--643},
  numpages = {8},
  pdf = {files/durrant-2017-problems-in-practice.pdf},
  url = {http://doi.acm.org/10.1145/3027063.3027090},
  doi = {10.1145/3027063.3027090},
  acmid = {3027090},
  publisher = {ACM},
  address = {New York, NY, USA},
  keywords = {critique, design practice, design research, failure, interdisciplinary, reflective practice, research through design},
  abstract = {Responding to challenges to better understand design research practice, its contributions to knowledge production and its value to HCI, our one-day workshop critically reflects on case examples of design research practice in interdisciplinary HCI projects. We invite position papers that offer personal perspectives on "critical incidents" in such projects, specifically focusing on problems, miscommunications, tensions and failures. We establish a supportive, discursive forum for constructive critical reflection, to deepen understanding about the nature and value of design practice as a form of research inquiry within HCI. The workshop also aims to develop conceptual resources for supporting design practice in interdisciplinary research.}
}
@inproceedings{Velt17a,
  title = {A Survey of the Trajectories Conceptual Framework: Investigating
	Theory Use in {HCI}},
  author = {Raphael Velt and Steve Benford and Stuart Reeves},
  abstract = {We present a case study of how Human-Computer Interaction (HCI) theory is reused within the field. We analyze the HCI literature in order to reveal the impact of one particular theory, the trajectories framework that has been cited as an example of both contemporary HCI theory and a strong concept that sits between theory and design practice. Our analysis of 60 papers that seriously engaged with trajectories reveals the purposes that the framework served and which parts of it they used. We compare our findings to the originally stated goals of trajectories and to subsequent claims of its status as both theory and strong concept. The results shed new light on what we mean by theory in HCI, including its relationship to practice and to other disciplines.},
  booktitle = {Proceedings of the SIGCHI Conference on Human Factors in
	Computing Systems},
  isbn = {978-1-4503-4655-9},
  location = {Denver, Colorado, USA},
  pages = {2091--2105},
  numpages = {15},
  url = {http://doi.acm.org/10.1145/3025453.3026022},
  doi = {10.1145/3025453.3026022},
  acmid = {3026022},
  publisher = {ACM},
  address = {New York, NY, USA},
  keywords = {hci, strong concepts, theory, trajectories},
  year = {2017},
  month = {May},
  pdf = {files/velt-2017-theory-use-in-hci.pdf}
}
@inproceedings{Tekin17a,
  title = {Ways of spectating: Unravelling spectator participation in {Kinect}
	play},
  author = {Burak Tekin and Stuart Reeves},
  abstract = {We explore spectating on video game play as an interactional and
		participatory activity. Drawing on a corpus of video recordings
		capturing 'naturally occurring' Kinect gaming within home settings, we
		detail how the analytic 'work' of spectating is interactionally
		accomplished as a matter of collaborative action with players and
		engagement in the game. We examine: spectators supporting players with
		continuous 'scaffolding'; spectators critiquing player technique during
		and between moments of play; spectators recognising and complimenting
		competent player conduct; and spectators reflecting on prior play to
		build instructions for the player. From this we draw out a number of
		points that shift the conversation in HCI about 'the spectator' towards
		understanding and designing for spectating as an interactional activity;
		that is, sequentially ordered and temporally coordinated. We also
		discuss bodily conduct and the particular ways of 'seeing' involved in
		spectating, and conclude with remarks on conceptual and design
		implications for HCI.},
  booktitle = {Proceedings of the SIGCHI Conference on Human Factors in
	Computing Systems},
  year = {2017},
  month = {May},
  pdf = {files/tekin-2017-ways-of-spectating.animated.pdf},
  note = {{\it Note that PDF contains animated figures}},
  doi = {10.1145/3025453.3025813},
  isbn = {978-1-4503-4655-9},
  location = {Denver, Colorado, USA},
  pages = {1558--1570},
  numpages = {13},
  url = {http://doi.acm.org/10.1145/3025453.3025813},
  doi = {10.1145/3025453.3025813},
  acmid = {3025813},
  publisher = {ACM},
  address = {New York, NY, USA},
  keywords = {conversation analysis, ethnomethodology, kinect,
		 participation, spectating, spectatorship, video gaming}
}
@article{Reeves17d,
  author = {Stuart Reeves and Christian Greiffenhagen and Eric Laurier},
  journal = {Topics in Cognitive Science},
  title = {Video Gaming as Practical Accomplishment: Ethnomethodology,
	Conversation Analysis, and Play},
  abstract = {Accounts of video game play developed from an
	ethnomethodological and conversation analytic perspective remain relatively
	scarce. This paper collects together a scattered but emerging body of
	research which does just this—drawing upon the orientations of
	ethnomethodology and conversation analysis (EMCA) in order to explicate
	video gaming practices: or put differently, the material, practical 'work
	practices' of video game players. In picking out the shape of this emerging
	body work, the paper offers an example-driven explication of an EMCA
	perspective on video game play phenomena as sites of social order. Data
	fragments from a series of exemplars from this literature are drawn upon
	throughout in order to do this. Our material is arranged as a 'tactical
	zoom'. We start very much 'outside' the game, beginning with a wide view of
	how massive-multiplayer online games are played within dedicated gaming
	spaces; here we find multiple players, machines and many different sorts of
	activities going on (besides playing the game). Still remaining somewhat
	distanced from the play of the game itself, we then take a closer look at
	the players themselves by examining a notionally simpler setting involving a
	pairs taking part in a football game at a games console. As we draw closer
	to the technical details of play, we narrow our focus further still to
	examine a player and spectator situated 'at the screen' but jointly
	analysing play as the player competes in an online first-person shooter.
	Finally we go 'inside' the game entirely and look at the conduct of avatars
	on-screen via screen recordings of a massively-multiplayer online game.
	Having worked through examples, we provide an elaboration of a selection of
	core topics of ethnomethodology and conversation analysis that are used to
	situate some of the unstated orientations in the presentation of data
	fragments; in this way recurrent issues raised in the fragments are shown as
	coherent, interconnected phenomena. In closing, we suggest caution regarding
	the way game play phenomena have been analysed in the paper, while remarking
	on challenges present for the development of further EMCA oriented research
	on video game play.},
  issn = {1756-8765},
  url = {http://dx.doi.org/10.1111/tops.12234},
  doi = {10.1111/tops.12234},
  volume = {9},
  number = {2},
  pages = {308--342},
  keywords = {Ethnomethodology, Conversation analysis, Video games},
  year = {2017},
  pdf = {files/reeves-2017-video-gaming-as-practical-accomplishment.pdf}
}
@inproceedings{Reeves16e,
  author = {Stuart Reeves and Christian Greiffenhagen},
  title = {Distributed and remote correction: Locating and correcting trouble
	in a mixed reality game},
  booktitle = {CA Day, Loughborough University},
  location = {Loughborough, UK},
  month = {December},
  year = {2016},
  note = {Peer-reviewed abstract}
}
@inproceedings{Reeves16d,
  year = {2016},
  booktitle = {4th International, Interdisciplinary Symposium: Microanalysis
	Of Online Data (MOOD-S)},
  location = {Salford, Manchester, UK},
  title = {On the relevance of conversation analysis for understanding social
	media use},
  month = {September},
  author = {Stuart Reeves and Barry Brown},
  note = {Peer-reviewed abstract}
}
@article{Reeves16b,
  title = {The future as a design problem},
  author = {Stuart Reeves and Murray Goulden and Robert Dingwall},
  journal = {Design Issues},
  year = {2016},
  volume = {32},
  number = {3},
  month = {Summer},
  publisher = {MIT Press},
  doi = {10.1162/DESI_a_00395},
  abstract = {An often unacknowledged yet foundational problem for design is
	how 'futures' are recruited for design practice. This problem saturates
	considerations of what could or should be designed. We distinguish two
	intertwined approaches to this: 'pragmatic projection', which tries to tie
	the future to the past, and 'grand vision', which ties the present to the
	future. We examine ubiquitous computing as a case study of how pragmatic
	projection and grand vision are practically expressed to direct and
	structure design decisions.  We assess their implications and conclude by
	arguing that the social legitimacy of design futures should be increasingly
	integral to their construction.},
  keywords = {futures, visions, ubiquitous computing, pragmatic projection, grand vision},
  pdf = {files/reeves-2016-future-as-a-design-problem.pdf}
}
@article{Bodker16a,
  author = {B{\o}dker, Susanne and Hornb{\ae}k, Kasper and Oulasvirta, Antti and
 Reeves, Stuart},
  title = {Nine Questions for {HCI} Researchers in the Making},
  journal = {interactions},
  issue_date = {July - August 2016},
  volume = {23},
  number = {4},
  month = jun,
  year = {2016},
  issn = {1072-5520},
  pages = {58--61},
  numpages = {4},
  url = {http://doi.acm.org/10.1145/2949686},
  doi = {10.1145/2949686},
  acmid = {2949686},
  pdf = {files/bodker-2016-9-questions.pdf},
  publisher = {ACM},
  address = {New York, NY, USA}
}
@inproceedings{Reeves16a,
  title = {Embeddedness and sequentiality in social media},
  author = {Stuart Reeves and Barry Brown},
  publisher = {ACM},
  pdf = {files/reeves-2016-embeddedness-and-sequentiality.pdf},
  month = {February},
  abstract = {Over the last decade, there has been an explosion of work around
social media within CSCW. A range of perspectives have been applied to the use
of social media, which we characterise as aggregate, actor-focussed or a
combination. We outline the opportunities for a perspective informed by
ethnomethodology and conversation analysis (EMCA)---an orientation that has been influential within CSCW, yet has only rarely been applied to social media use. EMCA approaches can complement existing perspectives through articulating how social media is embedded in the everyday lives of its users and how sequentiality of social media use organises this embeddedness. We draw on a corpus of screen and ambient audio recordings of mobile device use to show how EMCA research is generative for understanding social media through concepts such as adjacency pairs, sequential context, turn allocation / speaker selection, and repair.},
  booktitle = {Proceedings of the 19th ACM Conference on Computer-Supported
   Cooperative Work \& Social Computing},
  series = {CSCW '16},
  year = {2016},
  isbn = {978-1-4503-3592-8},
  location = {San Francisco, California, USA},
  pages = {1052--1064},
  numpages = {13},
  url = {http://doi.acm.org/10.1145/2818048.2820008},
  doi = {10.1145/2818048.2820008},
  acmid = {2820008},
  address = {New York, NY, USA},
  keywords = {Social media research, conversation analysis,
			   ethnomethodology, social network analysis}
}
@inproceedings{Reeves15f,
  booktitle = {The International Institute for Ethnomethodology and
	Conversation Analysis},
  location = {Kolding, Denmark},
  month = {August},
  year = {2015},
  title = {Performing camerawork in public settings},
  author = {Stuart Reeves and Christian Greiffenhagen and Mark Perry},
  note = {Peer-reviewed abstract}
}
@inproceedings{Reeves15e,
  booktitle = {Proceedings of The Fifth Decennial Aarhus Conference on Critical Alternatives},
  series = {AA '15},
  location = {Aarhus, Denmark},
  pages = {73--84},
  numpages = {12},
  url = {http://dx.doi.org/10.7146/aahcc.v1i1.21296},
  doi = {10.7146/aahcc.v1i1.21296},
  acmid = {2882867},
  publisher = {Aarhus University Press},
  keywords = {cognitive science, disciplinarity, science},
  title = {Human-computer interaction as science},
  author = {Stuart Reeves},
  year = {2015},
  month = {August},
  abstract = {Human-computer interaction (HCI) has had a long and
	troublesome relationship to the role of 'science'. HCI’s status as an
	academic object in terms of coherence and adequacy is often in
	question---leading to desires for establishing a true scientific discipline.
