Demo Data from EDBT 2026 / reviewers in the wild / expert
Guy Schofield
dblp:71/8238 · also Guy Peter Schofield
· DBLP profile ↗
16ranked-venue papers
4as first author
1since 2021 · last 2025
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 16 · 4 first-author · 1 since 2021
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
11 papers |
Collaborative and social computing · 35% Design research and methods · 31% Health and well-being technologies · 26% | |
| Computer graphics and multimedia
1 paper |
Multimedia systems and quality of experience · 100% |
Topics — the 10 heaviest of 15, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Design research and methods › participatory research
participatory video |
0.4 | 1 | 2019 | Our Story: Addressing Challenges in Development Contexts for Sustainable Participatory Video · CHI 2019 |
Collaborative and social computing
computer-supported cooperative work |
0.2 | 1 | 2016 | TryFilm: Situated Support for Interactive Media Productions · CSCW 2016 |
Design research and methods
participatory design |
0.2 | 2 | 2015 | Engaging older people using participatory design · CHI 2012 Beyond Participatory Production: Digitally Supporting Grassroots Documentary · CHI 2015 |
Health and well-being technologies › dementia care
dementia care technology |
0.1 | 1 | 2012 | Enabling self, intimacy and a sense of home in dementia: an enquiry into design in a hospital setting · CHI 2012 |
Accessibility and assistive technology
older adults |
0.1 | 1 | 2012 | Engaging older people using participatory design · CHI 2012 |
Design research and methods › experience design
experience-centered design |
0.1 | 1 | 2011 | Designing from within: humanaquarium · CHI 2011 |
Collaborative and social computing
collaborative editing |
0.1 | 1 | 2016 | TryFilm: Situated Support for Interactive Media Productions · CSCW 2016 |
Learning and educational technologies
scaffolding |
0.1 | 1 | 2016 | Scaffolding Community Documentary Film Making using Commissioning Templates · CHI 2016 |
Collaborative and social computing
crowdsourcing |
0.1 | 1 | 2015 | Bootlegger: Turning Fans into Film Crew · CHI 2015 |
Collaborative and social computing
interpersonal relationships |
0.0 | 1 | 2012 | Enabling self, intimacy and a sense of home in dementia: an enquiry into design in a hospital setting · CHI 2012 |
Methods — techniques the papers use, named apart from their topics
system design · 0.7participatory design · 0.6qualitative evaluation · 0.4iterative design · 0.4co-production · 0.3in-the-wild deployment · 0.2ethnographic study · 0.2commissioning templates · 0.2observation study · 0.2mobile devices · 0.2metadata generation · 0.2interview study · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Advancing Methodological Approaches in Affect-Adaptive Video Game Design: Empirical Validation of Emotion-Driven Gameplay ModificationabstractAffect-adaptive video games are increasingly concerned with changing game material based on the emotional states of player to best elicit the optimal experience. However, conceptual uncertainties and unreliable methodologies make this process currently difficult and results inconclusive. Here we present a methodological approach to explicitly test mapping assumptions between in-game variables, player input, and subjective experience to build affect-adaptive video games. In Experiment 1, 161 participants played through a newly developed 2D action arcade game. Their data was used to identify associations between game input, presented material, and affective valence. Results made it possible to identify two potential pathways for emotion adaptation which were implemented and evaluated in Experiment 2 (N = 158) against a non-adaptive version of the same game. The player-based emotional adaptation showed a significant increase in self-reported valence compared to the control condition, providing evidence for the utility of the process. Maximilian Croissant, Madeleine Frister, Guy Schofield, Cade McCall |
Int. J. Hum. Comput. Interact. | 3 |
| 2019 | Our Story: Addressing Challenges in Development Contexts for Sustainable Participatory VideoabstractParticipatory Video (PV) is emerging as a rich and valuable method for monitoring and evaluating (M & E) projects in the International Development sector. Although shown to be useful for engaging communities within short-term monitoring exercises or promotion, PV in these contexts presents significant complexity and logistical challenges for sustained uptake by Development organizations. In this paper, we present Our Story, a digitally mediated work flow iteratively designed and deployed on initiatives in Indonesia and Namibia. Developed in collaboration with the International Federation of Red Cross and Red Crescent (IFRC), it supports end-to-end PV production in the field, and was specifically developed to make PV a more sustainable tool for monitoring. We discuss and evaluate Our Story, reporting on how by lowering skills barriers for facilitators and leveraging consumer technology, PV can be delivered at scale. Tom Bartindale, Delvin Varghese, Guy Schofield, Miki Tsukamoto |
CHI | 3 |
| 2018 | Viking VR: Designing a Virtual Reality Experience for a MuseumabstractViking VR is a Virtual Reality exhibit through which viewers can experience the sights and sounds of a 9th Century Viking encampment. Created as part of a major museum exhibition, the experience was developed by an interdisciplinary team consisting of artists, archaeologists, curators and researchers. In this paper, approaches to the design of authentic, informative and compelling VR experiences for Cultural Heritage contexts are discussed. We also explore issues surrounding interaction design for the long-term deployment of VR experiences in museums and discuss the challenges of VR authoring workflows for interdisciplinary teams. Guy Schofield, Gareth Beale, Nicole Smith 0001, Martin Fell, Dawn Hadley, Jonathan Hook, Damian T. Murphy, Julian Richards 0001, Lewis Thresh |
