EDBT 2026 Demo / reviewers in the wild / expert
Paul Tennent
dblp:85/2991 · also Paul R. Tennent
· DBLP profile ↗
26ranked-venue papers
5as first author
13since 2021 · last 2026
0000-0001-6391-0835ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 25 · 5 first-author · 13 since 2021Artificial intelligence and machine learning · 2 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Charting Creative Journeys through Musical Performance with AIabstractWe chart the creative journeys of two groups of musicians as they explored how to engage with an AI system developed for the live performance of Irish Traditional Dance Music. A group of expert Irish musicians participated in an extended workshop to refine the system while a professional contemporary folk duo composed and rehearsed material for a public show. Drawing on the standard definition of creativity, we chart their creative journeys across a landscape we define by the two dimensions of originality and effectiveness. We reveal the importance of authenticity to a traditional practice as an opposing force to creativity and consider how the tension between these shaped their musical journeys. We generalise five strategies that move creative practitioners across this landscape in different directions: proving your chops, finding your place, perfecting the nuances, innovating, and glitching. Marco Amerotti, Steve Benford, Adrian Hazzard, Juan Pablo Martinez-Avila, Paul Tennent, Bob L. T. Sturm |
Creativity & Cognition | 5 |
| 2026 | Creating a Mixed-Reality Installation with Families through Theatrical Co-DesignabstractCo-designing with families for environmental sustainability relies on participatory imagination, yet habitual family roles and uneven participation, especially between adults and young children, often constrain it. A second challenge is continuity: workshop relationships and embodied ways of working do not easily survive into the final design, where artefacts travel more readily than roles or interactional dynamics. We report on a nationally toured mixed-reality installation developed through applied-theatre-led co-design with families. Across three workshops and user testing, applied theatre methods supported families to co-create narratives, artefacts, and interactional roles that shaped the public event. We show how theatrical co-design can rebalance child–adult participation through playful status shifts, and how selected workshop dynamics can be re-staged within a public mixed-reality installation. We contribute a theatrical account of participatory design in which designers work not only with artefacts and ideas, but with roles, rhythms, authority, and the social conditions that support collective imagination. Pavlos Panagiotidis, Roma Patel, Boriana Koleva, Steve Benford, Jocelyn Spence, Paul Tennent, Juan Pablo Martinez-Avila, Laurence Cliffe |
Creativity & Cognition | 6 |
| 2026 | Devising Interactive Spaces: A Rehearsal-Oriented Tool for Creating Responsive Environments for Immersive TheatreabstractWe present a rehearsal-oriented system for creating responsive built environments during theatre devising workshops. The system connects bespoke sensing modules for gesture, position, and speech recognition to light and sound outputs through a visual no-code programming layer. It was developed, used, and refined across six workshops with eight professional performance-makers, where participants created light-and-sound scores, gesture- and position-triggered scenes, responsive architectures, participatory prototypes, and a multi-room scratch performance. Rather than presenting a production-ready show-control platform, this demo focuses on how sensing and actuation can be made available as compositional materials during early-stage creative experimentation for immersive theatrical compositions. The system is designed to support quick configuration, visible mappings, and in-room testing, allowing performers to experiment with responsive spaces with minimal technical support. We describe the system architecture, its workshop use, and the practical conditions that helped integrate interactive sensing into embodied performance-making. Pavlos Panagiotidis, Paul Tennent, Jocelyn Spence |
Creativity & Cognition | 2 |
| 2026 | A Cabinet of Affective Touches: Building Design Repository Linking Somatic Experience with Soft Robotic SystemsabstractA Cabinet of Affective Touches (ACAT) represents an approach to generate tacit design knowledge and build a repository for creating, experiencing and reflecting on designing affective touch with soft robotic technology. Despite being increasingly recognised as a somaesthetic material for affective touch interactions, knowledge on technical parameters and the experiential quality of touch with soft robotic technology is investigated fragmentally in separate disciplines. Sixty four haptics design students used the ACAT platform and created a repository of seventeen designs intended for all primary affective dimensions, covering both positive and negative affective experience. We illustrate how this process cultivated tacit design knowledge and fostered critical reflection on novel design space, in particular, on how to facilitate the creation and sharing the designs of uncomfortable touch. Henrique Sambi, Caroline Yan Zheng, Paul Tennent, Yoav Luft, Steve Benford, Madeline Balaam |
