Demo Data from EDBT 2026 / reviewers in the wild / expert
Stefan Rennick Egglestone
dblp:89/4606
· DBLP profile ↗
13ranked-venue papers
3as first author
0since 2021 · last 2017
0000-0003-4187-011XORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 13 · 3 first-author
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
7 papers |
Health and well-being technologies · 32% Design research and methods · 21% Personal fabrication and tangible interfaces · 15% |
Topics — the 9 heaviest of 15, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Design research and methods
research through design |
0.3 | 2 | 2017 | Performance-Led Research in the Wild · ACM Trans. Comput. Hum. Interact. 2013 Crafting Interactive Decoration · ACM Trans. Comput. Hum. Interact. 2017 |
Health and well-being technologies
mental health technology |
0.2 | 1 | 2016 | Health Technologies 'In the Wild': Experiences of Engagement with Computerised CBT · CHI 2016 |
Interaction techniques and input › sensor-based interaction
physiological input |
0.1 | 1 | 2011 | Breath control of amusement rides · CHI 2011 |
Health and well-being technologies › rehabilitation technology
stroke rehabilitation technology |
0.1 | 1 | 2011 | Motivating mobility: designing for lived motivation in stroke rehabilitation · CHI 2011 |
Immersive interaction › mixed reality
mixed reality experience |
0.1 | 1 | 2009 | Supporting the creation of hybrid museum experiences · CHI 2009 |
User interface design and tools › prototyping
rapid prototyping |
0.1 | 1 | 2009 | Supporting the creation of hybrid museum experiences · CHI 2009 |
Games and playful interaction › interactive art
interactive performance |
0.0 | 1 | 2013 | Performance-Led Research in the Wild · ACM Trans. Comput. Hum. Interact. 2013 |
Design research and methods
user-centered design |
0.0 | 1 | 2009 | Supporting the creation of hybrid museum experiences · CHI 2009 |
Collaborative and social computing › computer-supported cooperative work › coordination mechanisms
orchestration |
0.0 | 1 | 2008 | Performing thrill: designing telemetry systems and spectator interfaces for amusement rides · CHI 2008 |
Methods — techniques the papers use, named apart from their topics
computer vision · 0.3augmented reality · 0.3thematic analysis · 0.2qualitative study · 0.2historical account · 0.2case study · 0.2participatory design · 0.1observation · 0.1motivational theory · 0.1interview study · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | Enabling Hand-Crafted Visual Markers at ScaleabstractAs locative media and augmented reality spread into the everyday world so it becomes important to create aesthetic visual markers at scale. We explore a designer-centred approach in which skilled designers handcraft seed designs that are automatically recombined to create many markers as subtle variants of a common theme. First, we extend the d-touch topological approach to creating visual markers that has previously been shown to support creative design with two new techniques: area order codes and visual checksums. We then show how the topological structure of such markers provides the basis for recombining designs to generate many variations. We demonstrate our approach through the creation of beautiful, personalized and interactive wallpaper. We reflect on how technologies must enable designers to balance goals of scalability, aesthetics and reliability in creating beautiful interactive decoration. William Preston, Steve Benford, Emily-Clare Thorn, Boriana Koleva, Stefan Rennick Egglestone, Richard Mortier, Anthony Quinn, John G. Stell, Michael F. Worboys |
Conference on Designing Interactive Systems | 5 |
| 2017 | Crafting Interactive DecorationabstractWe explore the crafting of interactive decoration for everyday artefacts. This involves adorning them with decorative patterns that enhance their beauty while triggering digital interactions when scanned with cameras. These are realized using an existing augmented reality technique that embeds computer readable codes into the topological structures of hand-drawn patterns. We describe a research through design process that engaged artisans to craft a portfolio of interactive artefacts, including ceramic bowls, embroidered gift cards, fabric souvenirs, and an acoustic guitar. We annotate this portfolio with reflections on the crafting process, revealing how artisans addressed pattern, materials, form and function, and digital mappings