Conference on Designing Interactive Systems | 1 |
| 2017 | Cinehacking Cape Town - Embracing Informality in Pursuit of High Quality MediaabstractAlthough many common tools of media making such as video cameras have become more accessible in recent years, many remain inaccessible. Cinematography, lighting and sound-recording equipment for example can be prohibitively expensive to obtain, complex to configure, and/or require specialist knowledge to operate effectively. These barriers can prevent non-professionals who want to produce high-quality media from being able to. Cinehack is an ongoing project to research ways to overcome these barriers. In this paper, we specifically report on Cinehack: Cape Town, a participatory media making project. By co-producing hip hop videos within a community for whom media making is often a "means-to-an-end", we were able gain insights into the kinds of support needed to enable high quality media making by non-professionals. Specifically, we highlight ways to meet users' needs by embracing informal codes of practice via experimental making and peer-support. David Philip Green, Guy Schofield, Gary W. Pritchard, Patrick Olivier, Peter C. Wright |
CHI | 2 |
| 2016 | Scaffolding Community Documentary Film Making using Commissioning TemplatesabstractCrowdsourced video is now a viable tool with which broadcasters and communities alike can produce authentic, high quality video content. However, the literacy, language, skills and tools to produce a documentary through commissioning content are currently difficult to acquire. We explore opening up the documentary film commissioning process to community contributors by developing a framework which instructs, guides and informs non-professional contributors in capturing the content required for making videos. Through the results of an in-the-wild deployment we discuss how our framework scaffolds content creation, the capture of high quality footage and coordination amongst teams of contributors. We then discuss how this can inform community media creation in the future. Tom Bartindale, Guy Schofield, Peter C. Wright |
CHI | 2 |
| 2016 | TryFilm: Situated Support for Interactive Media ProductionsabstractThe emergence of participatory, on-demand and interactive media is changing the media production landscape. Producing interactive media is often more complex than creating traditional linear films, resulting in increased pressure for production teams. In this paper we explore what implications this has for cast and crew who participate in the production of such new media. We explore how collaborative technologies can support creative practitioners, within these challenging settings. We present TryFilm, a collaborative editing system, designed by the authors and deployed during an interactive film shoot by a small film company featuring a cast of early career actors. Tom Bartindale, Guy Schofield, Peter C. Wright |
CSCW | 2 |
| 2015 | Beyond Participatory Production: Digitally Supporting Grassroots DocumentaryabstractWe conducted a study to explore the values and qualities of 'grassroots documentaries', framed around the production of two parallel documentary films with a London-based opera company. A team of professional filmmakers produced one film and the other was an exploratory form of grassroots documentary. We studied the different production activities through observations, interviews and a reflective workshop at the end of the study and evaluated the resulting films. Our analysis reveals critical insights that could inform the next generation of technological systems to support user-generated video content (UGVC) production, particularly in collaborative contexts such as grassroots communities. David Philip Green, Simon J. Bowen, Christopher Newell, Guy Schofield, Tom Bartindale, Clara Crivellaro, Alia Sheikh, Peter C. Wright, Patrick Olivier |
CHI | 4 |
| 2015 | Designing for and with People with Parkinson's: A Focus on ExergamingabstractParkinson's is a complex and multifaceted condition with a myriad of symptoms, thus, designing for and with this user group requires careful consideration. We reflect upon two studies, employing different design methodologies, relating to the design of rehabilitative exergames in Parkinson's. The first explored the concept of designing 'for' People with Parkinson's (PwP) and focused on specifications outlined by clinical stakeholders. The second used a designing 'with' approach and modified a pre-established participatory design method for use with PwP. We call attention to the importance of carrying out design work with PwP and contribute; an empathic understanding of living with Parkinson's, a set of recommendations for how to design with PwP and a set of wider considerations for developing rehabilitative exergames for PwP. Roisin McNaney, Madeline Balaam, Amey Holden, Guy Schofield, Daniel Jackson 0002, Mary Webster, Brook Galna, Gill Barry, Lynn Rochester, Patrick Olivier |
CHI | 4 |
| 2015 | Bootlegger: Turning Fans into Film CrewabstractBootlegger is a system for creating multi-camera films of live music events using mobile devices. Using readily available technology and a synthesis of film-making conventions, the system coordinates music fans at live shows into an improvised film crew, suggesting shots, collating footage and generating rich metadata in real time. Bootlegger is part of a research project exploring adapting professional media workflows to amateur contexts in order to lower the bar to entry for media production. By enabling concert-goers to contribute to high-quality concert films, the system leverages mobile phone 'bootlegging' practices to support emerging musicians. Guy Schofield, Tom Bartindale, Peter C. Wright |
