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Josephine Reid

dblp:36/583 · DBLP profile ↗
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6ranked-venue papers
3as first author
0since 2021 · last 2011
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 6 · 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
1 paper
Ubiquitous computing and smart environments · 44% Collaborative and social computing · 44% Games and playful interaction · 13%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing › social interaction › multi-user interaction
collaborative play
0.112005
Life on the edge: supporting collaboration in location-based experiences · CHI 2005
Ubiquitous computing and smart environments › location-based services
location-based experiences
0.112005
Life on the edge: supporting collaboration in location-based experiences · CHI 2005
Games and playful interaction › pervasive games
location-based games
0.012005
Life on the edge: supporting collaboration in location-based experiences · CHI 2005
YearPublicationVenuePosition
2011 A research methodology for evaluating location aware experiences
Josephine Reid, Richard Hull 0002, Ben J. C. Clayton, Tom Melamed, Phil Stenton
Pers. Ubiquitous Comput.1
2010 Priming, sense-making and help: Analysis of player behaviour in an immersive theatrical experience
Josephine Reid, Richard Hull 0002, Ben J. C. Clayton, Gary Porter, Phil Stenton
Pervasive Mob. Comput.1
2007 Design for emergence: experiments with a mixed reality urban playground game
Yanna Vogiazou, Bas Raijmakers, Erik Geelhoed, Josephine Reid, Marc Eisenstadt
Pers. Ubiquitous Comput.4
2006 Interdisciplinary criticism: analysing the experience of riot! a location-sensitive digital narrative
abstract
This paper reports the findings from quantitative and qualitative studies of Riot! - a location-sensitive interactive play for voices. The paper begins by introducing Riot!; it then explores the growing literature on theories of experience and goes on to report the findings from three empirical studies of the event: a questionnaire-based survey of 563 participants; 30 semi-structured interviews with groups and individuals; and in-depth ethnographic case studies of four participants. It was clear from the survey that most people had enjoyed Riot! However, the interview data demonstrated that they had also experienced frustration even where overall enjoyment ratings were high. This is explored in relation to perception of the system and goal definition. The ethnographic case studies identify barriers to engagement in terms of individual identity and orientation. A critical theory-based analysis of Riot! further explicates the user experience in terms of literary devices such as characterisation and the development of narrative expectation.The studies identify a number of usability problems such as inconsistency of interaction and non-reversibility that caused frustration. The critical analysis also identifies problems with the script such as the presentation of linear narrative in a non-linear medium. It accounts for widely differing accounts of the experience with reference to the participant's individual orientations or habitus. The paper demonstrates the value of an interdisciplinary approach for exploring the commonality and particularity of user experience.
Mark Blythe, Josephine Reid, Peter C. Wright, Erik Geelhoed
Behav. Inf. Technol.2
2005 Life on the edge: supporting collaboration in location-based experiences
abstract
We study a collaborative location-based game in which groups of 'lions' hunt together on a virtual savannah that is overlaid on an open playing field. The game implements a straight-forward approach to location-based triggering in which players must be in the same spatial locale in order to share information and act together. Comparison of video recordings of physical play with system recordings of game events reveals subtle and complex interactions between highly dynamic player behavior and the underlying technology. While players exhibit a fluid approach to group formation, the system embodies a more rigid view, leading to difficulties with sharing context and coordinating actions, most notably when groups of players span virtual locale boundaries or initiate actions while on the move. We propose techniques for extending locales to support more flexible grouping and also discuss the broader implications of our findings for location-based applications in general.
Steve Benford, Duncan Rowland, Martin Flintham, Adam Drozd, Richard Hull 0002, Josephine Reid, Jo Morrison, Keri Facer
CHI6
2003 Schminky: The design of a café based digital experience
Josephine Reid, Richard Hull 0002, Tom Melamed, Duncan Speakman
Pers. Ubiquitous Comput.1