	In this paper I explore formative cognitive science influences on HCI,
	through the impact of early work on the design of input devices. The paper
	discusses a core idea that I argue has animated much HCI research since: the
	notion of scientific design spaces. In evaluating this concept, I
	disassemble the broader 'picture of science' in HCI and its role in
	constructing a disciplinary order for the increasingly diverse and
	overlapping research communities that contribute in some way to what we call
	'HCI'. In concluding I explore notions of rigour and debates around how we
	might reassess HCI’s disciplinarity.},
  pdf = {files/reeves-2015-hci-as-science.pdf}
}
@article{Hook15b,
  author = {H\"{o}\"{o}k, Kristina and Bardzell, Jeffrey and Bowen, Simon and
 Dalsgaard, Peter and Reeves, Stuart and Waern, Annika},
  title = {Framing {IxD} Knowledge},
  journal = {interactions},
  issue_date = {November - December 2015},
  volume = {22},
  number = {6},
  month = oct,
  year = {2015},
  issn = {1072-5520},
  pages = {32--36},
  numpages = {5},
  url = {http://doi.acm.org/10.1145/2824892},
  doi = {10.1145/2824892},
  acmid = {2824892},
  publisher = {ACM},
  address = {New York, NY, USA},
  pdf = {files/hook-2015-framing-ixd-knowledge.pdf}
}
@article{Reeves15d,
  author = {Reeves, Stuart},
  title = {Locating the 'Big Hole' in {HCI} Research},
  journal = {interactions},
  issue_date = {July - August 2015},
  volume = {22},
  number = {4},
  month = jun,
  year = {2015},
  issn = {1072-5520},
  pages = {53--56},
  numpages = {4},
  pdf = {files/reeves-2015-locating-the-big-hole.pdf},
  url = {http://doi.acm.org/10.1145/2785986},
  doi = {10.1145/2785986},
  acmid = {2785986},
  publisher = {ACM},
  address = {New York, NY, USA}
}
@inproceedings{Velt15a,
  title = {Towards an Extended Festival Viewing Experience},
  author = {Rapha{\"e}l Velt and Steve Benford and Stuart Reeves and Michael
	Evans and Maxine Glancy and Phil Stenton},
  series = {TVX '15},
  booktitle = {Proceedings of the ACM International Conference on Interactive
	 Experiences for TV and Online Video},
  year = {2015},
  isbn = {978-1-4503-3526-3},
  location = {Brussels, Belgium},
  pages = {53--62},
  numpages = {10},
  doi = {10.1145/2745197.2745206},
  acmid = {2745206},
  publisher = {ACM},
  address = {New York, NY, USA},
  keywords = {festival, multi-screen interaction, television, user
			   experience},
  abstract = {Media coverage of large-scale live events is becoming
	increasingly complex, with technologies enabling the delivery of a broader
	range of content as well as complex viewing patterns across devices and
	services. This paper presents a study aimed at understanding the experience
	of people who have followed the broadcast coverage of a music festival. Our
	findings show that the experience takes a diversity of forms and bears a
	complex relationship with the actual experience of being at the festival. We
	conclude this analysis by proposing that novel services for coverage of this
	type of events should connect and interleave the diverse threads of
	experiences around large-scale live events and consider involving more
	diverse elements of the experience of ''being there''.},
  pdf = {files/velt-2015-extended-viewing-experience.pdf}
}
@inproceedings{Fischer15b,
  author = {Joel Fischer and Stuart Reeves},
  booktitle = {CSCW 2015 Workshop: Supporting 'Local Remote' Collaboration, the 18th ACM conference on Computer-Supported Cooperative Work and Social Computing},
  date-added = {2015-01-30 15:10:50 +0000},
  date-modified = {2015-01-30 16:09:44 +0000},
  title = {Designing for Collocated Interaction: Absence of Practice vs. Presence of Practice},
  year = {2015},
  pdf = {http://www.cs.nott.ac.uk/~jef/papers/CSCW2015-localremote-workshop-submission-JF-SR-camera-ready.pdf},
  abstract = {Our research---on collocated settings and the interactive
	technologies that support or enable them---has tended
	to focus on two themes. 1. We examine and design for
	collocated situations characterized by existing,
	established practices with and around technology. 2.
	We explore how novel interactive technologies can be
	designed for particular collocated situations in which
	there is an absence of certain practices with interactive
	technologies.}
}
@inproceedings{Hornbaek15a,
  author = {Hornb{\ae}k, Kasper and Oulasvirta, Antti and Reeves, Stuart and B{\o}dker, Susanne},
  title = {What to Study in {HCI}?},
  booktitle = {Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems},
  series = {CHI EA '15},
  year = {2015},
  isbn = {978-1-4503-3146-3},
  location = {Seoul, Republic of Korea},
  pages = {2385--2388},
  numpages = {4},
  doi = {10.1145/2702613.2702648},
  acmid = {2702648},
  publisher = {ACM},
  address = {New York, NY, USA},
  keywords = {methodolog, research questions},
  pdf = {files/hornbaek-2015-what-to-study.pdf},
  abstract = {The question ''What to Study in HCI'' has two parts. First it asks
 how HCI researchers think about the research challenges they tackle: how do
 they decide what problems to engage with and how to study them? Second, the
 question also asks what is the subject of HCI: which challenges should
 researchers address and, ultimately, what makes us unique as a discipline? While there
 have been intermittent discussions on this topic in HCI, the present workshop
 emphasizes this question and explore some possible answers among a group of
 seasoned researchers. One reason is our belief that researchers can benefit
 from addressing these questions so as to develop their practical understanding
 (e.g., ''tricks of the trade'') of how to tackle the complexity of selecting
 ''what to study''. Second, we argue that researchers can benefit from thinking
 about the epistemological grounds upon which they base their everyday work,
 that is, thinking about what HCI is. The workshop results in publicly available
 key readings and position papers on ''What to Study in HCI''.}
}
@inproceedings{Hook15a,
  author = {H\"{o}\"{o}k, Kristina and Dalsgaard, Peter and Reeves, Stuart and Bardzell, Jeffrey and L\"{o}wgren, Jonas and Stolterman, Erik and Rogers, Yvonne},
  title = {Knowledge Production in Interaction Design},
  booktitle = {Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems},
  series = {CHI EA '15},
  year = {2015},
  isbn = {978-1-4503-3146-3},
  location = {Seoul, Republic of Korea},
  pages = {2429--2432},
  numpages = {4},
  doi = {10.1145/2702613.2702653},
  acmid = {2702653},
  publisher = {ACM},
  address = {New York, NY, USA},
  keywords = {annotated portfolios, design methods, design programs, experiential qualities, interaction design theory, strong concepts},
  pdf = {files/hook-2015-knowledge-production.pdf},
  abstract = {Research in HCI involves a wide variety of knowledge production---bringing forth theories, guidelines, methods, practices, design case studies /
 exemplars, frameworks, concepts, qualities and so on. This workshop is about
 mapping out the spaces, forms and potentials of such knowledge production in
 interaction design research.}
}
@inproceedings{Fischer15a,
  title = {Building a Birds Eye View: Collaborative work in disaster
	response},
  author = {Joel Fischer and Stuart Reeves and Tom Rodden and Steve Reece and
	Sarvapali Ramchurn and David Jones},
  booktitle = {Proceedings of the SIGCHI Conference on Human Factors in
	Computing Systems},
  publisher = {ACM},
  year = {2015},
  location = {Seoul, South Korea},
  month = {April},
  pdf = {files/fischer-2015-collaborative-work-in-disaster-response.pdf},
  abstract = {Command and control environments ranging from transport control
	rooms to disaster response have long been of interest to HCI and CSCW as
	rich sites of interactive technology use embedded in work practice. Drawing
	on our engagement with disaster response teams, including ethnography of
	their training work, we unpack the ways in which situational uncertainty is
	managed while a shared operational 'picture' is constituted through various
	practices around tabletop work. Our analysis reveals how this picture is
	collaboratively assembled as a socially shared object and displayed by
	drawing on digital and physical resources. Accordingly, we provide a range
	of principles implicated by our study that guide the design of systems
	augmenting and enriching disaster response work practices. In turn, we
	propose the Augmented Bird Table to illustrate how our principles can be
	implemented to support tabletop work.},
  keywords = {Tabletop, disaster response, ethnography, collaboration,
	situation awareness, uncertainty, crisis informatics},
  doi = {10.1145/2702123.2702313},
  pages = {4103--4112}
}
@inproceedings{Reeves15b,
  title = {{I'd Hide You}: Performing live broadcasting in public},
  author = {Stuart Reeves and Christian Greiffenhagen and Martin Flintham and
	Steve Benford and Matt Adams and Ju Row Farr and Nick Tandavantij},
  booktitle = {Proceedings of the SIGCHI Conference on Human Factors in
	Computing Systems},
  publisher = {ACM},
  year = {2015},
  location = {Seoul, South Korea},
  month = {April},
  pdf = {files/reeves-2015-performing-broadcasting-public.pdf},
  abstract = {We present a study of a mixed reality game called 'I'd Hide You'
	that involves live video streaming from the city streets. We chart the
	significant challenges facing performers on the streets who must
	simultaneously engage in the game, stream compelling video footage featuring
	themselves, and interact with a remote online audience. We reveal how these
	street performers manage four key tensions: between their body and camera;
	between the demands of online audiences and what takes place on-the-street;
	between what appears 'frontstage' on camera versus what happens 'backstage';
	and balancing being a player of the game with being a performer. By
	reflecting on how they achieve this, we are able to draw out wider lessons
	for future interfaces aimed at supporting people broadcasting video of
	themselves to online audiences while engaged in games, sports and other
	demanding real-world activities.},
  keywords = {Video, live broadcasting, camerawork, public settings},
  note = {\textit{\textbf{Winner of a CHI 2015 Honourable Mention}}},
  doi = {10.1145/2702123.2702257},
  pages = {2573--2582}
}
@article{Reeves15a,
  title = {The challenges of using biodata in promotional filmmaking},
  author = {Stuart Reeves and Sarah Martindale and Paul Tennent and Steve
	Benford and Joe Marshall and Brendan Walker},
  journal = {ACM Transactions on Computer-Human Interaction},
  issue_date = {May 2015},
  volume = {22},
  number = {3},
  month = may,
  year = {2015},
  issn = {1073-0516},
  pages = {11:1--11:26},
  articleno = {11},
  numpages = {26},
  doi = {10.1145/2699758},
  acmid = {2699758},
  publisher = {ACM},
  address = {New York, NY, USA},
  keywords = {Physiological sensing, advertising, biodata,
	   film, information visualization, narrative, production,
	   television, veracity},
  pdf = {files/reeves-2015-biodata-in-promotional-filmmaking.pdf},
  abstract = {We present a study of how filmmakers collected and visualised
	physiological data---'biodata'---to construct a series of short promotional
	films depicting people undergoing 'thrilling' experiences. Drawing on
	ethnographic studies of two major advertising campaigns, we highlight key
	concerns for integrating sensors and sensor data into film production. Our
	findings address the perceived benefits of using biodata within narratives;
	the nature of different on-screen representations of biodata; and the
	challenges presented when integrating biodata into production processes.
