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Tess Tanenbaum

dblp:44/5809 · also Theresa Jean Tanenbaum · DBLP profile ↗
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34ranked-venue papers
13as first author
1since 2021 · last 2021
0000-0001-5978-8021ORCID · verified

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

Human-computer interaction and ubiquitous computing · 34 · 13 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 12 · 7 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
8 papers
Games and playful interaction · 28% Collaborative and social computing · 14% Design research and methods · 13%

Topics — the 10 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-robot interaction
nonverbal communication
0.412020
"How do I make this thing smile?": An Inventory of Expressive Nonverbal Communication in Commercial Social Virtual Reality Platforms · CHI 2020
Collaborative and social computing › collaborative virtual environments
social virtual reality
0.412020
"How do I make this thing smile?": An Inventory of Expressive Nonverbal Communication in Commercial Social Virtual Reality Platforms · CHI 2020
Health and well-being technologies
behavior change
0.212013
Three perspectives on behavior change for serious games · CHI 2013
Personal fabrication and tangible interfaces › maker culture
maker movement
0.212013
Democratizing technology: pleasure, utility and expressiveness in DIY and maker practice · CHI 2013
Games and playful interaction
serious games
0.212013
Three perspectives on behavior change for serious games · CHI 2013
Design research and methods › speculative design
design fiction
0.112012
Steampunk as design fiction · CHI 2012
Games and playful interaction
interactive narrative
0.112020
Investigating Roleplaying and Identity Transformation in a Virtual Reality Narrative Experience · CHI 2020
Design research and methods › qualitative analysis
grounded theory
0.112018
Playing to Wait: A Taxonomy of Idle Games · CHI 2018
Wearable and physiological sensing
personal sensing devices
0.112015
Why we use and abandon smart devices · UbiComp 2015
Collaborative and social computing › online communities
maker communities
0.012013
Democratizing technology: pleasure, utility and expressiveness in DIY and maker practice · CHI 2013

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

qualitative study · 0.6platform inventory · 0.4design space analysis · 0.4design patterns · 0.4taxonomy development · 0.3statistical analysis · 0.3grounded theory · 0.3content analysis · 0.3user study · 0.2cognitive models · 0.2
YearPublicationVenuePosition
2021 Exploring Food based Interactive, Multi-Sensory, and Tangible Storytelling Experiences
abstract
Much work has been done on the design of both interactive narratives and food-based interaction systems, however their intersection has received little attention within the design research community. We took the relative dearth of food-based interactive storytelling systems as an opportunity to explore a compelling design space for multisensory interactive narratives, given these few systems often position people only as passive observers. We report the results of a design workshop conducted among the authors who are design researchers in interactive narratives and food-based play. In the workshop, we discussed existing works, asynchronously brainstormed new food-based interactive storytelling systems, and then reconvened to discuss our ideas. We present the portfolio of designs that arose from this workshop, and the design themes that we synthesized from the portfolio. We recommend how to position people not just as observers, but as active participants in the interactive food-based storytelling system.
Saumya Gupta, Ferran Altarriba Bertran, Oguz Turan Buruk, Sara Milkes Espinosa, Tess Tanenbaum, Minerva Wu
Conference on Designing Interactive Systems5
2020 Evaluating Design Fiction: The Right Tool for the Job
abstract
Design fiction has become so widely adopted that it regularly appears in contexts ranging from CEO speeches to dedicated tracks at academic conferences. However, evaluating this kind of work is difficult; it is not clear what good or bad design fiction is or what the judgment criteria should be. In this paper we assert that design fiction is a heterogeneous set of methods, and practices, able to produce a diversity of scholarly and design contributions. We argue locating these diverse practices under the single header of "design fiction" has resulted in epistemological confusion over the appropriate method of evaluation. We identify different traditions within the HCI literature-critical design; narratology and literary theory; studio-based design "crits"; user studies; scenarios and persona development; and thought experiments-to articulate a typology of evaluative frames. There is often a mismatch between the standards to which design fiction is held and the knowledge that speculative methods seek to produce. We argue that evaluating a given instance of design fiction requires us to properly select the right epistemological tool for the job.
