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Malcolm Hall

dblp:66/3437 · DBLP profile ↗
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10ranked-venue papers
2as first author
0since 2021 · last 2013
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 8 · 2 first-authorComputer networks · 2

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
5 papers
Games and playful interaction · 27% Collaborative and social computing · 25% Ubiquitous computing and smart environments · 20%
Network and information security
1 paper
Privacy and data protection · 100%

Topics — the 9 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Privacy and data protection › privacy management
privacy recommendation
0.212013
ProtectMyPrivacy: detecting and mitigating privacy leaks on iOS devices using crowdsourcing · MobiSys 2013
Collaborative and social computing › user-generated content
location sharing
0.112008
From awareness to repartee: sharing location within social groups · CHI 2008
Games and playful interaction › pervasive games
location-based mobile games
0.112006
Interweaving mobile games with everyday life · CHI 2006
Games and playful interaction › digital gaming
mobile gaming
0.112005
Picking Pockets on the Lawn: The Development of Tactics and Strategies in a Mobile Game · UbiComp 2005
Interaction techniques and input › non-visual interaction
eyes-free interaction
0.012003
Multimodal 'eyes-free' interaction techniques for wearable devices · CHI 2003
Interaction techniques and input
gesture input
0.012003
Multimodal 'eyes-free' interaction techniques for wearable devices · CHI 2003
Haptics and multimodal interaction
multimodal interaction
0.012003
Multimodal 'eyes-free' interaction techniques for wearable devices · CHI 2003
Collaborative and social computing › awareness
awareness systems
0.012008
From awareness to repartee: sharing location within social groups · CHI 2008
Ubiquitous computing and smart environments
context-aware computing
0.012005
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

crowdsourcing · 0.3anonymization · 0.3user study · 0.1field trial · 0.1system log analysis · 0.1participant diaries · 0.1interviews · 0.1
YearPublicationVenuePosition
2013 ProtectMyPrivacy: detecting and mitigating privacy leaks on iOS devices using crowdsourcing
abstract
In this paper we present the design and implementation of ProtectMyPrivacy (PMP), a system for iOS devices to detect access to private data and protect users by substituting anonymized data in its place if users decide. We developed a novel crowdsourced recommendation engine driven by users who contribute their protection decisions, which provides app specific privacy recommendations. PMP has been in use for over nine months by 90,621 real users, and we present a detailed evaluation based on the data we collected for 225,685 unique apps. We show that access to the device identifer (48.4% of apps), location (13.2% of apps), address book (6.2% of apps) and music library (1.6% of apps) is indeed widespread in iOS. We show that based on the protection decisions contributed by our users we can recommend protection settings for over 97.1% of the 10,000 most popular apps. We show the effectiveness of our recommendation engine with users accepting 67.1% of all recommendations provide to them, thereby helping them make informed privacy choices. Finally, we show that as few as 1% of our users, classified as experts, make enough decisions to drive our crowdsourced privacy recommendation engine.
Yuvraj Agarwal, Malcolm Hall
MobiSys2
2008 From awareness to repartee: sharing location within social groups
abstract
This 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
CHI5
2008 T-Bars: towards tactile user interfaces for mobile touchscreens
abstract
Mobile device user interface elements tend to be based on desktop widgets that were not originally intended for small screen finger-based interfaces. Mobile usage scenarios afford many completely different interactions, so should be designed accordingly. This paper presents a new type of widget, the T-Bar, designed specifically for finger-based touchscreen interfaces using tactile feedback. Using the tactile feedback for orientation, the user's fingertip is guided along the T-Bar until an item is successfully selected. This paper offers observations on our finger-based touchscreen widget and two applications of the T-Bar widget. Both, File-o-Feel and Touch 'n' Twist are multi-touch information browsing applications that deviate from traditional desktop GUI paradigms and are tailored for fingertip input where all interaction takes place through the use of T-Bars; eliminating the need for any other widgets.
Malcolm Hall, Eve E. Hoggan, Stephen A. Brewster
Mobile HCI1
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.6
2006 Interweaving mobile games with everyday life
abstract
We 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
CHI4
2005 Sharing the Square: Collaborative Leisure in the City Streets
Barry Brown 0001, Matthew Chalmers, Marek Bell, Ian MacColl, Malcolm Hall, Paul Rudman
ECSCW5
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
UbiComp4
2005 Three applications for mobile epidemic algorithms
abstract
This 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 HCI2
2004 Mobile Support for Team-Based Field Surveys
Malcolm Hall, Philip D. Gray
Mobile HCI1
2003 Multimodal 'eyes-free' interaction techniques for wearable devices
abstract
Mobile and wearable computers present input/output prob-lems due to limited screen space and interaction techniques. When mobile, users typically focus their visual attention on navigating their environment - making visually demanding interface designs hard to operate. This paper presents two multimodal interaction techniques designed to overcome these problems and allow truly mobile, 'eyes-free' device use. The first is a 3D audio radial pie menu that uses head gestures for selecting items. An evaluation of a range of different audio designs showed that egocentric sounds re-duced task completion time, perceived annoyance, and al-lowed users to walk closer to their preferred walking speed. The second is a sonically enhanced 2D gesture recognition system for use on a belt-mounted PDA. An evaluation of the system with and without audio feedback showed users' ges-tures were more accurate when dynamically guided by au-dio-feedback. These novel interaction techniques demon-strate effective alternatives to visual-centric interface de-signs on mobile devices.
Stephen A. Brewster, Joanna Lumsden, Marek Bell, Malcolm Hall, Stuart Tasker
CHI4