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Dive into the research topics where Joel E. Fischer is active.

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Featured researches published by Joel E. Fischer.


human computer interaction with mobile devices and services | 2011

Investigating episodes of mobile phone activity as indicators of opportune moments to deliver notifications

Joel E. Fischer; Chris Greenhalgh; Steve Benford

We investigate whether opportune moments to deliver notifications surface at the endings of episodes of mobile interaction (making voice calls or receiving SMS) based on the assumption that the endings collocate with naturally occurring breakpoint in the users primary task. Testing this with a naturalistic experiment we find that interruptions (notifications) are attended to and dealt with significantly more quickly after a user has finished an episode of mobile interaction compared to a random baseline condition, supporting the potential utility of this notification strategy. We also find that the workload and situational appropriateness of the secondary interruption task significantly affect subsequent delay and completion rate of the tasks. In situ self-reports and interviews reveal complexities in the subjective experience of the interruption, which suggest that a more nuanced classification of the particular call or SMS and its relationship to the primary task(s) would be desirable.


human computer interaction with mobile devices and services | 2010

Effects of content and time of delivery on receptivity to mobile interruptions

Joel E. Fischer; Nick Yee; Victoria Bellotti; Nathan Good; Steve Benford; Chris Greenhalgh

In this paper we investigate effects of the content of interruptions and of the time of interruption delivery on mobile phones. We review related work and report on a naturalistic quasi-experiment using experience-sampling that showed that the receptivity to an interruption is influenced by its content rather than by its time of delivery in the employed modality of delivery - SMS. We also examined the underlying variables that increase the perceived quality of content and found that the factors interest, entertainment, relevance and actionability influence peoples receptivity significantly. Our findings inform system design that seeks to provide context-sensitive information or to predict interruptibility and suggest the consideration of receptivity as an extension to the way we think and reason about interruptibility.


human factors in computing systems | 2014

Doing the laundry with agents: a field trial of a future smart energy system in the home

Enrico Costanza; Joel E. Fischer; James A. Colley; Tom Rodden; Sarvapali D. Ramchurn; Nicholas R. Jennings

Future energy systems that rely on renewable energy may bring about a radical shift in how we use energy in our homes. We developed and prototyped a future scenario with highly variable, real-time electricity prices due to a grid that mainly relies on renewables. We designed and deployed an agent-based interactive system that enables users to effectively operate the washing machine in this scenario. The system is used to book timeslots of washing machine use so that the agent can help to minimize the cost of a wash by charging a battery at times when electricity is cheap. We carried out a deployment in 10 households in order to uncover the socio-technical challenges around integrating new technologies into everyday routines. The findings reveal tensions that arise when deploying a rationalistic system to manage contingently and socially organized domestic practices. We discuss the trade-offs between utility and convenience inherent in smart grid applications; and illustrate how certain design choices position applications along this spectrum.


human factors in computing systems | 2011

Automics: souvenir generating photoware for theme parks

Abigail Durrant; Duncan Rowland; David S. Kirk; Steve Benford; Joel E. Fischer; Derek McAuley

Automics is a photo-souvenir service which utilises mobile devices to support the capture, sharing and annotation of digital images amongst groups of visitors to theme parks. The prototype service mixes individual and group photo-capture with existing in-park, on-ride photo services, to allow users to create printed photo-stories. Herein we discuss initial fieldwork in theme parks that grounded the design of Automics, our development of the service prototype, and its real-world evaluation with theme park visitors. We relate our findings on user experience of the service to a literature on mobile photoware, finding implications for the design of souvenir services.


conference on computer supported cooperative work | 2015

Designing Mobile Experiences for Collocated Interaction

Sus Lundgren; Joel E. Fischer; Stuart Reeves; Olof Torgersson

Many of our everyday social interactions involve mobile devices. Yet, these tend to only provide good support for distributed social interactions. Although much HCI and CSCW research has explored how we might support collocated, face-to-face situations using mobile devices, much of this work exists as isolated exemplars of technical systems or interaction designs. This paper draws on a range of such exemplars to develop a practical design framework intended for guiding the design of new mobile experiences for collocated interaction as well as analysing existing ones. Our framework provides four relational perspectives for designing the complex interplay between: the social situation in which it takes place; the technology used and the mechanics inscribed; the physical environment; and the temporal elements of design. Moreover, each perspective features some core properties, which are highly relevant when designing these systems. As part of presenting the framework we also explain the process of its construction along with practical advice on how to read and apply it.