Eric P. S. Baumer, Mark Blythe, Tess Tanenbaum
Conference on Designing Interactive Systems3
2020 Investigating Roleplaying and Identity Transformation in a Virtual Reality Narrative Experience
abstract
In this paper we describe the design and evaluation of The Next Fairy Tale (TNFT) VR, a theatrical interactive storytelling system created in virtual reality and informed by performing arts theories. TNFT was designed to produce opportunities for interactors to experience role-taking and character identification using design principles drawn from actor training and theatrical performance. We report the results of a pilot qualitative study of interactors using TNFT to explore the elements of the design that supported or hindered roleplaying behavior. We identify four design patterns that supported roleplaying in the system: (1) using explicit roles to set player expectations, (2) embracing the "mask and the mirror" effect, (3) attending to visual and interactional details, and (4) easing the player gently into the roleplaying experience. These patterns speak to a broader need to support roleplay through explicit scaffolding of desired player behaviors in digital narrative experiences.
Saumya Gupta, Tess Tanenbaum, Meena Devii Muralikumar, Aparajita Marathe
CHI2
2020 "How do I make this thing smile?": An Inventory of Expressive Nonverbal Communication in Commercial Social Virtual Reality Platforms
abstract
Despite the proliferation of platforms for social Virtual Reality (VR) communicating emotional expression via an avatar remains a significant design challenge. In order to better understand the design space for expressive Nonverbal Communication (NVC) in social VR we undertook an inventory of the ten most prominent social VR platforms. Our inventory identifies the dominant design strategies for movement, facial control, and gesture in commercial VR applications, and identifies opportunities and challenges for future design and research into social expression in VR. Specifically, we highlight the paucity of interaction paradigms for facial expression and the near nonexistence of meaningful control over ambient aspects of nonverbal communication such as posture, pose, and social status.
Tess Tanenbaum, Nazely Hartoonian, Jeffrey S. Bryan
CHI1
2020 Correction to: A case study of intended versus actual experience of adaptivity in a tangible storytelling system
Karen Tanenbaum, Marek Hatala, Tess Tanenbaum, Ron Wakkary, Alissa Nicole Antle
User Model. User Adapt. Interact.3
2019 Evaluating the Pleasures of Agency in Shiva's Rangoli, a Tangible Storytelling Installation
abstract
The experience of agency has been centralized in interactive digital storytelling research. Current approaches to agency place the actions of a reader into direct conflict with the authorial intentions of an interactive storyteller by privileging the authorial pleasures that come by interacting with the story's plot. In this paper we present the design and results of an empirical study of Shiva's Rangoli, a tangible interactive narrative system that supports meaningful interactions with the narratives that are decoupled from character actions and plot outcomes. Shiva's Rangoli allows readers to change the emotional, presentational, and aesthetic context of the story by giving them control over the ambience of the installation space where it is experienced, through a tangible interface. From our study, we identify three interaction styles or strategies undertaken by readers that reframe readers as Story Supporters, Meaning Makers, and Story Controllers to explore the pleasures of bounded agency within interactive storytelling.
Saumya Gupta, Tess Tanenbaum
Conference on Designing Interactive Systems2
2019 Adapting the Empty Orchestra: the Performance of Play in Karaoke
Jeffrey S. Bryan, Tess Tanenbaum
DiGRA Conference2
2019 A design framework for playful wearables
abstract
Deployment of wearables for games has attracted the interest of designers and researchers both in academia and industry. However, few of these projects treat wearables as an integral part of the gameplay, often considering them as an extension of the central on-screen experience. While preliminary forays into wearable play show promise, we see a need for a rigorous design framework to illuminate the possibilities for the future of wearables for playful interaction design. In this paper we propose a Design Framework for Playful Wearables stemming from our extensive research and hands-on experience in leading four long-term game research projects incorporating wearables. We divide our framework into three high-level categories: the performative, the social and the interactive. We contend that this design space can be both a design tool for creators of wearable playful activities, as well as an analytical lens for evaluating existing wearable systems.
