Computing and Information Systems - Theses

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    Supporting the User Experience of Running with Mixed Reality Stories
    Kan, Aleksandr ( 2019)
    Mixed reality stories (MRS) are stories designed to create a mixed reality experience with particular activities, such as running. A wide commercial success of a mixed reality stories designed for running suggested that such a format could provide unique benefits compared to other kinds of mixed reality systems. Yet little is known about how the user experience of running with mixed reality stories can be supported. This thesis aims to address this problem. To reach this aim I conducted three empirical qualitative studies. Study 1 explores the experience of running with an existing commercially successful mixed reality story. In this study, 11 participants ran with the MRS for three weeks and reported on their experience via semi-structured open-ended interviews before and after the trial, along with keeping a running diary throughout the study. The study helped to evaluate which aspects are most significant for constructing the user experience of MRS, how runners balance different aspects on the go, the importance of participants’ attitudes towards running, and also indicated that MRS format is different from both conventional audiobooks and traditional mixed reality systems. Study 2 focuses on how creative writers address running when working on the stories. During this study, three writers created three distinct stories with different approaches to connecting the physical and virtual worlds. Semi-structured discussions with the writers, along with the analysis of the stories they created helped to understand the differences between the approaches they used, and how writers repurpose familiar story mechanics for addressing running. Finally, Study 3 examines how runners perceive mixed reality stories. In it, 36 participants completed 45 runs with the three MRS created in the previous study. Similarly to Study 1, their experience was captured via semi-structured open-ended interviews after their runs. The findings of the study introduced four stages of story perception and revealed how such perceptions depend on participants’ personal relationships with running. Moreover, Study 3 validated, clarified, connected and extended findings from the first two studies, thus bringing the thesis to closure. Overall, this thesis addresses the gap in our understanding in how the user experience of running with mixed reality stories can be supported by clarifying how MRS are different from both traditional stories and other mixed reality systems, and how they enhance running by providing welcome distractions and by changing the meaning of the running. It suggests how runners balance different aspects of a complex experience by voluntarily engaging when it suits them. Finally, it breaks down the three most significant aspects of the MRS experience—running, story and MRS elements—to provide more understanding of how they work, and suggests how these insights could be used in practice.
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    Understanding the role of technology in supporting parent–child reunion
    KAZAKOS, KONSTANTINOS ( 2017)
    Parent–child reunion is one of the most prevalent yet less explored areas of family life. During reunions, parents and children can strengthen their bonds and reaffirm their ties. Earlier works on Human–Computer Interaction (HCI) have highlighted the value of digital technologies in supporting the parent–child relationship during physical separation or collocation, but little work has focused on parent–child reunion. This thesis investigates the role of digital technology in supporting a specific type of parent– child reunion: a reunion following separation for work-related reasons that has a pre-, upon and post-phase. This investigation was conducted with the participation of three types of families: academic, defence and mining. This thesis presents three studies that examined the role of digital technologies in supporting parent–child reunion. The first study focused on technological shortcomings of current technology use in parent–child reunion. This study found that current technologies lack certain elements of support during the anticipation to reunite in prereunion, the initial engagement upon reunion and the sharing of experiences in postreunion. The second study identified the interactional qualities of digital technologies that aim to support parent–child reunion that led to the design of Rendezvous—the first reunion-oriented artefact. The insights from this study emphasised the importance of stimulating co-creation in pre-reunion, motivating co-engagement upon reunion and inspiring co-sharing in post-reunion. The third study evaluated Rendezvous through its field deployment with the participation of academic and mining families. The findings demonstrated the significance of Rendezvous in supporting parent–child reunion by augmenting the anticipation to reunite in pre-reunion, heightening the initial engagement upon reunion and strengthening the experience of sharing in post-reunion. The knowledge generated by this thesis has three main contributions. First, it uncovers the necessity for digital technologies to support parent–child reunion by focusing on the anticipation in pre-reunion, the engagement upon reunion and the sharing of experiences in post-reunion. Second, the thesis calls attention to the merit of asynchronous technologies in supporting parent–child reunion. Finally, it expands the current knowledge by highlighting materiality and temporality as key design considerations for reunion-oriented technologies.
