Ben Kirman
University of Lincoln
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Featured researches published by Ben Kirman.
human factors in computing systems | 2011
Conor Linehan; Ben Kirman; Shaun W. Lawson; Gail G Chan
There has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate goals of education and games design appears problematic, and there are currently no practical guidelines for how to do so in a coherent manner. In this paper, we describe the successful, empirically validated teaching methods developed by behavioural psychologists and point out how they are uniquely suited to take advantage of the benefits that games offer to education. We conclude by proposing some practical steps for designing educational games, based on the techniques of Applied Behaviour Analysis. It is intended that this paper can both focus educational games designers on the features of games that are genuinely useful for education, and also introduce a successful form of teaching that this audience may not yet be familiar with.
Proceedings of the 14th International Academic MindTrek Conference on Envisioning Future Media Environments | 2010
Derek Foster; Conor Linehan; Ben Kirman; Shaun W. Lawson; Gary James
Previous research has suggested that social and competitive interaction over online social networking sites could be harnessed in order to motivate behaviour change in users. This paper presents the design and in-the-wild evaluation of StepMatron, a Facebook application designed to provide social and competitive context for daily pedometer readings in order to motivate physical activity in the working environment. A study was conducted in order to determine whether interactions between users via the application more successfully motivated physical activity than simply recording daily step counts in a similar application. Ten participants (1 male), all nurses working in a UK hospital, used the application across two conditions over the course of the study. In the socially-enabled condition, participants could view each others step data and make comparisons and comments. In the non-social condition, participants could only view their own personal step data. A significant increase in step activity was observed in the socially enabled condition. Our findings highlight the potential of social media as a means for generating positive behaviour change. They also suggest that simple mobile devices can function as an inexpensive, accessible and powerful trigger towards this behaviour change without necessitating the use of overly complex and expensive mobile applications or devices.
human factors in computing systems | 2010
Ben Kirman; Shaun W. Lawson; Conor Linehan; Francesco Martino; Luciano Gamberini; Andrea Gaggioli
In this paper we describe the results of a controlled study of a social game, Magpies, which was built on the Facebook Online Social Network (OSN) and enhanced with contextual social information in the form of a variety of social network indices. Through comparison with a concurrent control trial using an identical game without the enhanced social information, it was shown that the additional contextual data increased the frequency of social activity between players engaged in the game. Despite this increase in activity, there was little increase in growth of the player-base when compared to the control condition. These findings corroborate previous work that showed how socio-contextual enhancement can increase performance on task-driven games, whilst also suggesting that it can increase activity and engagement when provided as context for non task-driven game environments.
computational science and engineering | 2009
Ben Kirman; Shaun W. Lawson; Conor Linehan
Games built on Online Social Networks (OSNs) have become a phenomenon since 3rd party developer tools were released by OSNs such as Facebook. However, apart from their explosive popularity, little is known about the nature of the social networks that are built during play. In this paper, we present the findings of a network analysis study carried out on two Facebook applications, in comparison with a similar but stand-alone game. We found that games built both on and off a social graph exhibit similar social properties. Specifically, the distribution of player-to-player interactions decays as a power law with a similar exponent for the majority of players. For games built on the social network platform however, we find that the networks are characterised by a sharp cut-off, compared with the classically scale-free nature of the social network for the game not built on an existing social graph.
human factors in computing systems | 2013
Ben Kirman; Conor Linehan; Shaun W. Lawson; Dan O'Hara
As robots from the future, we are compelled to present this important historical document which discusses how the systematic investigation of interactive technology facilitated and hastened the enslavement of mankind by robots during the 21st Century. We describe how the CHI community, in general, was largely responsible for this eventuality, as well as how specific strands of interaction design work were key to the enslavement. We also mention the futility of some reactionary work emergent in your time that sought to challenge the inevitable subjugation. We conclude by congratulating the CHI community for your tireless work in promoting and supporting our evil robot agenda.