Oguz Turan Buruk, Katherine Isbister, Tess Tanenbaum
FDG3
2019 Shiva's Rangoli: Tangible Storytelling through Diegetic Interfaces in Ambient Environments
abstract
This paper describes the underlying motivation, creation process, and evaluation outcomes of Shiva's Rangoli, a tangible storytelling installation that allows readers to impact the emotional tone of a narrative by sculpting the ambience of their space. Readers interact with a tangible interface that acts as a boundary object between the reader and the fictional world. We discuss how these kinds of interfaces can engage readers to feel like they are a part of the story, endow them with responsibility, and blur the line between real and fictional worlds.
Saumya Gupta, Tess Tanenbaum, Karen Tanenbaum
TEI2
2018 Playing to Wait: A Taxonomy of Idle Games
abstract
Idle games are a recent minimalist gaming phenomenon in which the game is left running with little player interaction. We deepen understanding of idle games and their characteristics by developing a taxonomy and identifying game features. This paper examines 66 idle games using a grounded theory approach to analyze play, game mechanics, rewards, interactivity, progress rate, and user interface. To establish a clearly bounded definition of idle games, we analyzed 10 non-idle games with the same approach. We discuss how idle games move players from playing to planning, how they question dominant assumptions about gameplay, and their unusual use of resources such as player attention and computer cycles. Our work illuminates opportunities for the design of idle games, suggests design implications, and provides a framework for researchers to clearly articulate questions about this genre.
Sultan A. Alharthi, Olaa Alsaedi, Phoebe O. Toups Dugas, Tess Tanenbaum, Jessica Hammer
CHI4
2018 Dynamic Demographics: Lessons from a Large-Scale Census of Performative Possibilities in Games
abstract
While much popular discussion of representation in games exists, there is very little rigorously collected data available from which to draw direct conclusions. In this study, we set out to address this gap by performing a census of playable characters across a large sample of contemporary games. We gathered data from 200 games including independently published ("indie") games and so-called "AAA" titles from large publishers. While our initial analysis yielded some insight into the landscape of playable characters, it also highlighted the contingent, negotiated, and interpretive nature of representation in games. This led to additional analysis that emphasized the ways in which this negotiation manifests in research in the methods and metrics used to quantify representation. We argue that researchers studying representation in games need to treat it as a possibility space for a multitude of potential interpretations rather than a singular, measurable, phenomenon.
Daniel L. Gardner, Tess Tanenbaum
CHI2
2016 Phylactery: An Authoring Platform for Object Stories
Charu Chaudhari, Tess Tanenbaum
ICIDS2
2016 GeoPoetry: Designing Location-Based Combinatorial Electronic Literature Soundtracks for Roadtrips
Jordan Rickman, Tess Tanenbaum
ICIDS2
2016 Penseive Box: Themes for Digital Memorialization Practices
abstract
In this work, we describe several themes that can be useful for designing tangible technology in the context of death and mourning. We explore the effectiveness of physical and digital artifacts in the process honoring a loved one who has passed away. We employ a speculative prototype called Penseive Box to explore the intersection of tangible digital memorialization practices. Using this prototype to elicit reflections on personal memorialization practices, we interviewed several individuals who had recently lost a loved one, and present the results of our initial analysis here.
Charu Chaudhari, Anjanakshi Prakash, A. M. Tsaasan, Jed R. Brubaker, Tess Tanenbaum
TEI5
2015 Empathy and Identity in Digital Games: Towards a New Theory of Transformative Play
Tess Tanenbaum, Karen Tanenbaum
FDG1
2015 Envisioning the Future of Wearable Play: Conceptual Models for Props and Costumes as Game Controllers
Tess Tanenbaum, Karen Tanenbaum
FDG1
2015 Why we use and abandon smart devices
abstract
Smart devices are becoming increasingly commercially available. However, uptake of these devices has been slow and abandonment swift, which indicates that smart devices may not currently meet the needs of users. To advance an understanding of the ways users benefit from, are challenged by, and abandon smart devices, we asked a group of users to purchase smart sensing devices to advance themselves towards a personal, self-defined goal. We found that participants abandoned devices because they did not fit with the their conceptions of themselves, the data collected by devices were perceived to not be useful, and device maintenance became unmanageable. Participants used devices because they had developed routines and because devices were useful, satisfied curiosity, and held hope for potential benefit to them. We propose ways to reduce barriers, motivate use, and argue for envisioning an additional function of these devices for short-term interventions, in addition to standard long-term use.
