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Marianna Obrist

Bio: Marianna Obrist is an academic researcher from University College London. The author has contributed to research in topics: User experience design & Computer science. The author has an hindex of 29, co-authored 149 publications receiving 4775 citations. Previous affiliations of Marianna Obrist include University of Salzburg & University of Sussex.


Papers
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Proceedings ArticleDOI
27 Apr 2013
TL;DR: A study exploring participants' verbalizations of their tactile experiences across two modulated tactile stimuli related to two important mechanoreceptors in the human hand proposes 14 categories for a human-experiential vocabulary based on the categorization of the findings.
Abstract: A common problem with designing and developing applications with tactile interfaces is the lack of a vocabulary that allows one to describe or communicate about haptics. Here we present the findings from a study exploring participants' verbalizations of their tactile experiences across two modulated tactile stimuli (16Hz and 250Hz) related to two important mechanoreceptors in the human hand. The study, with 14 participants, applied the explicitation interview technique to capture detailed descriptions of the diachronic and synchronic structure of tactile experiences. We propose 14 categories for a human-experiential vocabulary based on the categorization of the findings and tie them back to neurophysiological and psychophysical data on the human hand. We finally discuss design opportunities created through this experiential understanding in relation to the two mechanoreceptors.

1,602 citations

Proceedings ArticleDOI
16 Oct 2010
TL;DR: Development needs for UX evaluation methods are revealed, such as early-stage methods, methods for social and collaborative UX evaluation, establishing practicability and scientific quality, and a deeper understanding of UX.
Abstract: The recent shift of emphasis to user experience (UX) has rendered it a central focus of product design and evaluation. A multitude of methods for UX design and evaluation exist, but a clear overview of the current state of the available UX evaluation methods is missing. This is partly due to a lack of agreement on the essential characteristics of UX. In this paper, we present the results of our multi-year effort of collecting UX evaluation methods from academia and industry with different approaches such as literature review, workshops, Special Interest Groups sessions and an online survey. We have collected 96 methods and analyzed them, among other criteria, based on the product development phase and the studied period of experience. Our analysis reveals development needs for UX evaluation methods, such as early-stage methods, methods for social and collaborative UX evaluation, establishing practicability and scientific quality, and a deeper understanding of UX.

562 citations

Proceedings ArticleDOI
24 Jun 2013
TL;DR: This paper looks at the different communities that have grown around video game spectating, the incentives of all stakeholders and the technologies involved, and explores its relation to the malleability of activity and passivity.
Abstract: Video games are inherently an active medium, without interaction a video game is benign. Yet there is a growing community of video game spectating that exists on the Internet, at events across the world and, in part, as traditional television broadcasts. In this paper we look at the different communities that have grown around video game spectating, the incentives of all stakeholders and the technologies involved. An interesting part of this phenomenon is its relation to the malleability of activity and passivity; video games are traditionally active but spectatorship brings an element of passivity, whereas television is traditionally passive but interactive television brings an element of activity. We explore this phenomenon based on selected examples and stimulate a discussion around how such understanding from the video game field could be interesting for interactive television.

175 citations

Proceedings ArticleDOI
26 Apr 2014
TL;DR: The experience of smell and the emotions that accompany it is investigated and how the findings can benefit research on personal memories, momentary and first time experiences, and wellbeing is discussed.
Abstract: Technologies for capturing and generating smell are emerging, and our ability to engineer such technologies and use them in HCI is rapidly developing. Our understanding of how these technologies match the experiences with smell that people have or want to have is surprisingly limited. We therefore investigated the experience of smell and the emotions that accompany it. We collected stories from 439 participants who described personally memorable smell experiences in an online questionnaire. Based on the stories we developed 10 categories of smell experience. We explored the implications of the categories for smell-enhanced technology design by (a) probing participants to envision technologies that match their smell story and (b) having HCI researchers brainstorm technologies using the categories as design stimuli. We discuss how our findings can benefit research on personal memories, momentary and first time experiences, and wellbeing.

