Frank Vetere
University of Melbourne
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Featured researches published by Frank Vetere.
human factors in computing systems | 2005
Frank Vetere; Martin R. Gibbs; Jesper Kjeldskov; Steve Howard; Florian 'Floyd' Mueller; Sonja Pedell; Karen Mecoles; Marcus Bunyan
Intimacy is a crucial element of domestic life, and many interactive technologies designed for other purposes have been appropriated for use within intimate relationships. However, there is a deficit in current understandings of how technologies are used within intimate relationships, and how to design technologies to support intimate acts. In this paper we report on work that has addressed these deficits. We used cultural probes and contextual interviews and other ethnographically informed techniques to investigate how interactive technologies are used within intimate relationships. From this empirical work we generated a thematic understanding of intimacy and the use of interactional technologies to support intimate acts. We used this understanding to inform the design of intimate technologies. A selection of our design concepts is also presented.
human factors in computing systems | 2011
Florian 'Floyd' Mueller; Darren Edge; Frank Vetere; Martin R. Gibbs; Stefan Agamanolis; Bert Bongers; Jennifer G. Sheridan
Exertion games require investing physical effort. The fact that such games can support physical health is tempered by our limited understanding of how to design for engaging exertion experiences. This paper introduces the Exertion Framework as a way to think and talk about Exertion Games, both for their formative design and summative analysis. Our Exertion Framework is based on the ways in which we can conceive of the body investing in game-directed exertion, supported by four perspectives on the body (the Responding Body, Moving Body, Sensing Body and Relating Body) and three perspectives on gaming (rules, play and context). The paper illustrates how this framework was derived from prior systems and theory, and presents a case study of how it has been used to inspire novel exertion interactions.
Behaviour & Information Technology | 2005
Jesper Kjeldskov; Connor Graham; Sonja Pedell; Frank Vetere; Steve Howard; Sandrine Balbo; Jessica Davies
When designing a usability evaluation, choices must be made regarding methods and techniques for data collection and analysis. Mobile guides raise new concerns and challenges to established usability evaluation approaches. Not only are they typically closely related to objects and activities in the users immediate surroundings, they are often used while the user is ambulating. This paper presents results from an extensive, multi-method evaluation of a mobile guide designed to support the use of public transport in Melbourne, Australia. In evaluating the guide, we applied four different techniques; field-evaluation, laboratory evaluation, heuristic walkthrough and rapid reflection. This paper describes these four approaches and their respective outcomes, and discusses their relative strengths and weaknesses for evaluating the usability of mobile guides.
australasian computer-human interaction conference | 2008
Florian 'Floyd' Mueller; Martin R. Gibbs; Frank Vetere
A new set of computationally-augmented games have emerged recently that require the user to move their body. These exertion games are believed to contribute to social, mental and in particular, physical benefits, marking a change in how we perceive computer gaming. However, although these games are a commercial success, research is lacking a theoretical understanding how to analyse existing and guide future designs. We present initial investigations towards a taxonomy of such exertion games with a focus on social aspects, based on work on traditional play and sports. Our contribution lays the foundation for the creation of a theoretical framework on exertion games, expanding our understanding of this exciting new area.
designing interactive systems | 2006
Tuck Wah Leong; Frank Vetere; Steve Howard
Randomness is being harnessed in the design of some interactive systems. This is observed in random blogs, random web searching, and in particular Apples iPod Shuffle. Yet the role of randomness in design of interactive systems in not well understood. This paper reports on an empirical study examining the influence of randomness on the user experience of music listening. 113 instances of self-reporting were collected and analysed according to four themes: listening mode, content organisation, activities during listening, and affective outcomes. The analysis provides insights into how randomness is used to engender certain affective responses (such as feeling refreshed) by using various constraining techniques (such as playlists) whilst engaging in everyday activities (such as driving a car). The paper argues that randomness can be used as an innovative design resource for supporting rich and novel user experiences.