conference on computer supported cooperative work | 2016

Using Mobile Phones in Pub Talk

Martin Porcheron; Joel E. Fischer; Sarah Sharples

We present the findings from a study of how people interleave mobile phone use with conversation in pubs. Our findings, informed by ethnomethodology and conversation analysis, unpack the interactional methods through which groups of people in pubs occasioned, sustained, and disengaged from mobile device use during conversation with friends. Fundamentally, the work that is done consists of various methods of accounting for mobile device use, and displaying involvement in social interaction while the device is used. We highlight multiple examples of the nuanced ways in which interleaving is problematic in interaction, and relate our findings to the CSCW and HCI literature on collocated interaction. We conclude by considering avenues for future research, and discuss how we may support or disrupt interleaving practices through design to overcome the highlighted interactional troubles.


european conference on computer supported cooperative work | 2013

Understanding Mobile Notification Management in Collocated Groups

Joel E. Fischer; Stuart Reeves; Stuart Moran; Chris Greenhalgh; Steve Benford; Stefan Rennick-Egglestone

We present an observational study of how notifications are handled by collocated groups, in the context of a collaborative mobile photo-taking exercise. Interaction analysis of video recordings is used to uncover the methodical ways in which participants manage notifications, establishing and sustaining co-oriented interaction to coordinate action, such as sharing notification contents and deciding on courses of action. Findings highlight how embodied and technological resources are collectively drawn upon in situationally nuanced ways to achieve the management of notifications delivered to cohorts. The insights can be used to develop an understanding of how interruptions are dealt with in other settings, and to reflect on how to support notification management within collocated groups by design.


COOP | 2014

Supporting Team Coordination on the Ground: Requirements from a Mixed Reality Game

Joel E. Fischer; Wenchao Jiang; Andruid Kerne; Chris Greenhalgh; Sarvapali D. Ramchurn; Steven Reece; Nadia Pantidi; Tom Rodden

We generate requirements for time-critical distributed team support relevant for domains such as disaster response. We present the Radiation Response Game to investigate socio-technical issues regarding team coordination. Field responders in this mixed-reality game use smartphones to coordinate, via text messaging, GPS, and maps, with headquarters and each other. We conduct interaction analysis to examine field observations and log data, revealing how teams achieve local and remote coordination and maintain situational awareness. We uncover requirements that highlight the role of local coordination, decision-making resources, geospatial referencing and message handling.


Autonomous Agents and Multi-Agent Systems | 2016

Human---agent collaboration for disaster response

Sarvapali D. Ramchurn; Feng Wu; Wenchao Jiang; Joel E. Fischer; Steven Reece; S. Roberts; Tom Rodden; Chris Greenhalgh; Nicholas R. Jennings

In the aftermath of major disasters, first responders are typically overwhelmed with large numbers of, spatially distributed, search and rescue tasks, each with their own requirements. Moreover, responders have to operate in highly uncertain and dynamic environments where new tasks may appear and hazards may be spreading across the disaster space. Hence, rescue missions may need to be re-planned as new information comes in, tasks are completed, or new hazards are discovered. Finding an optimal allocation of resources to complete all the tasks is a major computational challenge. In this paper, we use decision theoretic techniques to solve the task allocation problem posed by emergency response planning and then deploy our solution as part of an agent-based planning tool in real-world field trials. By so doing, we are able to study the interactional issues that arise when humans are guided by an agent. Specifically, we develop an algorithm, based on a multi-agent Markov decision process representation of the task allocation problem and show that it outperforms standard baseline solutions. We then integrate the algorithm into a planning agent that responds to requests for tasks from participants in a mixed-reality location-based game, called AtomicOrchid, that simulates disaster response settings in the real-world. We then run a number of trials of our planning agent and compare it against a purely human driven system. Our analysis of these trials show that human commanders adapt to the planning agent by taking on a more supervisory role and that, by providing humans with the flexibility of requesting plans from the agent, allows them to perform more tasks more efficiently than using purely human interactions to allocate tasks. We also discuss how such flexibility could lead to poor performance if left unchecked.


human factors in computing systems | 2009

Inferring player engagement in a pervasive experience

Joel E. Fischer; Steve Benford

We investigate the prediction of player engagement to address temporal issues arising from the long-term character of pervasive experiences such as interruptibility, mutual player state awareness, disengagement and synchronization on re-engagement. We introduce a model that operationalizes engagement in terms of the elapsed and response time in game messages. We designed and conducted an experiment based on the experience-sampling method to evaluate our model on the basis of a long-term SMS-based game called Day of the Figurines. Statistical analysis supports the hypothesis that player engagement can be predicted by the continuous data properties elapsed time and response time. Our findings point towards further research towards the adaptation of pervasive experiences to the players temporal context.

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Tom Rodden

University of Nottingham

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Enrico Costanza

University of Southampton

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Wenchao Jiang

University of Nottingham

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Feng Wu

University of Science and Technology of China

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