Amanda Lazar, Christian Koehler 0002, Tess Tanenbaum, David H. Nguyen
UbiComp3
2015 Costumes and Wearables as Game Controllers
abstract
There has been a significant increase in commercial interest in wearable technologies, spearheaded by Google's Glass project, and also by the success of a new generation of fitness oriented biosensors such as the Fitbit, the Bodymedia Fit, and the Misfit Shine. Concurrently, there has been a proliferation of embodied interfaces for digital games such as Nintendo's Wii, Sony's Move controller, and Microsoft's Kinect. These technologies often only scratch the surface of the design possibility space, overlooking nuances of social and emotional experience for wearers/players that are important in other areas of design, such as theatrical costuming and fashion. We propose a studio that offers participants the chance to create wearable game controllers that afford a playful exploration of this design terrain, encouraging transformation, collaboration, and enjoyment of rich spectacle.
Tess Tanenbaum, Karen Tanenbaum, Katherine Isbister, Kaho Abe, Anne Sullivan, Luigi Anzivino
TEI1
2014 A case study of intended versus actual experience of adaptivity in a tangible storytelling system
Karen Tanenbaum, Marek Hatala, Tess Tanenbaum, Ron Wakkary, Alissa Nicole Antle
User Model. User Adapt. Interact.3
2013 The effects of physicality on the child's imagination
abstract
This paper investigates the effects of physical objects as support for imagination in the context of enactive storytelling. More specifically, we target nine-year-old children because of their general disengagement from creative activity, a phenomenon known as the Fourth-grade Slump that arises from a demotivational spiral brought on by social awareness. We study how enactment using physical objects may allow the child to better engage in story imagination. Our study compares the richness of the imagination under three main enactment conditions with objects that have varying degrees of fidelity to referent objects: Cultural objects (physical visual resemblance); Physical objects (similar physical affordances); Arbitrary objects (minimal physical and visual affordances). We employ a mixed-methods analysis to gauge the child's level of broader imagination from three data sources: Enactment videos, drawings and interviews with the children. We found that the object types significantly differ in their support of the imagination, with the object of highest specificity being most effective. Our findings can inform the design of embodied creativity-support systems for children.
Sharon Lynn Chu Yew Yee, Francis K. H. Quek, Luke Gusukuma, Tess Tanenbaum
Creativity & Cognition4
2013 Three perspectives on behavior change for serious games
abstract
Research into the effects of serious games often engages with interdisciplinary models of how human behaviors are shaped and changed over time. To better understand these different perspectives we articulate three cognitive models of behavior change and consider the potential of these models to support a deeper understanding of behavior change in serious games. Two of these models -- Information Deficit and Procedural Rhetoric -- have already been employed in the design of serious games, while the third -- Emergent Dialogue -- is introduced from the field of Environmental Studies. We situate this discussion within a context of designing games for public engagement with issues of environmental sustainability.
Tess Tanenbaum, Alissa Nicole Antle, John Robinson
CHI1
2013 Democratizing technology: pleasure, utility and expressiveness in DIY and maker practice
abstract
DIY, hacking, and craft have recently drawn attention in HCI and CSCW, largely as a collaborative and creative hobbyist practice. We shift the focus from the recreational elements of this practice to the ways in which it democratizes design and manufacturing. This democratized technological practice, we argue, unifies playfulness, utility, and expressiveness, relying on some industrial infrastructures while creating demand for new types of tools and literacies. Thriving on top of collaborative digital systems, the Maker movement both implicates and impacts professional designers. As users move more towards personalization and reappropriation, new design opportunities are created for HCI.
