EDBT 2026 Demo / reviewers in the wild / expert
Scott Sherwood
dblp:24/3643
· DBLP profile ↗
8ranked-venue papers
0as first author
0since 2021 · last 2012
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 7Computer networks · 1
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
6 papers |
Games and playful interaction · 28% Ubiquitous computing and smart environments · 28% Collaborative and social computing · 27% | |
| Software engineering, system software, and programming languages
1 paper |
Empirical software engineering · 100% | |
| Computer networks
1 paper |
Wireless networking · 100% |
Topics — the 9 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Design research and methods › field study
field trial |
0.1 | 1 | 2011 | Into the wild: challenges and opportunities for field trial methods · CHI 2011 |
Empirical software engineering › developer studies
user study |
0.1 | 1 | 2011 | Into the wild: challenges and opportunities for field trial methods · CHI 2011 |
Collaborative and social computing
human computation |
0.1 | 1 | 2009 | EyeSpy: supporting navigation through play · CHI 2009 |
Games and playful interaction › multiplayer games
mobile multiplayer game |
0.1 | 1 | 2009 | EyeSpy: supporting navigation through play · CHI 2009 |
Collaborative and social computing › user-generated content
location sharing |
0.1 | 1 | 2008 | From awareness to repartee: sharing location within social groups · CHI 2008 |
Games and playful interaction › pervasive games
location-based mobile games |
0.1 | 1 | 2006 | Interweaving mobile games with everyday life · CHI 2006 |
Games and playful interaction › digital gaming
mobile gaming |
0.1 | 1 | 2005 | Picking Pockets on the Lawn: The Development of Tactics and Strategies in a Mobile Game · UbiComp 2005 |
Collaborative and social computing › awareness
awareness systems |
0.0 | 1 | 2008 | From awareness to repartee: sharing location within social groups · CHI 2008 |
Ubiquitous computing and smart environments
context-aware computing |
0.0 | 1 | 2005 | Picking Pockets on the Lawn: The Development of Tactics and Strategies in a Mobile Game · UbiComp 2005 |
Methods — techniques the papers use, named apart from their topics
field trial · 0.4survey · 0.3trial of trials · 0.2qualitative analysis · 0.2user trials · 0.1navigation experiments · 0.1user study · 0.1system log analysis · 0.1participant diaries · 0.1interviews · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2012 | A hybrid mass participation approach to mobile software trialsabstractUser 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. Yet from our experiences on these mass participation systems and a survey of the literature, we identify a number of reported difficulties. We propose a hybrid methodology that aims to address these, by combining a global software release with a concurrent local trial. A phone-based game, created to explore the uptake and use of ad hoc peer-to-peer networking, was evaluated using this new hybrid trial method, combining a small-scale local trial (11 users) with a ''mass participation' trial (over 10,000 users). Our hybrid method offers many benefits, allowing locally observed findings to be verified, 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 trialed using ''traditional' methods alone. Based on this study and previous experience, we provide a set of guidelines to researchers working in this area. Alistair Morrison, Donald McMillan, Stuart Reeves, Scott Sherwood, Matthew Chalmers |
CHI | 4 |
| 2011 | Into the wild: challenges and opportunities for field trial methodsabstractField 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. Barry Brown 0001, Stuart Reeves, Scott Sherwood |
CHI | 3 |
| 2009 | EyeSpy: supporting navigation through playabstractThis paper demonstrates how useful content can be generated 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 game-play, 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 game-play. Marek Bell, Stuart Reeves, Barry Brown 0001, Scott Sherwood, Donny MacMillan, John Ferguson, Matthew Chalmers |
CHI | 4 |
| 2008 | From awareness to repartee: sharing location within social groupsabstractThis paper investigates emergent practices around 'microblogging', changing and sharing status within a social group. We present results from a trial of 'Connecto', a phone based status and location sharing application that allows a group to 'tag' areas and have individuals' locations shared automatically on a mobile phone. In use the system moved beyond being an awareness tool to a way of continuing the ongoing 'story' of conversations within the group. Through sharing status and location the system supported each groups' ongoing repartee - a site for social exchange, enjoyment and friendship. Louise Barkhuus, Barry Brown 0001, Marek Bell, Scott Sherwood, Malcolm Hall, Matthew Chalmers |
CHI | 4 |
| 2007 | Shakra: Tracking and Sharing Daily Activity Levels with Unaugmented Mobile Phones
Ian Anderson 0002, Julie Maitland, Scott Sherwood, Louise Barkhuus, Matthew Chalmers, Malcolm Hall, Barry Brown 0001, Henk L. Muller |
Mob. Networks Appl. | 3 |
| 2006 | Interweaving mobile games with everyday lifeabstractWe introduce a location--based game called Feeding Yoshi that provides an example of seamful design, in which key characteristics of its underlying technologies-the coverage and security characteristics of WiFi-are exposed as a core element of gameplay. Feeding Yoshi is also a long--term, wide--area game, being played over a week between three different cities during an initial user study. The study, drawing on participant diaries and interviews, supported by observation and analysis of system logs, reveals players' reactions to the game. We see the different ways in which they embedded play into the patterns of their daily lives, augmenting existing practices and creating new ones, and observe the impact of varying location on both the ease and feel of play. We identify potential design extensions to Feeding Yoshi and conclude that seamful design provides a route to creating engaging experiences that are well adapted to their underlying technologies. Marek Bell, Matthew Chalmers, Louise Barkhuus, Malcolm Hall, Scott Sherwood, Paul Tennent, Barry Brown 0001, Duncan Rowland, Steve Benford |
CHI | 5 |
| 2005 | Picking Pockets on the Lawn: The Development of Tactics and Strategies in a Mobile Game
Louise Barkhuus, Matthew Chalmers, Paul Tennent, Malcolm Hall, Marek Bell, Scott Sherwood, Barry Brown 0001 |
UbiComp | 6 |
| 2005 | Three applications for mobile epidemic algorithmsabstractThis paper presents a framework for the pervasive sharing of data using wireless networks. 'FarCry' uses the mobility of users to carry files between separated networks. Through a mix of ad-hoc and infrastructure-based wireless networking, files are transferred between users without their direct involvement. As users move to different locations, files are then transmitted on to other users, spreading and sharing information. We examine three applications of this framework. Each of these exploits the physically proximate nature of social gatherings. As people group together in, for example, business meetings and cafés, this can be taken as an indication of similar interests, e.g. in the same presentation or in a type of music. MediaNet affords sharing of media files between strangers or friends, MeetingNet shares business documents in meetings, and NewsNet shares RSS feeds between mobile users. NewsNet also develops the use of pre-emptive caching: collecting information from others not for oneself, but for the predicted later sharing with others. We offer observations on developing this system for a mobile, multi-user, multi-device environment. Paul Tennent, Malcolm Hall, Barry Brown 0001, Matthew Chalmers, Scott Sherwood |
Mobile HCI | 5 |