	Drawing on this, we reconsider the nature of information visualisation in
	the filmmaking context. Further implications from our case studies provide
	recommendations for HCI collaborations with filmmaking and broadcast
	industries, focussing both on the practical matters of fitting sensor
	technologies into and handling data within production workflows, as well as
	discussing the broader implications for managing the veracity of that data
	within professional media production.},
  keywords = {Physiological sensing, biodata, television, film, advertising,
	information visualisation, production, narrative, veracity}
}
@inproceedings{Lundgren15a,
  author = {Lundgren, Sus and Fischer, Joel E. and Reeves, Stuart and Torgersson,
 Olof},
  title = {Designing Mobile Experiences for Collocated Interaction},
  booktitle = {Proceedings of the 18th ACM Conference on Computer Supported
   Cooperative Work and Social Computing},
  series = {CSCW '15},
  year = {2015},
  isbn = {978-1-4503-2922-4},
  location = {Vancouver, BC, Canada},
  pages = {496--507},
  numpages = {12},
  doi = {10.1145/2675133.2675171},
  acmid = {2675171},
  publisher = {ACM},
  address = {New York, NY, USA},
  keywords = {collocated interaction, design framework,
			   face-to-face, interaction design},
  keywords = {Collocated interaction, face-to-face, design framework,
	interaction design},
  abstract = {Many of our everyday social interactions involve mobile
	devices. Yet, these tend to only provide good support for distributed
	social interactions. Although much HCI and CSCW research has explored how
	we might support collocated, face-to-face situations using mobile devices,
	much of this work exists as isolated exemplars of technical systems and /
	or interaction designs. This paper draws on a range of such exemplars to
	develop a practical design framework intended for guiding the design of new
	mobile experiences for collocated interaction as well as analysing existing
	ones. Our framework provides four relational perspectives for designing the
	complex interplay between: the social situation in which it takes place;
	the technology used and the mechanics inscribed; the physical environment;
	and the temporal elements of design. Moreover, each perspective is features
	some core properties, which are highly relevant when designing these
	systems. As part of presenting the framework we also explain the process of
	its construction along with practical advice on how to read and apply it.},
  pdf = {files/lundgren-2015-mobile-collocated-framework.pdf}
}
@article{Williamson14a,
  editor = {Julie R. Williamson and Lone Koefoed Hansen and Giulio Jacucci
	and Ann Light and Stuart Reeves},
  title = {Understanding performative interactions in public settings:
		Introduction to the Special Issue on Performative Interaction},
  journal = {Personal and Ubiquitous Computing},
  pages = {1545--1665},
  year = {2014},
  volume = {18},
  issue = {7},
  issn = {1617-4909},
  doi = {10.1007/s00779-014-0819-7},
  publisher = {Springer},
  pdf = {files/williamson-2014-performative-interactions-special-issue-intro.pdf}
}
@inproceedings{Slovak14a,
  title = {Exploring Skin Conductance Synchronisation in Everyday
	Interactions},
  author = {Petr Slov{\'a}k and Paul Tennent and Stuart Reeves and Geraldine Fitzpatrick},
  booktitle = {NordiCHI '14: Proceedings of the 8th Nordic conference on 
	Human-computer interaction},
  publisher = {ACM},
  location = {Helsinki, Finland},
  month = {September},
  pages = {511--520},
  pdf = {files/slovak-2014-skin-conductance-synchronisation.pdf},
  doi = {10.1145/2639189.2639206},
  year = {2014},
  abstract = {Detecting interpersonal and emotional aspects of behaviour is a
	growing area of research within HCI. However, this work primarily processes
	data from individuals, rather than drawing on the dynamics of the
	interaction between people. Literature in social psychology and
	neuroscience suggests that the synchronisation of people's biosignals, in
	particular skin conductance (EDA), can be indicative of complex interpersonal aspects such as empathy. This paper reports on an exploratory,
	mixed methods study to test the potential of EDA synchronisation to
	indicate qualities of interpersonal interaction in real-world
	relationships and contexts. We show that EDA synchrony can be indicate
	meaningful social aspects in everyday settings, linking it to the mutual
	emotional engagement of those interacting. This connects to earlier work
	on empathy in psychotherapy, and suggests new interpretations of EDA
	sychronisation in other social contexts. We then outline how these
	findings open opportunities for novel HCI and ubicomp applications
	supporting training of social skills such as empathy for doctors, and more
	generally to explore shared experiences such as in multiplayer games.}
}
@article{Reeves14a,
  title = {{What Is the Relationship Between HCI Research and UX Practice?}},
  url = {http://www.uxmatters.com/mt/archives/2014/08/what-is-the-relationship-between-hci-research-and-ux-practice.php},
  author = {Stuart Reeves},
  month = {August},
  year = {2014},
  editor = {Pabini Gabriel-Petit},
  journal = {UXmatters}
}
@incollection{Laurier14a,
  title = {Cameras in video games: Comparing play in {Counter-Strike} and the
	{Doctor Who Adventures}},
  author = {Eric Laurier and Stuart Reeves},
  booktitle = {Studies of Video Practices: Video at Work},
  editor = {Mathias Broth and Eric Laurier and Lorenza Mondada},
  publisher = {Routledge},
  chapter = {6},
  year = {2014},
  abstract = {Virtual cameras are a central mechanism in making video games
	both more 'realistic' and more cinematic. Controlling and 'seeing with' a
	virtual camera has also become central to the play of those games. This
	chapter explicates gameplaying in and as a matter of this 'camera-work,'
	through which the player recognises and produces moves in the game. We
	examine how players of first-person and third-person perspective video games
	analyse what is happening through using a range of visual practices (e.g.,
	'looking around,' 'scrutinising' and 'inspecting'). Our study draws upon
	ethnomethodology in its close scrutiny of embodied, visually organised,
	moment-by-moment gameplay.},
  pdf = {files/laurier-2014-cameras-in-games.pdf},
  url = {http://www.routledge.com/books/details/9780415728393/}
}
@inproceedings{Linehan14a,
  title = {Alternate Endings: Using Fiction to Explore Design Futures
	(Workshop)},
  author = {Conor Linehan and Ben Kirman and Stuart Reeves and Mark Blythe
	and Theresa Jean Tanenbaum and Audrey Desjardins and Ron Wakkary},
  booktitle = {CHI '14 Extended Abstracts on Human Factors in Computing Systems},
  series = {CHI EA '14},
  year = {2014},
  month = {April},
  location = {Toronto, Canada},
  publisher = {ACM},
  pages = {45--48},
  doi = {10.1145/2559206.2560472},
  pdf = {files/linehan-2014-alternate-endings-workshop.pdf}
}
@inproceedings{Fosh14a,
  title = {Gifting Personal Interpretations in Galleries},
  author = {Lesley Fosh and Steve Benford and Stuart Reeves and Boriana
	Koleva},
  abstract = {The designers of mobile guides for museums and galleries face
	three major challenges: fostering rich interpretation, delivering deep
	personalization, and enabling a coherent social visit. We propose an
	approach to tackling all three simultaneously by inviting visitors to
	design an interpretation that is specifically tailored for a friend or
	loved one that they then experience together. We describe a trial of this
	approach at a contemporary art gallery, revealing how visitors designed
	personal and sometimes provocative experiences for people they knew well.
	We reveal how pairs of visitors negotiated these experiences together,
	showing how our approach could deliver intense experiences for both, but
	also required them to manage social risk. By interpreting our findings
	through the lens of 'gift giving' we shed new light on ongoing explorations
	of interpretation, personalization and social visiting within HCI.},
  booktitle = {Proceedings of the SIGCHI Conference on Human Factors in
	Computing Systems},
  publisher = {ACM},
  year = {2014},
  location = {Toronto, Canada},
  month = {April},
  pages = {625--634},
  pdf = {files/fosh-2014-gifting-personal-interpretations.pdf},
  doi = {10.1145/2556288.2557259}
}
@inproceedings{Durrant14a,
  title = {Human Values in Curating a Human Rights Media Archive},
  booktitle = {Proceedings of the SIGCHI Conference on Human Factors in
	Computing Systems},
  publisher = {ACM},
  year = {2014},
  location = {Toronto, Canada},
  month = {April},
  abstract = {Cultural institutions, such as museums, often curate
	politically and ethically sensitive materials. Increasingly,
	Internet-enabled, digital technology intersects with these curatorial
	practices offering new opportunities for public and scholarly engagement.