CHI | 1 |
| 2014 | Time telescope: engagement with heritage through participatory designabstractTime Telescope is a site-specific digital art installation which allows viewers to explore an area of the city of NewcastleGateshead at various points in history. The installation formed part of a project in which a participatory interaction design process was used to engage young people with the heritage of their local area. The telescope itself and the project through which it was designed is discussed in relation to the goals of the project and its impact upon the young participants. Guy Schofield |
Conference on Designing Interactive Systems | 1 |
| 2014 | Cinejack: using live music to control narrative visualsabstractWe present Cinejack, a system for directing narrative video through live musical performance. Cinejack interprets high-level musical content from live instruments and translates it into cinematographic actions such as edits, framings and simulated camera movements. We describe Cinejack's technical development in terms of a novel and highly pragmatic approach to interface design, where the affordances of users' own musical instruments are used as controllers through an interpretive interaction scheme. Guy Schofield, David Philip Green, Thomas Smith 0001, Peter C. Wright, Patrick Olivier |
Conference on Designing Interactive Systems | 1 |
| 2014 | Nightingallery: theatrical framing and orchestration in participatory performance
Robyn Taylor, Guy Schofield, John Shearer, Peter C. Wright, Pierre Boulanger, Patrick Olivier |
Pers. Ubiquitous Comput. | 2 |
| 2012 | Engaging older people using participatory designabstractThe use of digital technologies is increasingly proposed in health and social care to address the aging population phenomenon but, in practice, the designers of these technologies are ill equipped to design for older people. We suggest participatory design as an approach to improving the quality of design for older people but, based on previous work and our own experiences, identify four central issues that participatory design approaches need to address. We describe an approach to early engagement in design with older people that address each of these issues and some of our experiences applying the approach in a variety of different design projects. We conclude by discussing some of the issues that have been highlighted when attempting apply this approach in different design contexts and the issues that have been raised when working with partners who are less committed to the idea of engaging with older adults in participatory design. Stephen Lindsay, Daniel Jackson 0002, Guy Schofield, Patrick Olivier |
CHI | 3 |
| 2012 | Enabling self, intimacy and a sense of home in dementia: an enquiry into design in a hospital settingabstractDesign and digital technologies to support a sense of self and human relationships for people living with dementia are both urgently needed. We present an enquiry into design for dementia facilitated by a public art commission for an adult mental health unit in a hospital in the UK. The interactive art piece was informed by the notion of personhood in dementia that foregrounds the person's social being and interpersonal relationships as sites where self is maintained and constructed. How clients, clients' family members and staff used the piece is reported and insights related to the notions of home, intimacy, possessions and self are presented. The art piece served as window on both dementia and the institution leading to a number of insights and implications for design. Jayne Wallace, Anja Thieme, Gavin Wood, Guy Schofield, Patrick Olivier |
CHI | 4 |
| 2011 | Cueing for drooling in Parkinson's diseaseabstractWe present the development of a socially acceptable cueing device for drooling in Parkinson's disease (PD). Sialorrhea, or drooling, is a significant problem associated with PD and has a strong negative emotional impact on those who experience it. Previous studies have shown the potential for managing drooling by using a cueing device. However, the devices used in these studies were deemed unacceptable by their users due to factors such as hearing impairment and social embarrassment. We conducted exploratory scoping work and high fidelity iterative prototyping with people with PD to get their input on the design of a cueing aid and this has given us an insight into challenges that confront users with PD and limit device usability and acceptability. The key finding from working with people with PD was the need for the device to be socially acceptable. Roisin McNaney, Stephen Lindsay, Karim Ladha, Cassim Ladha, Guy Schofield, Thomas Plötz, Nils Y. Hammerla, Daniel Jackson 0002, Richard Walker 0005, Nick Miller, Patrick Olivier |
CHI | 5 |
| 2011 | Designing from within: humanaquariumabstractWe present an experience-based approach to designing a collaborative interactive performance, humanaquarium. Our research explores public interaction with digital technology through the practice-based inquiry of an inter-disciplinary team of interaction designers and musicians. We present a method of designing experience from within, literally situating ourselves within the performance/use space and assuming the roles both of performers and of designers as we develop and refine the humanaquarium project over the course of a year's worth of public performances. Robyn Taylor, Guy Schofield, John Shearer, Jayne Wallace, Peter C. Wright, Pierre Boulanger, Patrick Olivier |
CHI | 2 |