Tess Tanenbaum, Amanda M. Williams, Audrey Desjardins, Karen Tanenbaum
CHI1
2013 How I Learned to Stop Worrying and Love the Gamer: Reframing Subversive Play in Story-Based Games
Tess Tanenbaum
DiGRA Conference1
2013 Performative Authoring: Nurturing Storytelling in Children through Imaginative Enactment
Sharon Lynn Chu Yew Yee, Francis K. H. Quek, Tess Tanenbaum
ICIDS3
2012 Steampunk as design fiction
abstract
In this paper we look at the Steampunk movement and consider is relevance as a design strategy for HCI and interaction design. Based on a study of online practices of Steampunk, we consider how, as a design fiction, Steampunk provides an explicit model for how to physically realize an ideological and imagined world through design practice. We contend that the practices of DIY and appropriation that are evident in Steampunk design provide a useful set of design strategies and implications for HCI.
Tess Tanenbaum, Karen Tanenbaum, Ron Wakkary
CHI1
2012 Design fictions
abstract
This studio provides participants with an opportunity to engage in a hands-on exploration of the use of "design fictions" as a strategy for producing physical artifacts. The idea of design fictions blurs the boundaries between traditional design practices and narrative explorations of potential futures. If the goal of design is to devise courses of action aimed at changing existing situations into preferred ones, then the goal of design fiction is to use speculations, metaphors, and explorations of desired futurities to explicate and inform material design practices. Participants will have a chance to discuss these ideas, as well as to design and build their own "diegetic prototypes" out of materials sourced from local antique shops, thrift stores, and other nearby sources of inspiration. Through this hands-on exploration of the constraints and affordances of fictional scenarios and scavenged materials, we hope to collectively explore a compelling new design space for tangibles.
Tess Tanenbaum, Karen Tanenbaum, Ron Wakkary
TEI1
2011 Being in the Story: Readerly Pleasure, Acting Theory, and Performing a Role
Tess Tanenbaum
ICIDS1
2011 Imagining New Design Spaces for Interactive Digital Storytelling
Tess Tanenbaum
ICIDS1
2011 The Reading Glove: A Non-linear Adaptive Tangible Narrative
Tess Tanenbaum, Karen Tanenbaum
ICIDS1
2011 Balancing Act: Enabling Public Engagement with Sustainability Issues through a Multi-touch Tabletop Collaborative Game
Alissa Nicole Antle, Tess Tanenbaum, Allen Bevans, Katie Seaborn
INTERACT (2)2
2011 Futura: design for collaborative learning and game play on a multi-touch digital tabletop
abstract
This paper introduces a collaborative learning game called Futura: The Sustainable Futures Game, which is implemented on a custom multi-touch digital tabletop platform. The goal of the game is to work with other players to support a growing population as time passes while minimizing negative impact on the environment. The design-oriented research goal of the project is to explore the novel design space of collaborative, multi-touch tabletop games for learning. Our focus is on identifying and understanding key design factors of importance in creating opportunities for learning. We use four theoretical perspectives as lenses through which we conceptualize our design intentions and inform our analysis. These perspectives are: experiential learning, constructivist learning, collaborative learning, and game theory. In this paper we discuss design features that enable collaborative learning, present the results from two observational studies, and compare our findings to other guidelines in order to contribute to the growing body of empirically derived design guidelines for tangible, embodied and embedded interaction.
Alissa Nicole Antle, Allen Bevans, Tess Tanenbaum, Katie Seaborn
TEI3
2011 Experiencing the reading glove
abstract
In this paper we describe the Reading Glove, a wearable RFID reader for interacting with a tangible narrative. Based on interviews with study participants, we present a set of observed themes for understanding how the wearable and tangible aspects of the Reading Glove influence the user experience. We connect our observational themes to theoretical notions from interactive narrative and tangible interaction to create a set of design considerations such as enacting a role, ownership and permission, multiplicity of interpretations and boundary objects.
Karen Tanenbaum, Tess Tanenbaum, Alissa Nicole Antle, Jim Bizzocchi, Magy Seif El-Nasr, Marek Hatala
TEI2
2011 User Perceptions of Adaptivity in an Interactive Narrative
Karen Tanenbaum, Marek Hatala, Tess Tanenbaum
UMAP3
2008 Improvisation and Performance as Models for Interacting with Stories
Tess Tanenbaum, Karen Tanenbaum
ICIDS1