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    Designing digital memorials: commemorating the Black Saturday Bushfires
    Mori, Joji Cyrus ( 2015)
    Digital memorials are novel technologies used for commemorative purposes. There is a growing interest in their design amongst HCI researchers. Existing studies focus on commemorating deceased loved ones, where personal and familial remembrance is emphasised. However, there are fewer examples where digital memorials play a wider social and cultural role. Commemorating a war, terrorist attack, natural disaster or death of somebody of special significance such as a leader or even celebrity, are examples where commemoration extends beyond the personal and familial, and into broader social contexts. In these instances, it is likely that large numbers of people may wish to participate, from those with deeply personal reasons, to others with only a passing interest. This thesis examines the design of digital memorials for use in contexts where these diverse audiences come together in commemoration. This thesis presents three studies, in which commemoration following the Black Saturday bushfires was used as the setting for the research. The fires occurred in 2009 in Victoria, Australia. Asides the devastation caused to the natural environment, there were 173 fatalities and massive destruction caused to homes and other infrastructure. The first study was an exploratory study examining how people commemorated Black Saturday within the first two years after the fires. The findings extend current understandings of commemoration using technology by showing similarities between how people engage with physical and web-based memorials. The second study involved participants in fire-affected communities who were asked to generate design ideas for digital memorials to commemorate Black Saturday. The study contributed a novel craft-based approach to designing technology in the commemorative context. For the third study, a digital memorial was developed that included a website and internet-connected tablet computer app to commemorate the fourth anniversary of the fires. This technology was designed for both those within the fire-affected communities and those outside. The findings report on an evaluation of the experiences of those who engaged with the digital memorial. Selected findings from the three thesis studies are expressed as a set of five design considerations intended for future designers and researchers interested in digital memorials. These are: privacy, control and context collapse; considerations for symbolism and metaphoric representations; utilising physical locations; having sensitivity towards temporal patterns; and, designing for pace and asynchronicity.
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    Audience experience in domestic videogaming
    DOWNS, JOHN ( 2014)
    Videogames are frequently played socially, but not all participants actively play. Audience members observe gameplay, often participating and experiencing the game indirectly. While the existence of non-playing audience members has been previously acknowledged, there have been few attempts to understand what activities audience members engage in while watching videogames, or how their experience is affected by different aspects of the game and social situation. This thesis presents the first substantial body of empirical work on audience behaviour and experience in social videogaming sessions. Existing work was reviewed in a number of areas of literp.ature including the sociality of gameplay, the increasing role of physicality and physical actions in gameplay, and the role of audiences in HCI. Three studies were then conducted based on the research question: How do the sociality and physicality of videogaming sessions influence audience experience? An initial exploratory observational study (N = 6 families) examined the types of activities that audiences engage in while watching highly physical videogames in their homes. This study indicated that audience members can adopt a variety of ephemeral roles that provide them with opportunities to interact with one another, the players, and the game technology. Additionally, participants reported that the physicality of the gameplay heavily influenced their experience. The second study, a naturalistic experimental study (N = 134) consisted of a mixed-model analysis of the factors of game physicality and turn anticipation. Study 2 found that anticipation of a turn affects experience of both audience and player, and similarly found that highly physical games result in more positive audience experiences, although the relationship between physicality and experience is not straightforward. A third study, also an experiment (N = 24), examined the influence of game physicality and visual attention on audience experience within a mediated setting, and a cross-study comparison identified that there appears to be a strong interplay between social context and the experience of physicality. Overall, this thesis contributes an understanding of how sociality, physicality, and the interplay between the two can influence audience behaviour and experience. These findings can be used to inform the design of novel game and interactive experiences that incorporate physicality, turn anticipation, and opportunities for different types of participation in order to influence and enhance audience experience.