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Gabriella Giannachi

dblp:96/6170 · DBLP profile ↗
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10ranked-venue papers
1as first author
0since 2021 · last 2015
0000-0001-7510-1787ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 10 · 1 first-authorArtificial intelligence and machine learning · 1 · 1 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
9 papers
Design research and methods · 43% Games and playful interaction · 16% Interaction techniques and input · 11%
Computer graphics and multimedia
2 papers
Visualization and visual analytics · 100%

Topics — the 10 heaviest of 16, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Design research and methods
research ethics
0.212015
The Ethical Implications of HCI's Turn to the Cultural · ACM Trans. Comput. Hum. Interact. 2015
Interaction techniques and input
spatial interaction
0.212015
ArtMaps: Interpreting the Spatial Footprints of Artworks · CHI 2015
Design research and methods › design ethics
value sensitive design
0.212015
The Ethical Implications of HCI's Turn to the Cultural · ACM Trans. Comput. Hum. Interact. 2015
Design research and methods
research through design
0.212013
Performance-Led Research in the Wild · ACM Trans. Comput. Hum. Interact. 2013
Design research and methods
experience design
0.112012
Uncomfortable interactions · CHI 2012
Games and playful interaction › interactive art
interactive performance
0.132015
The Ethical Implications of HCI's Turn to the Cultural · ACM Trans. Comput. Hum. Interact. 2015
Performance-Led Research in the Wild · ACM Trans. Comput. Hum. Interact. 2013
Temporal trajectories in shared interactive narratives · CHI 2008
User interface design and tools › natural user interface
tabletop interface design
0.112011
Creating the spectacle: Designing interactional trajectories through spectator interfaces · ACM Trans. Comput. Hum. Interact. 2011
Visualization and visual analytics › geospatial visualization
cartographic visualization
0.112015
ArtMaps: Interpreting the Spatial Footprints of Artworks · CHI 2015
Ubiquitous computing and smart environments
environmental sensing
0.012013
A conversation between trees: what data feels like in the forest · CHI 2013
Personal fabrication and tangible interfaces
tangible interaction
0.012009
From interaction to trajectories: designing coherent journeys through user experiences · CHI 2009