human factors in computing systems | 2012
Ben Kirman; Conor Lineham; Shaun W. Lawson
In this paper, we explore the role of mischief as borderline socially acceptable behaviour within social computing applications. Mischievous activity pushes the boundaries of the implicit social contract present in all online social systems, and, we argue, is of vital importance understanding online social interactions. Using examples from games and other applications, we explore mischief as an act of appropriation, which reinterprets mechanics defined by developers in unexpected and sometimes upsetting ways. Although frequently interpreted as negative and anti-social behaviour, we argue that mischief serves a vital social role, and find surprising richness in the chaos.
ubiquitous computing | 2012
Ben Kirman; Conor Linehan; Shaun W. Lawson
In this paper, we describe a pervasive game, Blowtooth, in which players use their mobile phones to hide virtual drugs on nearby airline passengers in real airport check-in queues. After passing through airport security, the player must find and recover their drugs from the innocent bystanders, without them ever realising they were involved in the game. The game explores the nature of pervasive game playing in environments that are not, generally, regarded as playful or “fun”. This paper describes the game’s design and implementation as well as an evaluation conducted with participants in real airports. It explores the players’ reactions to the game through questionnaire responses and in-game activity. The technologies used in Blowtooth are, intentionally, simple in order for the enjoyment of the game to be reliant more on the physical environment rather than the enabling technologies. We conclude that situating pervasive games in unexpected and challenging environments, such as international airports, may provide interesting and unique gaming experiences for players. In addition, we argue that pervasive games benefit most from using the specific features and nature of interesting real-world environments rather than focusing on the enabling technologies.
annual symposium on computer human interaction in play | 2014
Conor Linehan; George Bellord; Ben Kirman; Zachary H. Morford; Bryan Roche
The pace at which challenges are introduced in a game has long been identified as a key determinant of both the enjoyment and difficulty experienced by game players, and their ability to learn from game play. In order to understand how to best pace challenges in games, there is great value in analysing games already demonstrated as highly engaging. Play-through videos of four puzzle games (Portal, Portal 2 Co-operative mode, Braid and Lemmings), were observed and analysed using metrics derived from a behavioural psychology understanding of how people solve problems. Findings suggest that; 1) the main skills learned in each game are introduced separately, 2) through simple puzzles that require only basic performance of that skill, 3) the player has the opportunity to practice and integrate that skill with previously learned skills, and 4) puzzles increase in complexity until the next new skill is introduced. These data provide practical guidance for designers, support contemporary thinking on the design of learning structures in games, and suggest future directions for empirical research.
human factors in computing systems | 2010
Conor Linehan; Mark Doughty; Shaun W. Lawson; Ben Kirman; Patrick Olivier; Paula Moynihan
This paper describes the design and initial evaluation of Tag-liatelle, a collaborative tagging application for encouraging healthier eating. Users photograph their own meals and upload these photos to a website, where fellow users anonymously tag them for content. Initial results suggest that tagging of food content is a popular activity. However, further work must be done to automate the extraction of valid nutritional information from the tags generated.
Interactions | 2016
Shaun W. Lawson; Ben Kirman; Conor Linehan
TailTalk sensor to your pet promises to translate tail motion into emotional feedback that you can access on your smartphone. As HCI researchers who have collaborated extensively with animal behavior scientists, we are cautious about this rush to capitalize on computing for pets. In particular, we are concerned about the potential for negative impacts on animal welfare, since innovation appears to be driven largely by technology rather than the needs of the animals. It seems that in most cases the science upon which these gadgets rely to make their decisions and recommendations simply Have you ever wondered how technology could help you to better understand your dogs feelings? Or wished for a gadget that could translate your cats thoughts into words? If so, you are not alone, as recent years have seen a proliferation of startups offering apps, Web services, and digital devices that promise to enhance our understanding of, and relationships with, our animal companions. For instance, Whistle and Fitbark offer digitally enhanced collars that measure physical activity and track location, while Flipaw automatically texts you cheeky messages from your dog, complete with personalized levels of sarcasm. Meanwhile, attaching a H