Creativity & Cognition | 3 |
| 2025 | Friction in Processual Ethics: Reconfiguring Ethical Relations in Interdisciplinary ResearchabstractFriction – disagreement and breakdown – is an omnipresent aspect of conducting interdisciplinary research yet is rarely presented in formal research reporting. We analyse a performance-led research process where professional dancers with different disabilities explored how to improvise with an industrial robot, with the support of an interdisciplinary team of human-computer and human-robot interaction researchers. We focus on one site of friction in our research process; how to dance – safely – with robots? By presenting our research process, we exemplify the different ways in which we encountered this friction and how we reconfigured the research process around it. We contribute five ways in which we arrived at a generative ethical outcome, which may be helpful in productively engaging with friction in interdisciplinary collaboration. Rachael Garrett, Patrick Brundell, Simon Castle-Green, Kat Hawkins, Paul Tennent, Feng Zhou 0020, Airi Lampinen, Kristina Höök, Steve Benford |
CHI | 5 |
| 2025 | In the Moment of Glitch: Engaging with Misalignments in Ethical PracticeabstractGlitches – moments when technologies do not work as desired – will become increasingly common as industrially-designed robots move into complex contexts. Taking glitches to be potential sites of critical ethical reflection, we examine a glitch that occurred in the context of a collaborative research project where professional dancers with different disabilities improvised with a robotic arm. Through a first-person account, we analyse how the dancer, the robot, and the rest of the research team enacted ethics in the moment of glitch. Through this analysis, we discovered a deep and implicit ethical misalignment wherein our enactments of ethics in response to the glitch did not align with the values of the project. This prompted a critical re-engagement with our research process through which we forged a dialogue between different ethical perspectives that acted as an invitation to bring us back into ethical alignment with the project’s values. Rachael Garrett, Kat Hawkins, Patrick Brundell, Simon Castle-Green, Paul Tennent, Feng Zhou 0020, Airi Lampinen, Kristina Höök, Steve Benford |
CHI | 5 |
| 2025 | Somatic Safety: An Embodied Approach Towards Safe Human-Robot InteractionabstractAs robots enter the messy human world so the vital matter of safety takes on a fresh complexion with physical contact becoming inevitable and even desirable. We report on an artistic-exploration of how dancers, working as part of a multidisciplinary team, engaged in contact improvisation exer-cises to explore the opportunities and challenges of dancing with cobots. We reveal how they employed their honed bodily senses and physical skills to engage with the robots aesthetically and yet safely, interleaving improvised physical manipulations with reflections to grow their knowledge of how the robots behaved and felt. We introduce somatic safety, a holistic mind-body approach in which safety is learned, felt and enacted through bodily contact with robots in addition to being reasoned about. We conclude that robots need to be better designed for people to hold them and might recognise tacit safety cues among people. We propose that safety should be learned through iterative bodily experience interleaved with reflection. Steve Benford, Eike Schneiders, Juan Pablo Martinez-Avila, Praminda Caleb-Solly, Patrick Brundell, Simon Castle-Green, Feng Zhou 0020, Rachael Garrett, Kristina Höök, Sarah Whatley, Kate Marsh, Paul Tennent |
HRI | 12 |
| 2025 | Tangles: Unpacking Extended Collision Experiences with Soma TrajectoriesabstractWe reappraise the idea of colliding with robots, moving from a position that tries to avoid or mitigate collisions to one that considers them an important facet of human interaction. We report on a soma design workshop that explored how our bodies could collide with telepresence robots, mobility aids and a quadruped robot. Based on our findings, we employed soma trajectories to analyse collisions as extended experiences that negotiate key transitions of consent, preparation, launch, contact, ripple, sting, untangle, debris and reflect. We then employed these ideas to analyse two collision experiences, an accidental collision between a person and a drone and the deliberate design of a robot to play with cats, revealing how real-world collisions involve the complex and ongoing entanglement of soma trajectories. We discuss how viewing collisions as entangled trajectories, or ‘tangles’, can be used analytically, as a design approach, and as a lens to broach ethical complexity. Steve Benford, Rachael Garrett, Christine Li, Paul Tennent, Claudia Núñez-Pacheco, Ayse Küçükyilmaz, Vasiliki Tsaknaki, Kristina Höök, Praminda Caleb-Solly, Joe Marshall, Eike Schneiders, Kristina Popova, Jude Afana |