	We report on a case study of human rights media archiving at a genocide
	memorial centre in Rwanda, motivated by interests in ICT support to
	memorialisation practices. Through an analysis of our discussions with
	staff about their work, we report on how accounts of the Rwandan Genocide
	are being captured and curated to support the centre's humanitarian agenda and associated values. We identify transferable curatorial concerns for human rights media communication amongst scholarly networks and public audiences worldwide, elucidating interaction design challenges for supportive ICT and contributing to HCI discourses on value sensitive design and cultural engagement with sensitive materials.},
  note = {\emph{\textbf{Winner of a CHI 2014 Best Paper Award}}},
  author = {Abigail Durrant and Dave Kirk and Stuart Reeves},
  pages = {2685--2694},
  pdf = {files/durrant-2014-human-values.pdf},
  doi = {10.1145/2556288.2557196}
}
@inproceedings{Tolmie14a,
  title = {Supporting Group Interactions in Museum Visiting},
  author = {Peter Tolmie and Steve Benford and Chris Greenhalgh and Tom
	Rodden and Stuart Reeves},
  year = {2014},
  abstract = {Ethnographic study in two contrasting museums highlights a
	widespread but rarely documented challenge for CSCW design. Visitors'
	engagement with exhibits often ends prematurely due to the need to keep up
	with or attend to fellow group members. We unpack the mechanics of these
	kinds of phenomena revealing how the behaviours of summoning, pressurizing,
	herding, sidelining, and rounding up, lead to the responses of following,
	skimming and digging in. We show how the problem is especially challenging
	where young children are involved. As an initial prompt we explore two ways
	in which CSCW could help address this challenge: enabling a more fluid
	association between information and exhibits; and helping reconfigure the
	social nature of visiting.},
  booktitle = {Proceedings of the ACM 2014 conference on Computer
	Supported Cooperative Work (CSCW)},
  location = {Baltimore, Maryland, USA},
  keywords = {Museums; collaboration; visiting practices; ethnography},
  pages = {1049--1059},
  pdf = {files/tolmie-2014-supporting-group-interactions.pdf},
  doi = {10.1145/2531602.2531619}
}
@inproceedings{Fischer13b,
  title = {Workshop on Designing Mobile Face-to-Face Group Interactions},
  year = {2013},
  month = {September},
  location = {Paphos, Cyprus},
  booktitle = {European Conference on Computer-Supported Cooperative Work},
  publisher = {Springer},
  author = {Joel E. Fischer and Stuart Reeves and Chris Greenhalgh and Steve
	Benford},
  abstract = {This workshop is concerned with understanding the nature of face-to-face group
interactions in mobile, but collocated settings. It seeks to examine
group-sensitive design examples, concepts and techniques, research methods and
approaches to study group activities, and to learn how these social activities
might be respected and supported by design. We aim to bring together researchers
interested in the social organisation of face-to-face interaction, and designers
of collaborative groupware and mobile, interactive experiences to explore
opportunities and challenges for the design and study of experiences, apps and
systems that support, augment or enable collocated activities.},
  pdf = {files/fischer-2013-mobile-f2f-interactions-workshop.pdf}
}
@incollection{Reeves13b,
  author = {Stuart Reeves},
  editor = {Pietro Michelucci},
  title = {Human-computer interaction issues in human computation},
  booktitle = {Handbook of Human Computation},
  publisher = {Springer},
  year = {2013},
  month = {November},
  pdf = {files/reeves-2013-hci-issues-in-hcomp.pdf},
  pages = {411--420},
  chapter = {3},
  url = {http://www.springer.com/computer/ai/book/978-1-4614-8805-7},
  abstract = {This chapter explores the relationship between human computation
	and human-computer interaction (HCI). HCI is a field concerned with
	innovating, evaluating and abstracting principles for the design of usable
	interfaces. Significant work on human computation has taken place within HCI
	already (see Quinn \& Bederson (2011) and, beyond HCI (Jamieson, Grace \&
	Hall, 2012) for reviews of this work) and, as a result of the encounter
	between HCI and human computation, there are many results concerned with the
	relevance of interaction design for human computation systems. Rather than
	attempt to cover this wide range of issues comprehensively, this chapter
	focuses on providing a broad critique of the nature of the concepts,
	orientations and assumptions with which human computation systems design is
	considered within HCI. In particular it addresses two of the five
	foundational questions for human computation systems suggested by Law and
	von Ahn: 1) how to guarantee solutions are accurate, efficient and
	economical; and 2) how to motivate human components in their participation
	and expertise and interests (Law \& von Ahn, 2011). These two key
	human-related issues lead us to address the ways in which designers conceive
	of, model and frame the human element of interactive systems and how this is
	relevant in informing our understanding of the human element of human
	computation systems. Building on empirical work in human computation games
	(e.g., Bell et al. (2008)), this critique seeks to reorient human
	computation's perspective on human conduct as a fundamentally interpretive
	and socially organised accomplishment that is negotiated between humans in
	human computation systems, rather than an algorithmic process. Key elements
	of this reorientation argued in the chapter are: 1) that the human
	perspective should be considered a foundational issue in human computation;
	2) that meaning within human computation systems is situated (i.e., within a
	particular context); and 3) that the ways in which human computation systems
	are experienced by human participants fundamentally frames their interaction
	with it and thus also the products of these interactions.}
}
@inproceedings{Fischer13a,
  title = {Understanding Mobile Notification Management in Collocated Groups},
  author = {Joel Fischer and Stuart Reeves and Stuart Moran and Chris
	Greenhalgh and Steve Benford and Stefan Rennick Egglestone},
  booktitle = {European Conference on Computer-Supported Cooperative Work},
  location = {Paphos, Cyprus},
  month = {September},
  publisher = {Springer},
  isbn = {978-1-4471-5345-0},
  year = {2013},
  pages = {21-44},
  doi = {10.1007/978-1-4471-5346-7_2},
  editor = {Bertelsen, Olav W. and Ciolfi, Luigina and Grasso, Maria Antonietta and Papadopoulos, George Angelos},
  abstract = {We present an observational study of how notifications are
	handled by collocated groups, in the context of a collaborative mobile
	photo-taking exercise. Interaction analysis of video recordings is used to
	uncover the methodical ways in which participants manage notifications,
	establishing and sustaining co-oriented interaction to coordinate action,
	such as sharing notification contents and deciding on courses of action.
	Findings highlight how embodied and technological resources are collectively
	drawn upon in situationally nuanced ways to achieve the management of
	notifications delivered to cohorts. The insights can be used to develop an
	understanding of how interruptions are dealt with in other settings, and to
	reflect on how to support notification management within collocated groups
	by design.},
  pdf = {files/fischer-2013-group-notifications.pdf}
}
@inproceedings{Crabtree13a,
  title = {Doing innovation in the wild},
  author = {Andy Crabtree and Alan Chamberlain and Mark Davies and Kevin
	Glover and Stuart Reeves and Tom Rodden and Peter Tolmie and Matt Jones},
  booktitle = {Proceedings of CHItaly},
  isbn = {978-1-4503-2061-0},
  location = {Trento, Italy},
  pages = {25:1--25:9},
  articleno = {25},
  numpages = {9},
  doi = {10.1145/2499149.2499150},
  acmid = {2499150},
  publisher = {ACM},
  address = {New York, NY, USA},
  keywords = {innovation, research in the wild},
  year = {2013},
  pdf = {files/crabtree-2013-innovation-in-wild.pdf},
  abstract = {Doing research 'in the wild' is becoming an increasingly popular
	approach towards developing innovative computing systems and applications.
	This paper reflects upon a research project conducted in the wild, and key
	aspects of the work involved in making the project work, to examine current
	tropes about the approach. It suggests that doing research in the wild is
	rather more complicated than is reflected in current understandings, and
	that even greater involvement of ethnographers, computer scientists,
	software engineers and other disciplines operating within systems design is
	needed if innovation is to be effectively driven within and by real world
	contexts of use.}
}
@inproceedings{Fosh13a,
  author = {Lesley Fosh and Steve Benford and Stuart Reeves and Boriana Koleva
	and Patrick Brundell},
  title = {'{See Me, Feel Me, Touch Me, Hear Me}': Trajectories and Interpretation in a Sculpture Garden},
  series = {CHI '13},
  year = {2013},
  booktitle = {Proceedings of the SIGCHI Conference on Human Factors in Computing Systems},
  isbn = {978-1-4503-1899-0},
  location = {Paris, France},
  pages = {149--158},
  numpages = {10},
  doi = {10.1145/2470654.2470675},
  acmid = {2470675},
  publisher = {ACM},
  address = {New York, NY, USA},
  keywords = {art, audio, collaboration, galleries, instructions., interpretation, museums, sculpture, trajectories},
  pdf = {files/fosh-2013-trajectories-and-interpretation.pdf},
  abstract = {We apply the HCI concept of trajectories to the design of a
	sculpture trail. We crafted a trajectory through each sculpture, combining
	textual and audio instructions to drive directed viewing, movement and
	touching while listening to accompanying music. We designed key transitions
	along the way to oscillate between moments of social interaction and
	isolated personal engagement, and to deliver official interpretation only
	after visitors had been given the opportunity to make their own. We describe
	how visitors generally followed our trajectory, engaging with sculptures and
	making interpretations that sometimes challenged the received
	interpretation. We relate our findings to discussions of sense-making and
	design for multiple interpretations, concluding that curators and designers
	may benefit from considering 'trajectories of interpretation'.}
}
@inproceedings{Greiffenhagen13a,
  author = {Christian Greiffenhagen and Stuart Reeves},
  year = {2013},
  month = {April},
  pdf = {files/greiffenhagen-2013-replication-in-hci.pdf},
  title = {Is replication important for {HCI}?},
  booktitle = {Workshop on replication in {HCI} ({RepliCHI}), SIGCHI Conference on Human Factors in Computing Systems (CHI)},
  location = {Paris, France},
  abstract = {Replication is emerging as a key concern within subsections of
	the HCI community. In this paper, we explore the relevance of science and
	technology studies (STS), which has addressed replication in various ways.
