Archive for May, 2011
Shaun’s CHI 2011 round-up
May 25th
My own CHI experiences this (and every) year are probably best represented by my Twitter feed but I’ll try and summarise one or two highlights looking back. Firstly I had a great time pre-CHI in Calgary hosted by my friend Ehud Sharlin - the work in the interaction lab there was really inspiring – and the physical set up with faculty staff offices in the centre of things has made me think hard about we should move forward with our own lab. My short visit with Ehud ended with a spectacular evening trip to Banff and the (still frozen) Rockies:
Once in Vancouver things got hectic – this year five of us from LiSC attended (three last year, 1 in each of the previous years) – the challenge for us as a small group is to keep on this trajectory. Though we are a few years off some of the bigger UK HCI groups who were making some very powerful statements with their sheer numbers of attendees this year. One of the biggest (err – or maybe THE biggest) draws for me of CHI is the socializing with colleagues old and new: this year didn’t disappoint with some great parties including the @userinflux, Nordic, and ‘Scottish’ events.
This year the sessions seemed to have too many things I wanted to see – I can’t remember facing so many clashes of interesting papers/panels etc. However, the number of papers this year on behaviour change for health and, especially, sustainability makes me wonder about moving out these areas as they getting very crowded indeed and, also, maybe a little repetitive. The session I looked forward to most was the ‘cats and dogs‘ one and this didn’t disappoint – not only were the papers great (and making a genuine effort to take this area forward) but we were treated to some hugely entertaining audience particpation including mass pseudo-macarena dancing and some mad ball throwing antics:
This can be seen in all its horrible graphic detail on video captured by another attendee. More seriously the discussion at the end of the session between around a dozen animal-computer interaction people was really encouraging for the future of this area.
Right — how many days left till we need to submit notes+papers for #chi2012 in Austin?
Ben’s CHI 2011 Roundup
May 23rd
Following on from Conor’s post, here’s some quick comments about my experience at CHI.
This is a looong post so bear with me!
CHI is a big conference and there is a *lot* to see. One of the benefits of having several people attend is that we collectively get a lot more out of the conference than an individual would. We rarely ran into each other at the conference, each saw very different things, and this is partly why we are writing separate posts about our experiences.
I focussed more on the games aspect of CHI, attending several panels and SIG discussions on the theme. Also, since I’m currently in the process of finishing my PhD, I was in a much more reflective mood at CHI and as such my experience was less about specific research findings and more about themes and movements.
I was one of the organisers of the Social Game Studies workshop, which was held on the Sunday. We had a productive and interesting workshop, with some very interesting talks and papers that will be online shortly at the site.

We’ll post a longer report in time, but for me the main interesting discussion point was about the nature of social games with respect to real social relationships. We kept coming back to things like identity presentation and social responsibility. How, even though that “it is just a game”, the fact that real social relationships were involved meant that real-world social issues leak back and forth from within the “magic circle” of play.
There were many other interesting discussions on games throughout the conference. In particular Gifford Cheung presented two thoughtful pieces:
Starcraft from the stands: understanding the game spectator
– an intriguing look at the value of the spectator experience to games. Especially interesting was the behaviour of Starcraft fans watching videos on Youtube with masking tape on their monitors. This hides both the final result of the match and the video scrub bar that gives away the time remaining. Like a modern version of this episode of the Likely Lads.
Customization for games: lessons from variants of texas hold’em – an interesting poster about how the rules of poker evolve. I talk about the effect of social context on game rules in my PhD, so we had a good chat about it.
In the panel about World of Warcraft, Nick Yee made a couple of interesting points based on his research. Firstly, that player behaviour when role-playing correlates with their personality. In other words, it appears that even when pretending to be a radically different character, your personality still largely determines your actions. Seasoned pen-and-paper roleplayers will instantly recognise this, but it is interesting to see evidence for it. Secondly he pointed out that players conform to gender stereotypes when “gender-bending” (i.e. a male playing a female character). For example, it is a stereotype that females should heal more than fight, so female characters tend to conform to this stereotype, whether played by females or males.
There was also a couple of games going on during CHI. Conor mentioned our battle over the FourSquare mayorship. Also running was our social game of mischief, Feckr, and Backchatter. I made a concerted effort to do well at Backchatter, and managed to pull a victory in the last round. Backchatter is an interesting game about predicting Twitter trends during a conference and adds an interesting sense of urgency around paying attention to the programme. Importantly it doesn’t distract you from the content of the talks, if anything engaging you more. It’s an ok game, but more importantly it opens the door to more in-conference gaming in the future, which is a very exciting thought.
One of the most inspirational talks at CHI for me was given on the first day by Bill Buxton, head of Microsoft Research. He was basically talking about the importance of history to HCI, told through the lens of industrial design. A room at CHI was given over to his collection of interface devices, called “The Buxton Collection”. I urge you to visit his site and browse the devices online.

