A study of a professional touring mixed reality performance called Desert Rain yields insights into how performers orchestrate players' engagement in an interactive experience. Six players at a time journey through an extended physical and virtual set. Each sees a virtual world projected onto a screen made from a fine water spray. This acts as a traversable interface, supporting the illusion that performers physically pass between real and virtual worlds. Live and video-based observations of Desert Rain, coupled with interviews with players and the production team, have revealed how the performers create conditions for the willing suspension of disbelief, and how they monitor and intervene in the player's experience without breaking their engagement. This involves carefully timed performances and "off-face" and "virtual" interventions. In turn, these are supported by the ability to monitor players' physical and virtual activity through asymmetric interfaces.
Both breathing and internal self-awareness are an integral part of any yoga practice. We describe and discuss the development of ExoPranayama, an actuated environment that physically manifests users' breathing in yoga. Through a series of trials with yoga practitioners and expert teachers, we explore its role in the practice of yoga. Our interview results reveal that biofeedback through the environment supported teaching and improved selfawareness, but it impacted group cohesion. Two practical uses of the technology emerged for supporting breath control in yoga: (1) biofeedback can provide new information about users' current internal states; (2) machinedriven feedback provides users with a future state or goal and leads to improved cohesiveness.
Abstract. Two case studies of the development of Smartphone self-reporting mHealth applications are described: a wellness diary for asthma management combined with Bluetooth pulse oximeter and manual peak flow measurements; and a questionnaire for ecological assessment of distress during fertility treatment. Results are presented of user experiences with the self-reporting application and the capture of physiological measurements in the case of the asthma diary project and the findings from a phone audit at an early stage of design in the case of the in vitro fertilisation (IVF) study. Issues raised by ethics committees are also discussed. It is concluded that the optimal adoption of Smartphone self-reporting applications will require a good appreciation of user and ethics panel requirements at an early stage in their development, so that the correct design choices can be made.
Abstract. This paper draws on the design process, implementation and early evaluation results of an urban screens network to highlight the tensions that emerge at the boundary between the technical and social aspects of design. While public interactive screens in urban spaces are widely researched, the newly emerging networks of such screens present fresh challenges. Researchers wishing to be led by a diverse user community may find that the priorities of some users, directly oppose the wishes of others. Previous literature suggests such tensions can be handled by 'goal balancing', where all requirements are reduced down to one set of essential, implementable attributes. Contrasting this, this paper's contribution is 'Tension Space Analysis', which broadens and extends existing work on Design Tensions. It includes new domains, new representational methods and offers a view on how to best reflect conflicting community requirements in some aspects or features of the design.
This paper presents the evolution of a tool to support the rapid prototyping of hybrid museum experiences by domain professionals. The developed tool uses visual markers to associate digital resources with physical artefacts. We present the iterative development of the tool through a user centred design process and demonstrate its use by domain experts to realise two distinct hybrid exhibits. The process of design and refinement of the tool highlights the need to adopt an experience oriented approach allowing authors to think in terms of the physical and digital "things" that comprise a hybrid experience rather than in terms of the underlying technical components.
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