	Informed by this literature, we examine HCI's current relationship to
	replication and provide a set of recommendations and points of clarification
	that a replication agenda in HCI should concern itself with.}
}
@article{Reeves13a,
  author = {Stuart Reeves},
  title = {Building the future with envisioning},
  journal = {interactions},
  issue_date = {January + February 2013},
  volume = {20},
  number = {1},
  month = jan,
  year = {2013},
  issn = {1072-5520},
  pages = {26--29},
  numpages = {4},
  pdf = {files/reeves-2013-building-the-future.pdf},
  doi = {10.1145/2405716.2405724},
  acmid = {2405724},
  publisher = {ACM},
  address = {New York, NY, USA}
}
@inproceedings{Laurier12a,
  author = {Eric Laurier and Stuart Reeves},
  title = {Playing the Game Together},
  booktitle = {CA Day, Loughborough University},
  location = {Loughborough, UK},
  month = {December},
  year = {2012},
  note = {Peer-reviewed abstract}
}
@inproceedings{Reeves12a,
  author = {Stuart Reeves},
  title = {Envisioning ubiquitous computing},
  abstract = {Visions of the future are a common feature of discourse within
	ubiquitous computing and, more broadly, HCI. ‘Envisioning’, a characteristic
	future-oriented technique for design thinking, often features as significant
	part of our research processes in the field. This paper compares, contrasts
	and critiques the varied ways in which envisionings have been used within
	ubiquitous computing and traces their relationships to other, different
	envisionings, such as those of virtual reality. In unpacking envisioning, it
	argues primarily that envisioning should be foregrounded as a significant
	concern and interest within HCI. Foregrounding envisioning’s frequent mix of
	fiction, forecasting and extrapolation, the paper recommends changes in the
	way we read, interpret and use envisionings through taking into account
	issues such as context and intended audience.},
  publisher = {ACM Press},
  isbn = {978-1-4503-1015-4},
  location = {Austin, Texas, USA},
  pages = {1573--1582},
  numpages = {10},
  doi = {10.1145/2207676.2208278},
  acmid = {2208278},
  month = {May},
  year = {2012},
  booktitle = {Proceedings of SIGCHI Conference on Human Factors in Computing
		Systems (CHI)},
  keywords = {Ubiquitous computing, vision, fiction, forecasting, futures},
  location = {Austin, Texas, USA},
  pdf = {files/reeves-2012-envisioning-ubicomp.pdf},
  note = {\textit{\textbf{Winner of a CHI 2012 Honourable Mention}}},
  keywords = {design fiction, fiction, forecasting, scenarios, teleology, ubiquitous computing, visions of the future}
}
@inproceedings{Tennent12a,
  author = {Paul Tennent and Stuart Reeves and Steve Benford and Brendan
	Walker and Joe Marshall and Patrick Brundell and Rupert Meese and Paul
	Harter},
  title = {The Machine in the Ghost: Augmenting Broadcasting with Biodata},
  booktitle = {Extended Abstracts of SIGCHI Conference on Human Factors in Computing
		Systems (CHI)},
  year = {2012},
  month = {May},
  series = {CHI EA '12},
  isbn = {978-1-4503-1016-1},
  location = {Austin, Texas, USA},
  pages = {91--100},
  numpages = {10},
  doi = {10.1145/2212776.2212787},
  acmid = {2212787},
  publisher = {ACM},
  address = {New York, NY, USA},
  keywords = {biodata, narrative, performance, tv, visualisation},
  pdf = {files/tennent-2012-machine-in-the-ghost.pdf},
  abstract = {This paper examines how 'biodata' – physiological information
captured from the human body – might enhance television shows by giving viewers
access to actors' physiological data. We broach this challenge through a
prototype-show called The Experiment Live, in which four 'paranormal
investigators' were outfitted with sensors as they explored a 'haunted'
basement. This experience has enabled us to probe the challenges of using
biodata as part of broadcasting and formulate an agenda for future research that
includes: exploring whether/how biodata can be acted and/or simulated; and
developing techniques that treat biodata visualisations in similar ways to
existing camera-based production processes.}
}
@inproceedings{Morrison12a,
  author = {Alistair Morrison and Donald McMillan and Stuart Reeves and Scott
	Sherwood and Matthew Chalmers},
  title = {A Hybrid Mass Participation Approach to Mobile Software Trials},
  abstract = {User trials of mobile applications have followed a steady march out of the lab, and progressively further ‘into the wild’, recently involving ‘app store’-style releases of software to the general public. We examine the literature on these mass participation systems and identify a number of reported difficulties, which we aim to address with a hybrid methodology combining a global software release with a concurrent local trial. A phone–based game, World Cup Predictor, was created to explore the uptake and use of ad hoc peer-to-peer networking, and evaluated using our hybrid trial method, combining a small-scale local trial (11 users) with a ‘mass participation’ trial (over 10,000 users). Our hybrid method allows for locally observed findings to be verified, for patterns in globally collected data to be explained and addresses ethical issues raised by the mass participation approach. We note trends in the local trial that did not appear in the larger scale deployment, and which would therefore have led to misleading results were the application trialled using ‘traditional’ methods alone. Based on this study and previous experience, we provide a set of guidelines to researchers working in this area.},
  booktitle = {Proceedings of the SIGCHI Conference on Human Factors in Computing Systems},
  series = {CHI '12},
  year = {2012},
  isbn = {978-1-4503-1015-4},
  location = {Austin, Texas, USA},
  pages = {1311--1320},
  numpages = {10},
  doi = {10.1145/2207676.2208588},
  acmid = {2208588},
  publisher = {ACM},
  address = {New York, NY, USA},
  keywords = {ad hoc peer-to-peer networking, manets, mass participation, mobile multiplayer games, user trial methodology},
  pdf = {files/morrison-2012-hybrid-mass-participation.pdf}
}
@inproceedings{Merritt12a,
  title = {In Dialogue: Methodological Insights on Doing {HCI} Research in
	{Rwanda}},
  author = {Samantha Merritt and Abigail Durrant and Stuart Reeves and Dave
	Kirk},
  keywords = {Rwanda, Memorialisation, Methods, Transnational, Postcolonial},
  abstract = {This paper presents a case study of our recent empirical
	research on memorialisation in post-genocide Rwanda. It focuses on the
	pragmatic methodological challenges of working in a ‘transnational’ and
	specifically Rwandan context. We first outline our qualitative empirical
	engagement with representatives from the Kigali Genocide Memorial (KGM) and
	neighbouring institutions. We then describe our application of Charles L.
	Briggs’ analytic communication framework to our data. In appropriating this
	framework, we reflect critically on its efficacy in use, for addressing the
	practical working constraints of our case, and through our findings develop
	methodological insights with relevance to wider HCI audiences.},
  booktitle = {CHI '12 Extended Abstracts on Human Factors in Computing Systems},
  series = {CHI EA '12},
  year = {2012},
  isbn = {978-1-4503-1016-1},
  location = {Austin, Texas, USA},
  pages = {661--676},
  numpages = {16},
  doi = {10.1145/2212776.2212838},
  acmid = {2212838},
  publisher = {ACM},
  address = {New York, NY, USA},
  keywords = {memorialisation, methods, postcolonial, rwanda, transnational},
  note = {\textit{\textbf{Winner of a CHI 2012 Honourable Mention}}},
  pdf = {files/merritt-2012-in-dialogue.pdf}
}
@techreport{Reeves11d,
  title = {Studying social organisation with video},
  author = {Stuart Reeves},
  year = {2011},
  month = {July},
  institution = {School of Computer Science, University of Nottingham},
  pdf = {files/reeves-2011-studying-social-organisation.pdf}
}
@techreport{Reeves11c,
  title = {Display Ecologies Workshop Report},
  author = {Stuart Reeves},
  year = {2011},
  month = {April},
  institution = {School of Computer Science, University of Nottingham},
  pdf = {files/reeves-2011-display-ecologies-workshop-report.pdf}
}
@unpublished{Laurier11a,
  author = {Eric Laurier and Stuart Reeves},
  title = {The revelations of the action-replay: video and the optical
	consciousness},
  pdf = {files/laurier-2011-action-replay.pdf},
  year = {2011},
  note = {Working paper}
}
@inproceedings{Flintham11a,
  author = {Leif Oppermann and Martin Flintham and Stuart Reeves and Steve
	Benford and Chris Greenhalgh and Joe Marshall and Matt Adams and Ju Row
	Farr and Nick Tandavanitj},
  title = {Lessons from Touring a Location-Based Experience},
  abstract = {Touring location-based experiences is challenging as both
	content and underlying location-services must be adapted to each new
	setting. A study of a touring performance called Rider Spoke as it visited
	three different cities reveals how professional artists developed a novel
	approach to these challenges in which users drove the co-evolution of
	content and the underlying location-service as they explored each new city.
	We show how the artists iteratively developed filtering, survey,
	visualization and simulation tools and processes to enable them to tune the
	experience to the local characteristics of each city. Our study reveals how
	by paying attention to both content and infrastructure issues in tandem the
	artists were able to create a powerful user experience that has since toured
	to many different cities.},
  publisher = {Springer},
  keywords = {Location-based performance, cycling, adaptation, Wi-Fi
	fingerprinting, seams, user generated content},
  month = {June},
  year = {2011},
  pages = {232--249},
  doi = {10.1007/978-3-642-21726-5_15},
  booktitle = {Ninth International Conference on Pervasive Computing},
  location = {San Francisco, California, USA},
  pdf = {files/oppermann-2011-location-based-touring.pdf},
  note = {\textit{\textbf{Nominated for Best-in-Category Award}}}
}
@inproceedings{Reeves11b,
  author = {Stuart Reeves and Steve Benford and Joe Marshall},
  title = {Designing for performativity: conceptual developments and future
	directions},
  abstract = {Designing for performativity in public settings has become ever
	more relevant for HCI with the increasing role of technology in recreation
	and leisure activities. We summarise various threads of our own work in this
	area both as part of current and past projects.},
  booktitle = {Workshop on Performative Interaction in Public Space, SIGCHI Conference on Human Factors in Computing Systems (CHI)},
  year = {2011},
  month = {May},
  location = {Vancouver, Canada},
  pdf = {files/reeves-2011-designing-for-performativity.pdf}
}
@inproceedings{Flintham11b,
  author = {Martin Flintham and Stuart Reeves and Patrick Brundell and Tony
	Glover and Steve Benford and Duncan Rowland and Boriana Koleva and Chris
	Greenhalgh and Matt Adams and Nick Tandavanitj and Ju Row Farr},
  title = {Flypad: Designing Trajectories in a Large-Scale Permanent Augmented
	Reality Installation},
  abstract = {A long-term naturalistic study reveals how artists designed,
	visitors experienced, and curators and technicians maintained a public
	interactive artwork over a four year period. The work consisted of a
	collaborative augmented reality game that ran across eleven networked
	displays (screens and footpads) that were deployed along a winding ramp in a
	purpose-built gallery. Reflections on design meetings and documentation show
	how the artists responded to this architectural setting and addressed issues
	of personalisation, visitor flow, attracting spectators, linking real and
	virtual, and accessibility. Observations of visitors reveal that while their
	interactions broadly followed the artists’ design, there was far more
	flexible engagement than originally anticipated, especially within visiting
	groups, while interviews with curators and technicians reveal how the work
	was subsequently maintained and ultimately reconfigured. Our findings extend
	discussions of 'interactional trajectories' within CSCW, affirming the
	relevance of this concept to describing collaboration in cultural settings,
	but also suggesting how it needs to be extended to better reflect group
	interactions at multiple levels of scale.},
  pages = {233--252},
  publisher = {Springer},
  location = {Aarhus, Denmark},
  month = {September},
  year = {2011},
  pdf = {files/flintham-2011-flypad.pdf},
  booktitle = {European Conference on Computer-Supported Cooperative Work},
  doi = {10.1007/978-0-85729-913-0_13}
}
@inproceedings{Marshall11a,
  author = {Marshall, Joe and Walker, Brendan and Benford, Steve and Tomlinson, George and Rennick Egglestone, Stefan and Reeves, Stuart and Brundell, Patrick and Tennent, Paul and Cranwell, Jo and Harter, Paul and Longhurst, Jo},
  title = {The gas mask: a probe for exploring fearsome interactions},
  booktitle = {Extended Abstracts of SIGCHI Conference on Human Factors in Computing
		Systems (CHI)},
  series = {CHI EA '11},
  year = {2011},
  isbn = {978-1-4503-0268-5},
  location = {Vancouver, BC, Canada},
  pages = {127--136},
  numpages = {10},
  doi = {10.1145/1979742.1979609},
  acmid = {1979609},
  publisher = {ACM},
  address = {New York, NY, USA},
  keywords = {breathing, control, cultural, entertainment, fear, gas mask, performance, sensors, spectating, visceral},
  abstract = {We introduce an interface for horror-themed entertainment
 experiences based on integrating breath sensors and WiFi into gas masks. Beyond
 enabling the practical breath control of entertainment systems, our design aims
 to heighten the intensity of the experience by amplifying the user's awareness
 of their breathing, as well as their feelings of isolation, claustrophobia and
 fear. More generally, this interface is intended to act as a technology probe
 for exploring an emerging research agenda around fearsome interactions. We
	 describe the deployment of our gas masks in two events: as a control
	 mechanism for an interactive ride, and to enhance a theme park horror maze.