throughout their craft process. Further reflection on our portfolio reveals how they bridged between human and system perceptions of visual patterns and engaged in a deep embedding of digital interactions into physical materials. Our findings demonstrate the potential for interactive decoration, distilling the craft knowledge involved in creating aesthetic and functional decoration, highlight the need for transparent computer vision technologies, and raise wider issues for HCI’s growing engagement with craft. Steve Benford, Boriana Koleva, Anthony Quinn, Emily-Clare Thorn, Kevin Glover, William Preston, Adrian Hazzard, Stefan Rennick Egglestone, Christopher Greenhalgh, Richard Mortier |
ACM Trans. Comput. Hum. Interact. | 8 |
| 2016 | Exploring Large-Scale Interactive Public IllustrationsabstractWe present a research-through-design exploration of transforming large-scale public illustrations into interactive media. We collaborated with creative practitioners to extend an existing visual marker technology to support spatial and layered interaction with wall-sized images. We document how these techniques were used to design interactive illustrations and how visitors to an exhibition engaged with these. We conclude that it is feasible to combine spatial and layered interactions to attach complex narratives to public illustrations, and highlight challenges around instruction giving, sociality and repeat experiences. Emily-Clare Thorn, Stefan Rennick Egglestone, Boriana Koleva, William Preston, Steve Benford, Anthony Quinn, Richard Mortier |
Conference on Designing Interactive Systems | 2 |
| 2016 | Health Technologies 'In the Wild': Experiences of Engagement with Computerised CBTabstractThe widespread deployment of technology by professional health services will provide a substantial opportunity for studies that consider usage in naturalistic settings. Our study has documented experiences of engaging with technologies intended to support recovery from common mental health problems, often used as a part of a multi-year recovery process. In analyzing this material, we identify issues of broad interest to effective health technology design, and reflect on the challenge of studying engagement with health technologies over lengthy time periods. We also consider the importance of designing technologies that are sensitive to the needs of users experiencing chronic health problems, and discuss how the term sensitivity might be defined in a technology design context. Stefan Rennick Egglestone, Sarah Knowles, Gill Toms, Penny Bee, Karina Lovell, Peter Bower |
CHI | 1 |
| 2013 | Understanding Mobile Notification Management in Collocated Groups
Joel E. Fischer, Stuart Reeves, Stuart Moran, Christopher Greenhalgh, Steve Benford, Stefan Rennick Egglestone |
ECSCW | 6 |
| 2013 | Performance-Led Research in the WildabstractWe explore the approach of performance-led research in the wild in which artists drive the creation of novel performances with the support of HCI researchers that are then deployed and studied at public performance in cultural settings such as galleries, festivals and on the city streets. We motivate the approach and then describe how it consists of three distinct activities -- practice, studies and theory -- that are interleaved in complex ways through nine different relationships. We present a historical account of how the approach has evolved over a fifteen-year period, charting the evolution of a complex web of projects, papers, and relationships between them. We articulate the challenges of pursuing each activity as well as overarching challenges of balancing artistic and research interests, flexible management of relationships, and finally ethics. Steve Benford, Christopher Greenhalgh, Andy Crabtree, Martin Flintham, Brendan Walker, Joe Marshall, Boriana Koleva, Stefan Rennick Egglestone, Gabriella Giannachi, Matt Adams, Nick Tandavanitj, Ju Row Farr |
ACM Trans. Comput. Hum. Interact. | 8 |
