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Showing papers by "Paul Marshall published in 2013"


Journal ArticleDOI
TL;DR: The aim of this special issue is to critically explore different perspectives on embodied interaction in HCI and interaction design research and practice and to focus on what theoretical traction they can provide.
Abstract: Theories of embodiment focus on how practical engagement and the structure of the body shape perception, experience, and cognition. They typically reject a view of human cognition as grounded in abstract information processing. The concept of embodied interaction is increasingly used in the design, analysis, and evaluation of interactions with and around technology. However, many questions remain as to exactly what embodied interaction means and whether it can be considered a coherent program of research. The aim of this special issue is to critically explore different perspectives on embodied interaction in HCI and interaction design research and practice and to focus on what theoretical traction they can provide.

238 citations


Journal ArticleDOI
TL;DR: The findings reveal a practice-based learning between peers in situated contexts, and new forms of participation, all of which is facilitated by the Reactable's tangible interface, if compared to traditional musical ensembles.
Abstract: There has been little research on how interactions with tabletop and Tangible User Interfaces (TUIs) by groups of users change over time. In this article, we investigate the challenges and opportunities of a tabletop tangible interface based on constructive building blocks. We describe a long-term lab study of groups of expert musicians improvising with the Reactable, a commercial tabletop TUI for music performance. We examine interaction, focusing on interface, tangible, musical, and social phenomena. Our findings reveal a practice-based learning between peers in situated contexts, and new forms of participation, all of which is facilitated by the Reactable's tangible interface, if compared to traditional musical ensembles. We summarise our findings as a set of design considerations and conclude that construction processes on interactive tabletops support learning by doing and peer learning, which can inform constructivist approaches to learning with technology.

66 citations


Proceedings ArticleDOI
27 Apr 2013
TL;DR: This issue was addressed with a novel approach: studying how people engaged with the same interactive installation in ten situations with varying spatial and social properties, finding that place trumps space.
Abstract: Very little research has concurrently explored the influence of both physical space and social context (or place) on the way people engage with a public interactive display. We addressed this issue with a novel approach: studying how people engaged with the same interactive installation in ten situations with varying spatial and social properties. The main finding across these studies is that place trumps space: a conducive social context could overcome a poor physical space and encourage interaction; conversely, an inappropriate social context could inhibit interaction in spaces that might normally facilitate engagement. We discuss this finding in terms of the salience of the display within the space, the visibility of incidental interactions with the installation, the different understandings of place that people can have in the same location and the role of emergent champions and comperes in encouraging interaction.

61 citations


Book Chapter
01 Jan 2013
TL;DR: Paul Marshall's research interests centre on the concept of embodied interaction and how it can be applied to the design and evaluation of technologies that extend and augment individual human capabilities.
Abstract: Author bios: Paul Marshall is a lecturer in interaction design at University College London. His research interests centre on the concept of embodied interaction and how it can be applied to the design and evaluation of technologies that extend and augment individual human capabilities. This has included work on physical interaction and tangible interfaces; on technologies for face-to-face collaboration; on the design of technologies to fit specific physical contexts; and on extended cognition and perception.

42 citations



Proceedings ArticleDOI
04 Jun 2013
TL;DR: It is argued that a taxonomy of space is necessary to begin to understand how to enhance interaction within it and tools need to be developed for public display researchers to systematically study these and similar effects across a variety of contexts.
Abstract: Research is increasingly focusing on the role of spatial context in encouraging or discouraging interaction with public displays. However, there are few tools available to aid researchers in analyzing space in terms of its relevant properties when deciding where the most appropriate location is to position a display. In this paper we argue that a taxonomy of space is necessary to begin to understand how to enhance interaction within it. Previous work has suggested that a group of architectural theories known collectively as Space Syntax may be relevant to the problem of positioning situated displays. This paper reports on an initial study conducted to examine the utility of Space Syntax measures for positioning public displays for maximum salience. The outcome of the study was that different representations were found to be more memorable when positioned in different shapes of spaces. Specifically, the memorably of text and images differed with the size and jaggedness of the space in which they were displayed. We suggest that tools need to be developed for public display researchers to systematically study these and similar effects across a variety of contexts. We introducte software called Infinite Horizon that has been developed to facilitate this taxonomic work.

15 citations


Book ChapterDOI
25 Jul 2013
TL;DR: This chapter aims to provide an up-to-date overview of research on tangible computing for learning, highlighting different approaches to the design and development of tangible learning environments, presenting findings in the context of emergent design themes, as well as a discussion of key research design issues.
Abstract: Tangible technologies are physical objects that are embedded with computing technology and linked to various forms of digital representations (audio, visual, tactile). While several research projects have begun to explore the potential of these technologies for learning, the exponential number of design factors and combinations make the research space complex. This chapter aims to provide an up-to-date overview of research on tangible computing for learning, highlighting different approaches to the design and development of tangible learning environments, presenting findings in the context of emergent design themes, as well as a discussion of key research design issues.

11 citations


Proceedings ArticleDOI
08 Sep 2013
TL;DR: A mobile app that shows supermarket shoppers the nutritional balance of their shopping trolley is developed and demonstrated that the app led to significant changes in participants' shopping habits and an improvement in the nutritional Balance of their diets.
Abstract: An imbalanced diet is the primary cause of the majority of non-communicable diseases. In particular, obesity rates are increasing in both the developed and developing world and this disease has been described as a pandemic by the World Health Organization. Many governments provide dietary guidelines, for example, recommended weekly amounts of different food types, but the increasing incidence of obesity shows that these campaigns have not been successful. We developed a mobile app that shows supermarket shoppers the nutritional balance of their shopping trolley. A two- month study demonstrated that the app led to significant changes in participants' shopping habits and an improvement in the nutritional balance of their diets.

5 citations


01 Jan 2013
TL;DR: In this article, a floor display is made interactive so that participants can manipulate the content in real-time using whole body interaction, and encourage the local community to generate content for the display.
Abstract: Floor displays, because of the novelty of their location, can be more effective at grabbing the attention of passersby than public wall mounted screens. However, a concern is that as floor displays become more familiar, people will take less notice of them. We are exploring how to maintain interest in a large-scale interactive floor display in a semi-public university location. Our ongoing research involves exploring ways to enable participants to update the content of the display and seeing how effectively this keeps them interested. Firstly, we are making the floor display interactive so that participants can manipulate the content in real-time using whole body interaction. Secondly, we are encouraging the local community to generate content for the display.

3 citations


09 Sep 2013
TL;DR: The current approach that involves a long term study of FitbBit users to identify the bright spots: the factors that enable people to successfully change their habits in the long term is outlined.
Abstract: Many journeys in urban environments are short and could be conveniently carried out on foot or bike. However, many people use public transport or cars and this places pressure on urban transport infrastructures. Motivating people to change their transport habits is a wicked problem and challenging to address. We outline our current approach that involves a long term study of FitbBit users to identify the bright spots: the factors that enable people to successfully change their habits in the long term.

2 citations