ACM Trans. Comput. Hum. Interact. | 4 |
| 2023 | Beyond Skin Deep: Generative Co-Design for Aesthetic ProstheticsabstractThere is a trend for handcrafting bespoke prostheses that embody their wearers’ aesthetic tastes and identities. We explore how this might be extended by enabling users to co-design with algorithms. We report a design-led exploration (Figure 1) in which professional disabled dancers danced with a generative design algorithm to create personalised designs called aesthetic seeds. Further algorithms applied these to prosthetic greaves, rendering them in various materials before optimising for additive manufacture. Interviews with our dancers revealed that the aesthetics of prosthetics reach beyond visual decoration to encompass form, function, bodily experience, body image, and identity; that interactions with generative design algorithms can harness people’s expressive and aesthetic skills; and that we must redesign supporting technologies for diverse bodies. We generalise our findings into a process for how people may co-design 3D printable products with algorithms. Feng Zhou 0020, Steve Benford, Sarah Whatley, Kate Marsh, Ian Ashcroft, Tanja Erhart, Welly O'Brien, Paul Tennent |
CHI | 8 |
| 2023 | Infrastructures for Virtual Volunteering at Online Music FestivalsabstractVolunteering benefits recipients, volunteers, communities, and society, while digital technologies establish new opportunities for virtual volunteering. We describe how volunteers transitioned the UK's long-established Oxjam grassroots music festival online in response to the COVID pandemic, delivering a local pilot before scaling up nationwide. We adopt an infrastructural perspective to reveal how two teams of volunteers defined a flexible festival format, knitted together diverse technologies into a technical platform, and operated this to deliver the festival. We highlight the need for teams of volunteers to orchestrate both audience and performer trajectories through festivals. We argue for deliberately designing in volunteer labour rather than automating it out by translating traditional roles online while defining new digital ones. We propose to make these roles rewarding through a more social volunteer experience, including privileged backstage access. We highlight the challenges of using social media for such events, including complying with algorithmic policing of rights. Steve Benford, Kadja Manninen, Sarah Martindale, Adrian Hazzard, Juan Pablo Martinez-Avila, Paul Tennent, Jocelyn Spence, Teresa Castle-Green, Patrick Brundell, Pepita Barnard, Dimitrios Paris Darzentas |
Proc. ACM Hum. Comput. Interact. | 6 |
| 2021 | Articulating Soma Experiences using TrajectoriesabstractIn this paper, we reflect on the applicability of the concept of trajectories to soma design. Soma design is a first-person design method which considers users’ subjective somatic or bodily experiences of a design. Due to bodily changes over time, soma experiences are inherently temporal. Current instruments for articulating soma experiences lack the power to express the effects of experiences on the body over time. To address this, we turn to trajectories, a well-known concept in the HCI community, as a way of mapping this aspect of soma experience. By showing trajectories through a range of dimensions, we can articulate individual experiences and differences in those experiences. Through analysis of a set of soma experience designs and a set of temporal dimensions within the experiences, this paper demonstrates how trajectories can provide a practical conceptual framing for articulating the temporal complexity of soma designs. Paul Tennent, Kristina Höök, Steve Benford, Vasiliki Tsaknaki, Anna Ståhl, Claudia Daudén Roquet, Charles Windlin, Pedro Sanches 0001, Joe Marshall, Christine Li, Juan Pablo Martinez-Avila, Miquel Alfaras, Feng Zhou 0020 |
CHI | 1 |
| 2021 | Contesting control: journeys through surrender, self-awareness and looseness of control in embodied interactionabstractAs computer interfaces spread across and even into our bodies, so we find ourselves engaged in ever more deeply connected bodily interactions. From the mouse and keyboard, to wearables and gestural... Steve Benford, Richard Ramchurn, Joe Marshall, Max L. Wilson 0001, Matthew Pike, Sarah Martindale, Adrian Hazzard, Christopher Greenhalgh, Maria Kallionpää, Paul Tennent, Brendan Walker |
Hum. Comput. Interact. | 10 |