human factors in computing systems | 2012
Florian 'Floyd' Mueller; Frank Vetere; Martin R. Gibbs; Darren Edge; Stefan Agamanolis; Jennifer G. Sheridan; Jeffrey Heer
Exercising with others, such as jogging in pairs, can be socially engaging. However, if exercise partners have different fitness levels then the activity can be too strenuous for one and not challenging enough for the other, compromising engagement and health benefits. Our system, Jogging over a Distance, uses heart rate data and spatialized sound to create an equitable, balanced experience between joggers of different fitness levels who are geographically distributed. We extend this prior work by analyzing the experience of 32 joggers to detail how specific design features facilitated, and hindered, an engaging and balanced exertion experience. With this knowledge, we derive four dimensions that describe a design space for balancing exertion experiences: Measurement, Adjustment, Presentation and Control. We also present six design tactics for creating balanced exertion experiences described by these dimensions. By aiding designers in supporting participants of different physical abilities, we hope to increase participation and engagement with physical activity and facilitate the many benefits it brings about.
human-computer interaction with mobile devices and services | 2004
Shirlina Po; Steve Howard; Frank Vetere; Mikael B. Skov
Heuristic evaluation (HE) is problematic when applied to mobile technologies, in that contextual influences over use are poorly represented. Here we propose two lightweight variants of HE: the Heuristic Walkthrough (HW) combines HE with scenarios of use, and the Contextual Walkthrough (CW) involves conducting the HW in the field. 11 usability experts were asked to use one of these three approaches to evaluate a mobile device and the usability flaws discovered were compared across technique. HW discovered more critical usability flaws than HE. CW revealed some unique problems relating to I/O and ambient lighting not encountered in the other two approaches. Though contextualizing heuristic evaluation improves the assessment of mobile devices, it appears that it is possible to introduce contextual detail, i.e. to bridge the ’realism gap’, with scenarios rather than expensive in-situ testing.
human factors in computing systems | 2009
Florian 'Floyd' Mueller; Martin R. Gibbs; Frank Vetere
Exertion games are an emerging form of interactive games that require players to invest significant physical effort as part of the gameplay, rather than just pressing buttons. These exertion games have potential health benefits by promoting exercise. It is also believed that they can facilitate social play between players and that social play can improve participation in exertion games. However, there is currently a lack of understanding of how to design games to support these effects. In this paper, we present a qualitative case study that illustrates how networked environments support social play in exertion games and how this can help to gain an understanding of existing games and support the design of future games. This work offers a preliminary analytical and descriptive account of the relationship between exertion and social play in such a game and highlights the influence of design with the aim of utilizing the attributed benefits of exertion and social play.
australasian computer-human interaction conference | 2007
Hilary Davis; Mikael B. Skov; Malthe Stougaard; Frank Vetere
Mediated intimacy is the phenomenon where humans use technologies to express, share, or communicate intimate feelings with each other. Typically, technologies supporting mediated intimacy encompass different characteristics than technologies designed to solve specific work-oriented tasks. This paper reports on the design, implementation and initial evaluation of Virtual Box. Virtual Box attempts to create a physical and engaging context in order to support reciprocal interactions with expressive content. An implemented version of Virtual Box is evaluated in a location-aware environment to evaluate the design ideas according to mediated family intimacy.
ubiquitous computing | 2010
Florian 'Floyd' Mueller; Martin R. Gibbs; Frank Vetere
Players invest significant physical effort when playing exertion games. In addition to improving physical health, exertion games are also believed to facilitate social play amongst players. Despite these advantages, our understanding of how to design these games to successfully support social play is limited. In this paper, we present a qualitative analysis of player data from “Table Tennis for Three”, a mediated exertion game for three players, that contributes to our understanding of how the design of an exertion game facilitates social play. We use the concept of “space” to frame our findings in order to create themes that can be used to analyze existing and to design future exertion games. We hope our work can support researchers gain an understanding of this exciting new field, while also help designers utilize the many benefits of exertion games.