Above is a picture from the collection showing the evolution of iPod designs. The most interesting are the first and last. The first is a transistor radio from 1958 and the last is the IBM Simon phone from 1993. Buxton’s central point is that the clever design of iPods and iPhones seems like magic if you don’t know your history. However, the designers at Apple know their history very well, and incorporated old design features in their new products as a combination of remixing and homage.
Bill generalised this in terms of the early 1980′s music scene, where there was an ideological split between people who used synthesisers to create new sounds, and people who used samplers to repurpose and reuse existing sounds. We all know who won that battle.
This really resonated with me and the thoughts I’d been having about Conor’s paper on educational games at CHI. It points out that the games industry has spent 20 years synthesising a way to teach with games, which would have been better sampled from psychology. Just as Apple remixed old design concepts from the 1950′s, so must game designers be aware of their history and context, and remix ideas from traditional sciences.
Watch this incredible video about the attention to history and context in Kill Bill, and ask yourself – where is the Quentin Tarantino of game design?
Conors CHI 2011 round-up
May 21st
I think I’ve just about recovered from this years CHI conference! A few of us who went to the conference are going to summarise what we saw – both in terms of the talks and other events.
This year the organisers chose to focus on a number of themes that they hadn’t paid a lot of attention to previously. Two of these themes – ‘Health’ and ‘Games and Entertainment’ are very relevant for my own research interests – so I was kept busy attending talks, panel discussions and Special Interest Groups on these topics.
Most of the Health highlights for me were presented on the Monday:
Maitland & Chalmers – Designing for Peer Involvement in Weight Management.
Lee et al – Mining Behavioural economics to design persuasive Technology for Healthy Choices.
Kim et al – Using Interface Cues in Online Health Community Boards to Change Impressions and Encourage User Contribution.
Hailpern, et al. – ACES: Promoting Empathy Towards Aphasia Through Language Distortion Emulation Software.
Cramer et al. Classroom-based Assistive technology: Collective Use of Interactive Visual Schedules by Students with Autism.
The exception was the session on Thursday in which David Coyle and Mark Matthews presented some inspirationally rigorous work on using HCI for interventions for mental health.
Coyle et al – Exploratory Evaluations of a Computer Game Supporting Cognitive behavioural Therapy for Adolescents.
Matthews et al – In the Mood: Engaging Teenagers in Psychotherapy Using Mobile Phones.
I’m sure Ben will write a post about games, so I’ll stick to mentioning the most useful games session for my own interests – which was the panel discussion on the Thursday, led by Dan Cook. I’d recommend anyone designing educational games – or any kinds of games – to follow Dan’s blog. Interestingly, much of the discussion at this session focused on using games for education and the methods that entertainment games used to teach.
Speaking of using games for education, I presented a full paper on this topic on the Wednesday. The paper was titled Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games. There was a good crowd at the talk (probably due to the ‘Honourable Mention’ award that the paper won) and I had a huge amount of questions and suggestions afterwards from both academics and professional games designers.
Myself and Ben had a fierce battle over the Mayorship of CHI on Foursquare all week. As I was the Mayor on the last day I presume that means I’m the Mayor until next year?
Feckr! The Game for Closet Sociopaths at CHI2011
May 9th
Oh crap, here we go again!
Feckr is an Android application that allows you to secretly “tag” people with messages. Tags are anonymous, permanent and public – every Feckr player can see all the tags for people around them. Unless they also play Feckr, your victims will never know what you really think of them.
The only problem: Feckr is scattershot – when you create a new tag, it gets applied to everyone nearby, whether you mean it or not.
One of our favourite uses of Feckr is as a sort of “rude radar”. If you open Feckr and walk around an area, the app updates nearby tags LIVE, so you can see how tags change as you walk between different groups of people. It works especially well at larger social events like conferences or festivals, since you will often encounter the same people and have a greater chance of seeing more tags.
Feckr is available for FREE for Android devices – Either search on the market, open this link on your device, or scan the QR code below to download and start playing.

If you are attending CHI 2011 you can use Feckr to enhance your conference experience! As the week goes on, use Feckr to tag fellow conference attendees and to find out what other Feckr users think about the people around you.
Feckr is part of our research into playfulness and mischief in HCI – we all have frustrations when in social situations but social norms prevent us from doing anything about them. Feckr provides a secret shared outlet for these frustrations in a playful and cheeky way.
Visit the Feckr.me to find out more information on Feckr and to download the game.