| 2021 | Unpacking Non-Dualistic Design: The Soma Design CaseabstractWe report on a somaesthetic design workshop and the subsequent analytical work aiming to demystify what is entailed in a non-dualistic design stance on embodied interaction and why a first-person engagement is crucial to its unfoldings. However, as we will uncover through a detailed account of our process, these first-person engagements are deeply entangled with second- and third-person perspectives, sometimes even overlapping. The analysis furthermore reveals some strategies for bridging the body-mind divide by attending to our inner universe and dissolving or traversing dichotomies between inside and outside ; individual and social ; body and technology . By detailing the creative process, we show how soma design becomes a process of designing with and through kinesthetic experience, in turn letting us confront several dualisms that run like fault lines through HCI’s engagement with embodied interaction. Kristina Höök, Steve Benford, Paul Tennent, Vasiliki Tsaknaki, Miquel Alfaras, Juan Pablo Martinez-Avila, Christine Li, Joe Marshall, Claudia Daudén Roquet, Pedro Sanches 0001, Anna Ståhl, Charles Windlin, Feng Zhou 0020 |
ACM Trans. Comput. Hum. Interact. | 3 |
| 2020 | Soma Design and Sensory MisalignmentabstractWe report on a workshop bringing together researchers working in soma design and sensory misalignment. Creating experiences that make use of sensory misalignment has become increasingly common, often associated with virtual reality research. However, little attention has been paid to how to design such experiences. We argue that the practice of soma design is a relevant candidate method for designing misalignment experiences, since soma design brings with it concepts such as estrangement and disrupting the habitual as a path to design. We further argue that sensory misalignment may in turn extend soma design methods, adding methods for explicitly disrupting sensory perception using technology interventions. Finally, we draw on the findings of that workshop to discuss the ideas of: pluralism in experience; orchestration of overall experience; as well as the broader intersection of soma design and sensory misalignment approaches. Paul Tennent, Joe Marshall, Vasiliki Tsaknaki, Charles Windlin, Kristina Höök, Miquel Alfaras |
CHI | 1 |
| 2019 | Sensory Alignment in Immersive EntertainmentabstractWhen we use digital systems to stimulate the senses, we typically stimulate only a subset of users' senses, leaving other senses stimulated by the physical world. This creates potential for misalignment between senses, where digital and physical stimulation give conflicting signals to users. We synthesize knowledge from HCI, traditional entertainments, and underlying sensory science research relating to how senses work when given conflicting signals. Using this knowledge we present a design dimension of sensory alignment, and show how this dimension presents opportunities for a range of creative strategies ranging from full alignment of sensory stimulation, up to extreme conflict between senses. Joe Marshall, Steve Benford, Richard Byrne 0001, Paul Tennent |
CHI | 4 |
| 2019 | Abstract Machines: Overlaying Virtual Worlds on Physical Rides
Paul Tennent, Joe Marshall, Patrick Brundell, Brendan Walker, Steve Benford |
CHI | 1 |
| 2017 | Touchomatic: Interpersonal Touch Gaming In The WildabstractDirect touch between people is a key element of social behaviour. Recently a number of researchers have explored games which sense aspects of such interpersonal touch to control interaction with a multiplayer computer game. In this paper, we describe a long term, in-the-wild study of a two-player arcade game which is controlled by gentle touching between the body parts of two players. We ran the game in a public videogame arcade for a year, and present a thematic analysis of 27 hours of gameplay session videos, organized under three top level themes: control of the system, interpersonal interaction within the game, and social interaction around the game. In addition, we provide a quantitative analysis of observed demographic differences in interpersonal touch behaviour. Finally, we use these results to present four design recommendations for use of interpersonal touch in games. Joe Marshall, Paul Tennent |
Conference on Designing Interactive Systems | 2 |
| 2017 | The Challenges of Visual-Kinaesthetic ExperienceabstractVirtual reality experiences typically isolate the user from the real world. Notions of immersion are conventionally associated with the idea of convincing users that they are in another place, disassociated from physical reality. Given the user is however situated in that physical reality, kinesthetic bodily sensations often conflict with the virtual reality. In this paper we seek to elucidate the challenges associated with developing Visual-Kinaesthetic Experiences - experiences which provide related visual and kinaesthetic spectacle. Rather than use complex motion platforms, we submit here that physical reality is replete with interesting kinaesthetic experiences, which may be repurposed by the application of new visuals to create engaging hybrid experiences. We approach this by describing the development and deployment of Oscillate - a virtual reality experience that takes place on a swing, using it as an example to draw out what makes such experiences intrinsically interesting, and to construct three design challenges for this space. Paul Tennent, Joe Marshall, Brendan Walker, Patrick Brundell, Steve Benford |