| 2011 | Motivating mobility: designing for lived motivation in stroke rehabilitationabstractHow to motivate and support behaviour change through design is becoming of increasing interest to the CHI community. In this paper, we present our experiences of building systems that motivate people to engage in upper limb rehabilitation exercise after stroke. We report on participatory design work with four stroke survivors to develop a holistic understanding of their motivation and rehabilitation needs, and to construct and deploy engaging interactive systems that satisfy these. We reflect on the limits of motivational theories in trying to design for the lived experience of motivation and highlight lessons learnt around: helping people articulate what motivates them; balancing work, duty, fun; supporting motivation over time; and understanding the wider social context. From these we identify design guidelines that can inform a toolkit approach to support both scalability and personalisability. Madeline Balaam, Stefan Rennick Egglestone, Geraldine Fitzpatrick, Tom Rodden, Ann-Marie Hughes, Anna Wilkinson, Thomas Nind, Lesley Axelrod, Eric Charles Harris, Ian W. Ricketts, Sue J. Mawson, Jane H. Burridge |
CHI | 2 |
| 2011 | Breath control of amusement ridesabstractEmerging robotic technologies are enabling the control of individual seats on rollercoasters and other thrill rides. We explore the potential of breathing as an effective and engaging way of driving this. Observations and interviews from trials of an enhanced bucking bronco ride show that breath-control is fun, challenging and intelligible, and reveal riders-x tactics as they battled the machine. We conclude that breath control is feasible and appropriate for controlling rides, unpack its important characteristics, and consider how it might be built into future ride systems. We argue that the combination of voluntary and involuntary factors in breathing is especially appealing for controlling rides as it balances game-like elements of skill and learning against the thrill of surrendering control to the machine. Joe Marshall, Duncan Rowland, Stefan Rennick Egglestone, Steve Benford, Brendan Walker, Derek McAuley |
CHI | 3 |
| 2011 | Analysing the Playground: Sensitizing Concepts to Inform Systems That Promote Playful Interaction
Stefan Rennick Egglestone, Brendan Walker, Joe Marshall, Steve Benford, Derek McAuley |
INTERACT (1) | 1 |
| 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 | 1 |
| 2010 | Digital plumbing: the mundane work of deploying UbiComp in the home
Peter Tolmie, Andy Crabtree, Stefan Rennick Egglestone, Jan Humble, Christopher Greenhalgh, Tom Rodden |
Pers. Ubiquitous Comput. | 3 |
| 2009 | Supporting the creation of hybrid museum experiencesabstractThis paper presents the evolution of a tool to support the rapid prototyping of hybrid museum experiences by domain professionals. The developed tool uses visual markers to associate digital resources with physical artefacts. We present the iterative development of the tool through a user centred design process and demonstrate its use by domain experts to realise two distinct hybrid exhibits. The process of design and refinement of the tool highlights the need to adopt an experience oriented approach allowing authors to think in terms of the physical and digital "things" that comprise a hybrid experience rather than in terms of the underlying technical components. Boriana Koleva, Stefan Rennick Egglestone, Holger Schnädelbach, Kevin Glover, Christopher Greenhalgh, Tom Rodden, Martyn Dade-Robertson |
CHI | 2 |
| 2008 | Performing thrill: designing telemetry systems and spectator interfaces for amusement ridesabstractFairground: Thrill Laboratory was a series of live events that augmented the experience of amusement rides. A wearable telemetry system captured video, audio, heart-rate and acceleration data, streaming them live to spectator interfaces and a watching audience. In this paper, we present a study of this event, which draws on video recordings and post-event interviews, and which highlights the experiences of riders, spectators and ride operators. Our study shows how the telemetry system transformed riders into performers, spectators into an audience, and how the role of ride operator began to include aspects of orchestration, with the relationship between all three roles also transformed. Critically, the introduction of a telemetry system seems to have had the potential to re-connect riders/performers back to operators/orchestrators and spectators/audience, re-introducing a closer relationship that used to be available with smaller rides. Introducing telemetry to a real-world situation also creates significant complexity, which we illustrate by focussing on a moment of perceived crisis. Holger Schnädelbach, Stefan Rennick Egglestone, Stuart Reeves, Steve Benford, Brendan Walker, Michael Wright |
CHI | 2 |