	 We identify six broad dimensions - cultural, visceral, control, social,
	 performance and engineering - that frame an agenda for future research into
	 fearsome interactions.},
  pdf = {files/marshall-2011-gas-masks.pdf}
}
@inproceedings{Brown11a,
  author = {Barry Brown and Stuart Reeves and Scott Sherwood},
  title = {Into the wild: Challenges and opportunities for field trial
	methods},
  abstract = {Field trials of experimental systems 'in the wild' have developed into a
		standard method within HCI - testing new systems with groups of users in
		relatively unconstrained settings outside of the laboratory. In this
		paper we discuss methodological challenges in running user trials. Using
		a 'trial of trials' we examined the practices of investigators and
		participants - documenting 'demand characteristics', where users adjust
		their behaviour to fit the expectations of those running the trial, the
		interdependence of how trials are run and the result they produce, and
		how trial results can be dependent on the insights of a subset of trial
		participants. We develop three strategies that researchers can use to
		leverage these challenges to run better trials.},
  publisher = {ACM Press},
  pages = {1657--1666},
  isbn = {978-1-4503-0228-9},
  doi = {10.1145/1978942.1979185},
  month = {May},
  year = {2011},
  booktitle = {Proceedings of SIGCHI Conference on Human Factors in Computing
		Systems (CHI)},
  location = {Vancouver, BC, Canada},
  pdf = {files/brown-2011-into-the-wild.pdf}
}
@book{Reeves11a,
  title = {Designing interfaces in public settings: Understanding the role of
	the spectator in {Human-Computer Interaction}},
  author = {Stuart Reeves},
  publisher = {Springer},
  year = {2011},
  month = {January},
  isbn = {978-0-85729-264-3},
  keywords = {Design, Human-computer Interaction Frameworks, Performance, 
	Public Settings, Spectatorship}
}
@incollection{Sherwood11a,
  author = {Scott Sherwood and Stuart Reeves and Julie Maitland and Alistair
	Morrison and Matthew Chalmers},
  title = {Large Scale User Trials},
  booktitle = {Human-Computer Interaction and Innovation in Handheld, Mobile
	and Wearable Technologies},
  editor = {Joanna Lumsden},
  publisher = {IGI Global},
  year = {2011},
  pages = {138--54},
  doi = {10.4018/978-1-60960-499-8.ch008}
}
@inproceedings{Rico10a,
  author = {Julie Rico and Giulio Jacucci and Stuart Reeves and Lone Koefoed Hansen and Stephen Brewster},
  title = {Designing for Performative Interactions in Public Spaces},
  booktitle = {Proceedings of the 12th ACM International Conference Adjunct Papers on Ubiquitous Computing - Adjunct},
  series = {UbiComp '10 Adjunct},
  year = {2010},
  isbn = {978-1-4503-0283-8},
  location = {Copenhagen, Denmark},
  pages = {519--522},
  numpages = {4},
  doi = {10.1145/1864431.1864503},
  acmid = {1864503},
  publisher = {ACM},
  address = {New York, NY, USA},
  keywords = {mobility, performative interaction, social acceptability, spectator experience, user experience},
  pdf = {files/rico-2010-designing-for-performativity.pdf}
}
@inproceedings{Reeves10d,
  author = {Stuart Reeves and Scott Sherwood},
  title = {Five design challenges for human computation},
  year = {2010},
  booktitle = {NordiCHI '10: Proceedings of the 6th Nordic conference on 
	Human-computer interaction},
  location = {Reykjavik, Iceland},
  publisher = {ACM},
  doi = {10.1145/1868914.1868959},
  pages = {383--392},
  month = {October},
  address = {New York, NY, USA},
  abstract = {Human computation systems, which draw upon human competencies in
	order to solve hard computational problems, represent a growing interest
	within HCI. Despite the numerous technical demonstrations of human
	computation systems, however, there are few design guidelines or frameworks
	for researchers or practitioners to draw upon when constructing such a
		system. Based upon findings from our own human computation system, and
		drawing upon those published within HCI, and from other scientific and
		engineering literatures, as well as systems deployed commercially, we
		offer a framework of five challenging issues of relevance to designers
		of systems with human computation elements: designing the motivation
		of participants in the human computation system and sustaining their engagement; orienting participants, framing and orienting participants;
		using situatedness as a driver for content generation; considering the
		organisation of human and machine roles in human computation systems;
		and reconsidering the way in which computational metaphors are applied
	to the design space of human computation.},
  pdf = {files/reeves-2010-five-design-challenges.pdf}
}
@inproceedings{Reeves10c,
  author = {Stuart Reeves and Scott Sherwood and Barry Brown},
  title = {Designing for crowds},
  year = {2010},
  month = {October},
  booktitle = {NordiCHI '10: Proceedings of the 6th Nordic conference on 
	Human-computer interaction},
  location = {Reykjavik, Iceland},
  publisher = {ACM},
  doi = {10.1145/1868914.1868960},
  pages = {393--402},
  address = {New York, NY, USA},
  abstract = {Designing for spectators and audiences presents new challenges
	to the design of technology. In this paper we focus our attention on
	understanding and designing for crowds as a distinct design topic. We
	present a study of one particular instance of crowd activity—football fans
	on match day. Close video analysis of interactions within the crowd reveals how crowds seeks to maintain membership through synchronisation of
	activity, but also how crowd support interaction between its members through
	co-ordination around shared objects and the 'snowballing' of songs and
	gestures. Drawing on this data we develop salient topics for HCI design for
	crowds, such as: reconceptualising interaction design to treat crowds as
	crowds rather than as groups of individual audience members; understanding
	intra-crowd interactions, via the use of shared objects and synchronising
	crowd interactions; and understanding the nature of peripheral participation
	in crowd activities, and interactions between distinct crowds. We also
	reflect on conceptual challenges that crowds pose for HCI as it increasingly
	develops its interests in public settings.},
  pdf = {files/reeves-2010-designing-for-crowds.pdf}
}
@techreport{Reeves10b,
  title = {Notes on Designing for Crowds workshop},
  author = {Stuart Reeves},
  year = {2010},
  month = {May},
  institution = {Department of Computing Science, University of Glasgow},
  pdf = {files/reeves-2010-crowds-workshop-report.pdf}
}
@inproceedings{Reeves10a,
  author = {Stuart Reeves and Scott Sherwood and Oskar Juhlin and Kenton
	O'Hara},
  booktitle = {The Eighth International Conference on Pervasive Computing},
  year = {2010},
  month = {May},
  title = {Workshop on Designing for Crowds},
  abstract = {As part of the growing ubiquity and pervasive reach of technology, there has been an expanding interest in how interaction with technology in public and semi-public places plays out. Crowds and crowded places are a major feature of these settings. In this workshop we will be interested in developing our understanding of crowds, exploring how existing technologies (e.g., mobile phones, interactive screens, digital photos and video) are woven into crowd practices, and discuss the ways in which emerging pervasive technologies can be designed to fit or perturb crowd phenomena.

The workshop format will be that of a data session where participants bring
their own data (e.g., video recordings of crowd activity, other ethnographic
collections) which can then be explored and analysed collectively by the group.
Through exploring diverse crowd settings and exhibits of technology-in-action,
we aim to compare and contrast different crowd formations. These observations
will be used to ground discussions on how to develop design frameworks or
recommendations in order to contribute to HCI. We will also aim to produce
documented outcomes from the workshop such as the potential for a journal
special issue, or perhaps collectively authored journal or conference papers
based upon the analysis during the workshop.},
  pdf = {files/reeves-2010-crowds-workshop.pdf}
}
@article{Reeves08a,
  title = {Experts at Play: Understanding skilled expertise},
  author = {Stuart Reeves and Barry Brown and Eric Laurier},
  journal = {Games and Culture},
  publisher = {Sage},
  abstract = {Developing from existing ethnomethodological accounts of expert
skill, this paper examines the gameplay of Counter-Strike, a popular online
game. While Counter-Strike at first may seem an unsophisticated pursuit, players
display complex skills developed through many hours of play. Participating in
and analysing videos of gameplay, we examine Counter-Strike as an example of
expert technology use. Players move beyond physical dexterity to chain their
movements with the environment. They develop a sense of the terrain of play as a
contingent understanding, rather than as static spatial knowledge. The game also
makes available for players analyses of their successes and failures as integral
parts of play. From these observations we draw concepts for better conceiving of
expert skill.},
  keywords = {ethnomethodology, phenomenology, expertise, Counter-Strike,
	interaction},
  year = {2009},
  volume = {4},
  number = {3},
  pages = {205--227},
  month = {July},
  doi = {10.1177/1555412009339730},
  pdf = {files/reeves-2009-experts-at-play.pdf}
}
@article{Wills09a,
  title = {Facebook as a political weapon: Information in Social Networks},
  author = {Dave Wills and Stuart Reeves},
  journal = {British Politics},
  month = {June},
  volume = {4},
  number = {2},
  year = {2009},
  pages = {},
  abstract = {This paper uses a case study of Facebook to examine the
	potential use of social networking sites (SNS) for political advantage.