126 citations

Proceedings ArticleDOI
18 Apr 2015
TL;DR: The findings from a study exploring the communication of emotions through a haptic system that uses tactile stimulation in mid-air are presented and the non-arbitrary mapping between emotions and haptic descriptions across three groups is demonstrated.
Abstract: Touch is a powerful vehicle for communication between humans. The way we touch (how) embraces and mediates certain emotions such as anger, joy, fear, or love. While this phenomenon is well explored for human interaction, HCI research is only starting to uncover the fine granularity of sensory stimulation and responses in relation to certain emotions. Within this paper we present the findings from a study exploring the communication of emotions through a haptic system that uses tactile stimulation in mid-air. Here, haptic descriptions for specific emotions (e.g., happy, sad, excited, afraid) were created by one group of users to then be reviewed and validated by two other groups of users. We demonstrate the non-arbitrary mapping between emotions and haptic descriptions across three groups. This points to the huge potential for mediating emotions through mid-air haptics. We discuss specific design implications based on the spatial, directional, and haptic parameters of the created haptic descriptions and illustrate their design potential for HCI based on two design ideas.

126 citations


Cited by
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Journal ArticleDOI
TL;DR: Reading a book as this basics of qualitative research grounded theory procedures and techniques and other references can enrich your life quality.

13,415 citations

Journal ArticleDOI
10 Jun 2014-PLOS ONE
TL;DR: ForceAtlas2 is a force-directed layout close to other algorithms used for network spatialization, designed for the Gephi user experience, and proposed for the first time as a benchmark for the compromise between performance and quality.
Abstract: Gephi is a network visualization software used in various disciplines (social network analysis, biology, genomics…). One of its key features is the ability to display the spatialization process, aiming at transforming the network into a map, and ForceAtlas2 is its default layout algorithm. The latter is developed by the Gephi team as an all-around solution to Gephi users’ typical networks (scale-free, 10 to 10,000 nodes). We present here for the first time its functioning and settings. ForceAtlas2 is a force-directed layout close to other algorithms used for network spatialization. We do not claim a theoretical advance but an attempt to integrate different techniques such as the Barnes Hut simulation, degree-dependent repulsive force, and local and global adaptive temperatures. It is designed for the Gephi user experience (it is a continuous algorithm), and we explain which constraints it implies. The algorithm benefits from much feedback and is developed in order to provide many possibilities through its settings. We lay out its complete functioning for the users who need a precise understanding of its behaviour, from the formulas to graphic illustration of the result. We propose a benchmark for our compromise between performance and quality. We also explain why we integrated its various features and discuss our design choices.

2,032 citations

Journal ArticleDOI
TL;DR: A systematic survey on the use of gamification in published theoretical reviews and research papers involving interactive systems and human participants is presented and points of departure are suggested for continued empirical investigations of gamified practice and its effects.
Abstract: Gamification has drawn the attention of academics, practitioners and business professionals in domains as diverse as education, information studies, human-computer interaction, and health. As yet, the term remains mired in diverse meanings and contradictory uses, while the concept faces division on its academic worth, underdeveloped theoretical foundations, and a dearth of standardized guidelines for application. Despite widespread commentary on its merits and shortcomings, little empirical work has sought to validate gamification as a meaningful concept and provide evidence of its effectiveness as a tool for motivating and engaging users in non-entertainment contexts. Moreover, no work to date has surveyed gamification as a field of study from a human-computer studies perspective. In this paper, we present a systematic survey on the use of gamification in published theoretical reviews and research papers involving interactive systems and human participants. We outline current theoretical understandings of gamification and draw comparisons to related approaches, including alternate reality games (ARGs), games with a purpose (GWAPs), and gameful design. We present a multidisciplinary review of gamification in action, focusing on empirical findings related to purpose and context, design of systems, approaches and techniques, and user impact. Findings from the survey show that a standard conceptualization of gamification is emerging against a growing backdrop of empirical participants-based research. However, definitional subjectivity, diverse or unstated theoretical foundations, incongruities among empirical findings, and inadequate experimental design remain matters of concern. We discuss how gamification may to be more usefully presented as a subset of a larger effort to improve the user experience of interactive systems through gameful design. We end by suggesting points of departure for continued empirical investigations of gamified practice and its effects. We present findings from a survey of the gamification literature.Theoretical findings suggest that gamification is a distinct concept.Conceptual foundations tend to converge on psychological theories of motivation.Early applied work suggests positive-leaning but mixed results.Empirical work on specific elements with direct ties to theory and stronger experimental designs is needed.

1,585 citations