Methods — techniques the papers use, named apart from their topics

user study · 0.4exploratory study · 0.4interview study · 0.3field study · 0.3ethnographic study · 0.3workshop study · 0.2responsible research and innovation · 0.2historical account · 0.2case study · 0.2interactional trajectory analysis · 0.1
YearPublicationVenuePosition
2015 ArtMaps: Interpreting the Spatial Footprints of Artworks
abstract
Creating and utilizing simple links between items and locations in map-based systems has become a mainstream component of modern computing. In this paper, we explore support for "art mapping", an activity that requires consideration of more complex interpretations of spatial relationships as users engage with identifying locations of relevance to artworks. Through a user study of the ArtMaps platform, and an exploratory study with professional artists, we identify diverse interpretations of spatial meaning in relation to art. We find that art mapping highlights potential for more active engagement with art through technology, but challenges existing systems for spatial representation. Through connecting our findings with work on designing for interpretation, and on space and place in HCI, we contribute new understanding of creating engagement through the spatial interpretation of art, and define potential characteristics and uses of holistic "footprints" for artworks.
Tim Coughlan, Laura Carletti, Gabriella Giannachi, Steve Benford, Derek McAuley, Dominic Price, Cristina Locatelli, Rebecca Sinker, John Stack
CHI3
2015 The Ethical Implications of HCI's Turn to the Cultural
abstract
We explore the ethical implications of HCI's turn to the ‘cultural’. This is motivated by an awareness of how cultural applications, in our case interactive performances, raise ethical issues that may challenge established research ethics processes. We review research ethics, HCI's engagement with ethics and the ethics of theatrical performance. Following an approach grounded in Responsible Research Innovation, we present the findings from a workshop in which artists, curators, commissioners, and researchers explored ethical challenges revealed by four case studies. We identify six ethical challenges for HCI's engagement with cultural applications: transgression, boundaries, consent, withdrawal, data, and integrity. We discuss two broader implications of these: managing tensions between multiple overlapping ethical frames; and the importance of managing ethical challenges during and after an experience as well as beforehand. Finally, we discuss how our findings extend previous discussions of Value Sensitive Design in HCI.
Steve Benford, Christopher Greenhalgh, Bob Anderson, Rachel Jacobs, Michael Golembewski, Marina Jirotka, Bernd C. Stahl, Job Timmermans, Gabriella Giannachi, Matt Adams, Ju Row Farr, Nick Tandavanitj, Kirsty Jennings
ACM Trans. Comput. Hum. Interact.9
2013 A conversation between trees: what data feels like in the forest
abstract
A study of an interactive artwork shows how artists engaged the public with scientific climate change data. The artwork visualised live environmental data collected from remote trees, alongside both historical and forecast global CO2 data. Visitors also took part in a mobile sensing experience in a nearby forest. Our study draws on the perspectives of the artists, visitors and a climate scientist to reveal how the work was designed and experienced. We show that the artists adopted a distinct approach that fostered an emotional engagement with data rather than an informative or persuasive one. We chart the performative strategies they used to achieve this including sensory engagement with data, a temporal structure that balanced liveness with slowness, and the juxtaposition of different treatments of the data to enable interpretation and dialogue.
Rachel Jacobs, Steve Benford, Mark Selby, Michael Golembewski, Dominic Price, Gabriella Giannachi
CHI6
2013 Performance-Led Research in the Wild
abstract
We 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.9
2012 Uncomfortable interactions
abstract
We argue for deliberately and systematically creating uncomfortable interactions as part of powerful cultural experiences. We identify the potential benefits of uncomfortable interactions under the general headings of entertainment, enlightenment and sociality. We then review artworks and performances that have employed discomfort, including two complementary examples from the worlds of entertainment and performance. From this, we articulate a suite of tactics for designing four primary forms of discomfort referred to as visceral, cultural, control and intimate. We discuss how moments of discomfort need to be embedded into an overall experience which requires a further consideration of the dramatic acts of exposition, rising action, climax, falling action, and dénouement. Finally, we discuss an ethical framework for uncomfortable interactions which leads us to revisit key issues of consent, withdrawal, privacy and risk.
Steve Benford, Christopher Greenhalgh, Gabriella Giannachi, Brendan Walker, Joe Marshall, Tom Rodden
CHI3
2012 "Act natural": instructions, compliance and accountability in ambulatory experiences
abstract
This paper uses a detailed ethnographic study of an ambulatory experience, where participants were invited to explore the perspective of two notorious terrorists, in order to discuss the nature of instruction-giving and, most particularly, the methodical ways in which such instructions are complied with. Four distinct layers of compliance are identified, as are three different kinds of accountability, all of which stand potentially at odds with one another. The paper examines the tensions created by this, tensions that are further aggravated by instructions usually being delivered down a thin channel, with considerable surrounding contextual complexity and little opportunity for repair, and uncovers some core challenges for future design in relation to providing instructions for, and orchestrating a range of possible activities.
Peter Tolmie, Steve Benford, Martin Flintham, Patrick Brundell, Matt Adams, Nicholas Tandavantij, Ju Row Farr, Gabriella Giannachi
CHI8
2011 Creating the spectacle: Designing interactional trajectories through spectator interfaces
abstract
An ethnographic study reveals how professional artists created a spectator interface for the interactive game Day of the Figurines, designing the size, shape, height and materials of two tabletop interfaces before carefully arranging them in a local setting. We also show how participants experienced this interface. We consider how the artists worked with a multi-scale notion of interactional trajectory that combined trajectories through individual displays, trajectories through a local ecology of displays, and trajectories through an entire experience. Our findings shed light on discussions within HCI concerning interaction with tangible and tabletop displays, spectator interfaces, ecologies of displays, and trajectories through cultural experiences.
Steve Benford, Andy Crabtree, Martin Flintham, Christopher Greenhalgh, Boriana Koleva, Matt Adams, Nick Tandavanitj, Ju Row Farr, Gabriella Giannachi, Irma Lindt
ACM Trans. Comput. Hum. Interact.9
2009 From interaction to trajectories: designing coherent journeys through user experiences
abstract
The idea of interactional trajectories through interfaces has emerged as a sensitizing concept from recent studies of tangible interfaces and interaction in museums and galleries. We put this concept to work as a lens to reflect on published studies of complex user experiences that extend over space and time and involve multiple roles and interfaces. We develop a conceptual framework in which trajectories explain these user experiences as journeys through hybrid structures, punctuated by transitions, and in which interactivity and collaboration are orchestrated. Our framework is intended to sensitize future studies, help distill craft knowledge into design guidelines and patterns, identify technology requirements, and provide a boundary object to connect HCI with Performance Studies.
Steve Benford, Gabriella Giannachi, Boriana Koleva, Tom Rodden
CHI2
2009 Mediating Performance through Virtual Agents
Gabriella Giannachi, Marco Gillies, Nick Kaye, David Swapp
IVA1
2008 Temporal trajectories in shared interactive narratives
abstract
Temporal trajectories can represent the complex mappings between story time and clock time that are to be found in shared interactive narratives such as computer games and interactive performances. There are three kinds. Canonical trajectories express an author's intended mapping of story time onto clock time as part of the plot and schedule of an experience. Participant trajectories reflect a participant's actual journey through story time and clock time as they interact with the experience. Historic trajectories represent the subsequent selection and reuse of segments of recorded participant trajectories to create histories of past events. We show how temporal trajectories help us analyse the nature of time in existing experiences and can also generate new approaches to dealing with temporal issues such as: disengagement and reengagement, adapting to different paces of interaction, synchronising different participants, and enabling encounters and travel across time.
Steve Benford, Gabriella Giannachi
CHI2