	Drawing upon contemporary surveillance studies and information technology
	approaches, it aims to provide insights from these for the study of British
	politics. The paper uses a model of a constituency election to show the ease
	and effects of SNS data-mining in support of political campaigning. In doing
	so, it examines the political implications of machine readable personal
	data, the design of information systems, and the problems of inductive
	heuristics and social sorting.},
  keywords = {Information, Technology, Social Networking, Elections,
	Surveillance, Computing},
  publisher = {Palgrave Macmillan},
  doi = {10.1057/bp.2009.6},
  pdf = {files/wills-2009-facebook-as-political.pdf}
}
@inproceedings{Bell09a,
  author = {Marek Bell and Stuart Reeves and Barry Brown and Scott Sherwood
	and Donny MacMillan and Matthew Chalmers and John Ferguson},
  title = {Eyespy: Supporting Navigation through Play},
  abstract = {This paper demonstrates how useful content can be produced as a
	by-product of an enjoyable mobile multiplayer game. In EyeSpy, players tag
	geographic locations with photos or text. By locating the places in which
	other players' tags were created and 'confirming' them, players earn points
	for themselves and verify the tags' locations. As a side effect of gameplay
	EyeSpy produces a collection of recognisable and findable geographic
	details, in the form of photographs and text tags, that can be
	repurposed to support navigation tasks. Two user trials of the game
	successfully produced an archive of geo-located photographs and tags,
	and in a follow-up experiment we compared performance in a navigation
	task using photographs from the game, with geo-referenced photos
	collected from the Flickr website. Our experiences with EyeSpy support
	reflection upon the design challenges presented by 'human computation'
	and the production of usable by-products through mobile gameplay.},
  year = {2009},
  isbn = {978-1-60558-246-7},
  pages = {123--132},
  location = {Boston, MA, USA},
  doi = {10.1145/1518701.1518723},
  address = {New York, NY, USA},
  publisher = {ACM Press},
  booktitle = {Proceedings of SIGCHI Conference on Human Factors in Computing 
	Systems (CHI)},
  keywords = {Human computation, mobile multiplayer games, mobile 
	photography, navigation, RF fingerprinting},
  pdf = {files/bell-2009-eyespy.pdf}
}
@article{Sherwood08a,
  title = {Adapting Evaluation to Study Behaviour in Context},
  author = {Scott Sherwood and Stuart Reeves and Julie Maitland and Alistair 
		Morrison and Matthew Chalmers},
  abstract = {We present a reflection on a series of studies of ubiquitous
	computing systems in which the process of evaluation evolved over time to
	account for the increasing difficulties inherent in assessing systems 'in
	the wild'. Ubiquitous systems are often designed to be embedded in users'
	everyday lives. Without knowing the ways in which people are going to
	appropriate the systems for use, it is infeasible to identify a
	predetermined set of evaluation criteria that will capture the process of
	integration and appropriation. Based on our experiences, which became
	successively more distributed in time and space, we suggest that evaluation
	should be adaptive if a goal is to study the emergent uses of ubiquitous
	computing systems over time.},
  journal = {International Journal of Mobile Human Computer Interaction},
  year = {2008},
  volume = {1},
  number = {2},
  pages = {33--57},
  publisher = {IGI},
  doi = {10.4018/jmhci.2009040103},
  pdf = {files/sherwood-2009-adapting-evaluation.pdf}
}
@phdthesis{Reeves08b,
  title = {Designing interfaces in public settings},
  month = {April},
  year = {2008},
  author = {Stuart Reeves},
  school = {School of Computer Science, University of Nottingham},
  abstract = {The rapidly increasing reach of computation into our everyday public
	settings presents new and significant challenges for the design of
	interfaces. One key feature of these settings is the increased presence of
	third parties to interaction, watching or passing-by as conduct with an
	interface takes place.
	
	This thesis assumes a performative perspective on interaction in public,
	presenting a framework derived from  four empirical studies of interaction
	in a diverse series of public places---museums and galleries, city streets
	and funfairs---as well as observations on a variety of computer science, art
	and sociological literatures.

	As these settings are explored, a number of basic framework concepts are
	built up:
	
	The first study chapter presents a deployment of an interactive
	exhibit within an artistic installation, introducing a basic division of
	roles and the ways in which visitors may be seen as 'audience' to
	manipulations of interactive devices by 'participants'. It also examines how
	visitors in an audience role may transition to active participant and vice
	versa.
	
	The second study chapter describes a storytelling event that employed
	a torch-based interface. This chapter makes a distinction between
	non-professional and professional members of settings, contrasting the role
	of 'actor' with that of participants.
	
	The third study chapter examines a series of scientific and
	artistic performance events that broadcast live telemetry data from a
	fairground ride to a watching audience. The study expands the roles
	introduced in previous chapters through making a further distinction between
	'behind-the-scenes'---in which 'orchestrators' operate---and 'centre-stage'
	settings---in which actors present the rider's experience to the audience.
	
	The final study chapter presents a performance art game
	conducted on city streets, in which participants follow a series of often
	ambiguous clues in order to lead them to their goal. This chapter introduces
	a further 'front-of-house' setting, the notion of a circumscribing 
	performance 'frame' in which the various roles are situated, and the
	additional role of the 'bystander' as part of this.

	These observations are brought together into a design framework which
	analyses other literature to complement the earlier studies. This framework
	seeks to provide a new perspective on and language for human-computer
	interaction (HCI), introducing a series of sensitising concepts, constraints
	and strategies for design that may be employed in order to approach the 
	various challenges presented by interaction in public settings.},
  url = {book.html}
}
@inproceedings{Schnadelbach08a,
  title = {Performing Thrill: Designing Telemetry Systems and Spectator 
		Interfaces for Amusement Rides},
  author = {Holger Schn{\"a}delbach and Stefan Rennick Egglestone and Stuart 
		Reeves and Steve Benford and Brendan Walker},
  year = {2008},
  booktitle = {Proceedings of SIGCHI Conference on Human Factors in Computing 
	Systems (CHI)},
  location = {Florence, Italy},
  month = {April},
  abstract = {Fairground: Thrill Laboratory was a series of live events that
	extended the experience of amusement rides to spectators. A wearable
telemetry system captured video, audio, heart-rate and acceleration data,
streaming them live to spectator interfaces and a watching audience. An
ethnographic study drawing on video recordings and post-event interviews
highlights the experiences of a professional rider who demonstrated the system,
a rider drawn from the audience, and the ways in which the ride operators dealt
with the crisis of a scared rider. Our study shows how the telemetry system
transformed riders into performers, spectators into an audience, and ride
operators into orchestrators, as well as redefining the relationships between
these roles. We discuss how the bi-modal nature of riders’ performances, moving
between lucid commentary and unrestrained flow, requires sensitive treatment to
avoid potential embarrassment, as does the handling of riders who report being
afraid over a potentially public channel.},
  pdf = {files/schnadelbach-2008-performing-thrill.pdf},
  isbn = {978-1-60558-011-1},
  pages = {1167--1176},
  doi = {10.1145/1357054.1357238},
  publisher = {ACM},
  address = {New York, NY, USA}
}
@inproceedings{Wills07a,
  title = {Facebook as a political weapon: the useful explicit and implicit 
		information contained in social networks},
  author = {Dave Wills and Stuart Reeves},
  year = {2007},
  booktitle = {In proceedings of Towards a Social Science of Web 2.0},
  location = {York},
  month = {September},
  abstract = {Social networking sites such as Facebook and other 'web 2.0'
		applications rely on the disclosure of information. They therefore
		carry large amounts of personal data, which can potentially be used
		by a number of actors for a variety of purposes. It is also
		possible to make inferences about an individual from their location
		in social networks on the basis of a relatively limited number of
		heuristics.
		
		This paper is concerned with the ways in which explicit and implicit
		information generated by users on the social networking website
		Facebook may be collected, processed and exploited. We show, as an
		example, how a political party could easily and cheaply improve the
		targeting of its electoral campaigns.

		We make use of a hypothetical political constituency and a
		political party attempting to contest that constituency. This is
		combined with a relatively simple piece of computer software to
		extract implicit and explicit personal data from Facebook. This
		proof of concept software performs the collection and processing
		whist the data produced informs the discussion of the exploitation,
		with three models demonstrating how this information could be
		exploited. The first two models use explicitly disclosed personal
		data, whilst the third makes use of implicit data generated from
		graph theoretic models of individuals' positions within social
		networks---the assumption that who you are 'friends' with says
		something about you.

		The paper then uses this case study as a starting point to discuss
		issues of disclosure, control over personal data, user awareness
		and capability, human/technology interaction and some of the
		differences between 'traditional' and mediated social networks.}
}
@incollection{Reeves07a,
  title = {L'art de jouer {\'a} {Counter Strike} ({T}he skillful work of play in {Counter-Strike})},
  author = {Stuart Reeves and Eric Laurier and Barry Brown},
  booktitle = {Culture d'Univers},
  isbn = {978-2916571027},
  year = {2007},
  publisher = {FYP {\'E}ditions},
  month = {June}
}
@article{Reeves06c,
  title = {The code document's structure and analysis},
  year = {2006},
  month = {June},
  pages = {34--51},
  journal = {TeamEthno-Online},
  volume = {2},
  pdf = {files/reeves-2006-code-documents-structure.pdf},
  author = {Stuart Reeves},
  abstract = {The purpose of this paper is twofold. Firstly it presents a preliminary
		and ethnomethodologically-informed analysis of the way in which the
		growing structure of a particular program's code was ongoingly
		derived from its earliest stages. This was motivated by an interest
		in how the detailed structure of completed program 'emerged from
		nothing' as a product of the concrete practices of the programmer
		within the framework afforded by the language. The analysis is
		broken down into three sections that discuss: the beginnings of the
		program's structure; the incremental development of structure; and
		finally the code productions that constitute the structure and the
		importance of the programmer's stock of knowledge. The discussion
		attempts to understand and describe the emerging structure of code
		rather than focus on generating 'requirements' for supporting the
		production of that structure. Due to time and space constraints,
		however, only a relatively cursory examination of these features was
		possible. Secondly the paper presents some thoughts on the
		difficulties associated with the analytic---in particular
		ethnographic---study of code, drawing on general problems as well as
		issues arising from the difficulties and failings encountered as
		part of the analysis presented in the first section.}
}
@inproceedings{Reeves06b,
  title = {The Spatial Character of Sensor Technology},
  author = {Stuart Reeves and Steve Benford and Andy Crabtree and Jonathan
		Green and Claire O'Malley and Tony Pridmore},
  abstract = {By considering the spatial character of sensor-based
		interactive systems, this paper investigates how discussions of seams
		and seamlessness in ubiquitous computing neglect the complex
		spatial character that is constructed as a side-effect of deploying
		sensor technology within a space. Through a study of a torch
		('flashlight') based interface, we develop a framework for
		analysing this spatial character generated by sensor technology.