Conference on Designing Interactive Systems | 1 |
| 2015 | On Becoming a Counsellor: Challenges and Opportunities to Support Interpersonal Skills TrainingabstractWell-developed interpersonal skills are crucial for all social interactions. However, understanding how interpersonal skills are taught or learned, and how technology can play a part in this, is yet an under-researched area in CSCW and HCI research. To start addressing this gap, our research explores the learning processes of counselling students, for whom developing interpersonal skills forms a fundamental part of their university education. We followed an iterative process to gain an in-depth understanding of a specific counselling program in the UK, combining interviews and low-fidelity technology prompts. Overall, 26 participants comprising tutors, students and expert counsellors took part. Our findings first provide insights into the highly collaborative and social learning process of the students. We highlight the complexity of interpersonal reflection as a crucial process for developing counselling skills, and identify the challenges to learning that students face. Second, we build on this understanding to draw out empirically grounded design considerations around opportunities for technology innovation in this setting. Petr Slovák, Anja Thieme, Paul Tennent, Patrick Olivier, Geraldine Fitzpatrick |
CSCW | 3 |
| 2015 | The Challenges of Using Biodata in Promotional FilmmakingabstractWe present a study of how filmmakers collected and visualized physiological data—“biodata”—to construct a series of short promotional films depicting people undergoing “thrilling” experiences. Drawing on ethnographic studies of two major advertising campaigns, we highlight key concerns for integrating sensors and sensor data into film production. Our findings address the perceived benefits of using biodata within narratives; the nature of different on-screen representations of biodata; and the challenges presented when integrating biodata into production processes. Drawing on this, we reconsider the nature of information visualization in the filmmaking context. Further implications from our case studies provide recommendations for human--computer interaction (HCI) collaborations with filmmaking and broadcast industries, focusing both on the practical matters of fitting sensor technologies into and handling data within production workflows, as well as discussing the broader implications for managing the veracity of that data within professional media production. Stuart Reeves, Sarah Martindale, Paul Tennent, Steve Benford, Joe Marshall, Brendan Walker |
ACM Trans. Comput. Hum. Interact. | 3 |
| 2011 | Personalizing the Theme Park: Psychometric Profiling and Physiological Monitoring
Stefan Rennick Egglestone, Amanda M. Whitbrook, Caroline Leygue, Julie Greensmith, Brendan Walker, Steve Benford, Holger Schnädelbach, Stuart Reeves, Joe Marshall, David S. Kirk, Paul Tennent, Ainojie Alexander Irune, Duncan Rowland |
UMAP | 11 |
| 2008 | Introducing DRS (The Digital Replay System): a Tool for the Future of Corpus Linguistic Research and Analysis
Dawn Knight, Paul Tennent |
LREC | 2 |
| 2006 | Supporting ethnographic studies of ubiquitous computing in the wildabstractEthnography has become a staple feature of IT research over the last twenty years, shaping our understanding of the social character of computing systems and informing their design in a wide variety of settings. The emergence of ubiquitous computing raises new challenges for ethnography however, distributing interaction across a burgeoning array of small, mobile devices and online environments which exploit invisible sensing systems. Understanding interaction requires ethnographers to reconcile interactions that are, for example, distributed across devices on the street with online interactions in order to assemble coherent understandings of the social character and purchase of ubiquitous computing systems. We draw upon four recent studies to show how ethnographers are replaying system recordings of interaction alongside existing resources such as video recordings to do this and identify key challenges that need to be met to support ethnographic study of ubiquitous computing in the wild. Andy Crabtree, Steve Benford, Christopher Greenhalgh, Paul Tennent, Matthew Chalmers, Barry Brown 0001 |
Conference on Designing Interactive Systems | 4 |
| 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 | 6 |
| 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 | 3 |
| 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 | 1 |