		This framework is then used to analyse and compare a range of other
		systems in which sensor technology is used, in order to develop a
		design spectrum that contrasts the revealing and hiding of a
		system's structure to users. Finally, we discuss the implications
		for interfaces situated in public spaces and consider the benefits
		of hiding structure from users.},
  year = {2006},
  pages = {31--40},
  month = {July},
  doi = {10.1145/1142405.1142413},
  booktitle = {Proceedings of ACM Conference on Designing Interactive 
		Systems},
  location = {Pennsylvania, USA},
  pdf = {files/reeves-2006-spatial-character.pdf}
}
@inproceedings{Reeves06a,
  title = {Physicality, spatial configuration and computational objects},
  author = {Stuart Reeves},
  year = {2006},
  location = {Lancaster, UK},
  booktitle = {Proceedings of First International Workshop on Physicality},
  month = {February},
  abstract = {This paper addresses physicality and the spatial
		configurational character of interactive technologies that are
		prevalent within HCI research. Firstly, the question of what is
		meant by 'physicality' is discussed in terms of 'computational' and
		'non-computational' objects, laying emphasis upon the importance of
		physicality's relationship with spatial configurations. Secondly,
		the impact interactive technologies can have upon spatiality --- and
		thus physicality --- is explored, by considering various simple
		examples. Finally, the implications for design and HCI are very
		briefly considered.},
  pdf = {files/reeves-2006-physicality-spatial-configuration.pdf},
  isbn = {1862201781}
}
@inproceedings{Benford06a,
  title = {The Frame of the Game: Blurring the Boundary between Fiction and
	Reality in Mobile Experiences},
  author = {Steve Benford and Andy Crabtree and Stuart Reeves and Martin 
		Flintham and Adam Drozd and Jennifer G. Sheridan and Alan Dix},
  year = {2006},
  booktitle = {Proceedings of SIGCHI Conference on Human Factors in Computing 
	Systems (CHI)},
  month = {April},
  keywords = {Mobile games, mixed reality performances, frames, ambiguity, 
		risk, orchestration, spectators, awareness},
  abstract = {Mobile experiences that take place in public settings such as
		on city streets create new opportunities for interweaving the fictional
		world of a performance or game with the everyday physical world. A
		study of a touring performance reveals how designers generated
		excitement and dramatic tension by implicating bystanders and
		encouraging the (apparent) crossing of normal boundaries of
		behaviour. The study also shows how designers dealt with associated
		risks through a process of careful orchestration. Consequently, we
		extend an existing framework for designing spectator interfaces
		with the concept of performance frames, enabling us to distinguish
		audience from bystanders. We conclude that using ambiguity to blur
		the frame can be a powerful design tactic, empowering players to
		willingly suspend disbelief, so long as a safety-net of
		orchestration ensures that they do not stray into genuine
		difficulty.},
  pdf = {files/benford-2006-frame-of-the-game.pdf},
  isbn = {1-59593-372-7},
  pages = {427--436},
  location = {Montr\'{e}al, Qu\'{e}bec, Canada},
  doi = {10.1145/1124772.1124836},
  publisher = {ACM},
  address = {New York, NY, USA}
}
@inproceedings{Fraser05a,
  title = {Distributing Data Sessions: Supporting remote collaboration with 
	video data},
  author = {Mike Fraser and Greg Biegel and Katie Best and Jon Hindmarsh and
	Christian Heath and Chris Greenhalgh and Stuart Reeves},
  year = {2005},
  location = {Manchester, UK},
  month = {July},
  booktitle = {Proceedings of First International Conference on e-Social 
	Science (ICeSS)},
  abstract = {The design of distributed infrastructures to support remote
	collaboration among groups of social scientists raises new computational
	and networking challenges that Grid developers are currently targeting.
	Beyond such technical goals, however, the e-Science programme as a whole is
	increasingly recognizing the critical need for a comprehensive
	understanding of ordinary day-to-day work in the sciences. We have
	investigated one particular area of collaborative social scientific work .
	the analysis of video data. This paper discusses current practices of
	social scientific work with digital video; describes the resulting
	requirements for distributed video analysis systems; and outlines our
	initial programme of infrastructure and interface development 
	to address these requirements as part of the VidGrid project.}
}
@inproceedings{Fraser05b,
  title = {Object-Focused Interaction in e-Social Science},
  year = {2005},
  location = {Manchester, UK},
  month = {July},
  author = {Mike Fraser and Greg Biegel and Jon Hindmarsh and Christian Heath
	and Katie Best and Stuart Reeves and Chris Greenhalgh},
  booktitle = {Proceedings of First International Conference on e-Social
	Science (ICeSS), short papers},
  abstract = {Distributed scientific work is receiving widespread attention
	from computer science developers within the e-Science programme. With
	notable exceptions less attention has been paid to how, in practice,
	collaboration support across the grid might play out in everyday scientific
	and analytic work. Drawing on a specific thread of research in
	Computer-Supported Cooperative Work we note how models of scientific work
	ignore the communication of work with digital artefacts such as
	presentations of data. We describe our initial attempts to support one
	particular form of distributed analytic practice --- the freeform visual
	annotation of video materials --- as part of the VidGrid project. In
	undertaking such support, our initial trials of visual annotation indicate
	that a reconsideration of the distributed science paradigm must take into
	account the concept of Object-Focused Interaction; that is, the
	relationship between body, interaction and data objects of mutual interest.
	}
}
@inproceedings{Dix05a,
  title = {Formalising Performative Interactions},
  author = {Alan Dix and Jennifer G. Sheridan and Stuart Reeves and Steve 
	Benford and Claire O'Malley},
  year = {2005},
  location = {Newcastle upon Tyne, UK},
  booktitle = {Proceedings of 12th International Workshop on Design, 
	Specification and Verification of Interactive Systems (DSVIS)},
  month = {July},
  pages = {15--25},
  url = {files/dix-2005-formalising-performative-interaction.pdf},
  abstract = {In this paper we attempt to formalise some of the basic
	attributes of performative interaction against a background of sociological
	analysis in order to better understand how computer interfaces may support
	performance. We show how this generic formalisation can be used in the
	deconstruction, analysis and understanding of performative action and more
	broadly in live performance. Two examples of this form of analysis are
	shown: the installation piece {\it Deus Oculi}; and Stelarc's {\it Ping 
	Body}
	performance piece. The analysis of these pieces renders visible the varied
	(re)mappings of the causal nature of interaction, direct and indirect
	effects, and how these are perceived and exploited by the various members
	of performance social groupings. Our aim, then, is to provide a model that
	can be used to explore the relationships that exist in performative
	activities across domains.},
  doi = {10.1007/11752707_2},
  isbn = {978-3-540-34145-1}
}
@inproceedings{Reeves05a,
  title = {Designing the Spectator Experience},
  author = {Stuart Reeves and Steve Benford and Claire O'Malley and Mike 
	Fraser},
  abstract = {Interaction is increasingly a public affair, taking place in
	our theatres, galleries, museums, exhibitions and on the
	city streets. This raises a new design challenge for HCI,
	questioning how a performer's interaction with a
	computer experienced is by spectators. We examine
	examples from art, performance and exhibition design,
	comparing them according to the extent to which they
	hide, partially reveal, transform, reveal or even amplify a
	performer's manipulations. We also examine the effects
	of these manipulations  including movements, gestures
	and utterances that take place around direct input and
	output. This comparison reveals four broad design
	strategies: 'secretive,' where manipulations and effects
	are largely hidden; 'expressive,' where they are revealed,
	enabling the spectator to fully appreciate the performer's
	interaction; 'magical,' where effects are revealed but the
	manipulations that caused them are hidden; and finally
	'suspenseful,' where manipulations are apparent, but
	effects only get revealed when the spectator takes their
	turn.},
  year = {2005},
  booktitle = {Proceedings of SIGCHI Conference on Human Factors in Computing 
	Systems (CHI)},
  doi = {10.1145/1054972.1055074},
  pages = {741--750},
  location = {Portland, Oregon, USA},
  month = {April},
  keywords = {Public experiences, spectators, design framework,
	museums, galleries, art, performance, expression, magic},
  url = {files/reeves-2005-designing-spectator-experience.pdf},
  note = {\emph{\textbf{Winner of a CHI 2005 Best Paper Award}}}
}
@inproceedings{Reeves05b,
  title = {Engaging Augmented Reality in Public Places},
  author = {Stuart Reeves and Mike Fraser and Holger Schn\"{a}delbach and
			  Claire O'Malley and Steve Benford},
  abstract = {Augmented Reality (AR) systems are moving beyond the
	laboratory and into the public domain. Such a shift presents
	new challenges for AR design. In this paper, we study a
	public artistic exhibition which includes a bespoke AR
	system. Our design reflects social and physical constraints
	of the public space in which the device is placed. We
	investigate the effect of AR on the engagement of visitors
	with the exhibition. Through our analysis, we provide
	evidence to illustrate the differing 'augmented' and
	'disaugmented' levels of engagement users experience with
	the AR device in addition to typical engagement observed
	in social scientific studies of the exhibit face. We discuss
	the importance of separating target and display, and how
	levels of engagement with public AR can be explicitly
	supported.},
  year = {2005},
  booktitle = {Adjunct proceedings of SIGCHI Conference on Human Factors in 
	Computing Systems (CHI)},
  location = {Portland, Oregon, USA},
  month = {April},
  keywords = {Augmented reality, public exhibitions, engagement},
  url = {files/reeves-2005-engaging-augmented-reality.pdf}
}
@inproceedings{Reeves04a,
  title = {Performance Interfaces and Destabilisation},
  author = {Stuart Reeves and Steve Benford and Claire O'Malley},
  abstract = {Interaction with technology is
	occurring increasingly in public and semi-public
	settings and as a result the roles of
	spectator and performer are frequently being
	challenged by the deployment of computing
	systems. In this paper we discuss
	how the spectator, performer and interface
	feature in what we class as performance,
	how we might analyse their interrelation-ships
	and how traditional roles have become
	destabilised historically and technologically.
	In studying these relationships, we examine
	technological and non-technological examples
	from art, performance and exhibition design.},
  booktitle = {Proceedings of ''no one opens attachments anymore'' Workshop},
  year = {2004},
  month = {November},
  location = {Infolab21, Lancaster},
  url = {files/reeves-2004-performance-interfaces.pdf}
}
@inproceedings{Fraser04a,
  title = {Re-tracing the Past: Mixing Realities in Museum Settings},
  author = {Mike Fraser and John Bowers and Pat Brundell and Claire O'Malley 
			  and Stuart Reeves and Steve Benford and Luigina Ciolfi and Kieran
			  Ferris and Paul Gallagher and Tony Hall and Liam Bannon and Gustav
			  Tax\'{e}n and Sten Olof Hellstr\"{o}m},
  year = {2004},
  booktitle = {Proceedings of Conference on Advances in Computer
	Entertainment (ACE)},
  abstract = {Interactive exhibits are now commonplace in museum
	settings. However, many technologies co-exist uneasily
	with more traditional methods of display. In this paper we
	describe a design strategy for mixing realities in museum
	spaces. An approach is adopted for developing 'interactives'
	which complement rather than replace conventional
	methods. Our approach is explored through an exhibition
	which provides visitors with the opportunity to hear and
	leave opinions on unclassified historical artefacts. An
	analysis of visitor interaction reveals that avoiding
	simulation of established methods can allow visitors to
	weave novel and traditional practices. These results indicate
	designs for mixing realities in broader settings.},
  pages = {},
  url = {files/fraser-2004-retracing-the-past.pdf},
  month = {June},
  location = {Singapore}
}
@techreport{Reeves04b,
  title = {Research techniques for Augmented Reality experiences},
  author = {Stuart Reeves},
  year = {2004},
  month = {May},
  institution = {School of Computer Science and Information Technology,
        University of Nottingham},
  abstract = {We contrast the methods and techniques used by Augmented Reality
	and museum studies, and discuss the history and development of research in
	both fields. With this in mind, we follow with a more detailed look at the
	techniques involved in this program of research---ethnography in
	particular---and the associated theoretical considerations. The practical
	implications of future research are then considered with reference to
	previous work, and finally a discussion of the validity and target of
	analysis.},
  url = {files/reeves-2004-research-techniques-for-ar.pdf}
}

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