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Dive into the research topics where John Downs is active.

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Featured researches published by John Downs.


annual symposium on computer human interaction in play | 2014

Paradigms of games research in HCI: a review of 10 years of research at CHI

Marcus Carter; John Downs; Bjorn Nansen; Mitchell Harrop; Martin R. Gibbs

In this paper we argue that games and play research in the field of Human-Computer Interaction can usefully be understood as existing within 4 distinct research paradigms. We provide our rationale for developing these paradigms and discuss their significance in the context of the inaugural CHI Play conference.


designing interactive systems | 2016

Uncovering the Honeypot Effect: How Audiences Engage with Public Interactive Systems

Niels Wouters; John Downs; Mitchell Harrop; Travis Cox; Eduardo Araujo Oliveira; Sarah Webber; Frank Vetere; Andrew Vande Moere

In HCI, the honeypot effect describes how people interacting with a system passively stimulate passers-by to observe, approach and engage in an interaction. Previous research has revealed the successive engagement phases and zones of the honeypot effect. However, there is little insight into: 1) how people are stimulated to transition between phases; 2) what aspects drive the honeypot effect apart from watching others; and 3) what constraints affect its self-reinforcing performance. In this paper, we discuss the honeypot effect as a spatiotemporal model of trajectories and influences. We introduce the Honeypot Model based on the analysis of observations and interaction logs from Encounters, a public installation that interactively translated bodily movements into a dynamic visual and sonic output. In providing a model that describes trajectories and influences of audience engagement in public interactive systems, our paper seeks to inform researchers and designers to consider contextual, spatial and social factors that influence audience engagement.


ACM Transactions on Computer-Human Interaction | 2014

Reciprocal Habituation: A Study of Older People and the Kinect

Bjorn Nansen; Frank Vetere; Toni Robertson; John Downs; Margot Brereton; Jeannette Durick

We explore relationships between habits and technology interaction by reporting on older peoples experience of the Kinect for Xbox. We contribute to theoretical and empirical understandings of habits in the use of technology to inform understanding of the habitual qualities of our interactions with computing technologies, particularly systems exploiting natural user interfaces. We situate ideas of habit in relation to user experience and usefulness in interaction design, and draw on critical approaches to the concept of habit from cultural theory to understand the embedded, embodied, and situated contexts in our interactions with technologies. We argue that understanding technology habits as a process of reciprocal habituation in which people and technologies adapt to each other over time through design, adoption, and appropriation offers opportunities for research on user experience and interaction design within human-computer interaction, especially as newer gestural and motion control interfaces promise to reshape the ways in which we interact with computers.


international conference on software engineering | 2012

Ambient awareness of build status in collocated software teams

John Downs; Beryl Plimmer; John G. Hosking

We describe the evaluation of a build awareness system that assists agile software development teams to understand current build status and who is responsible for any build breakages. The system uses ambient awareness technologies, providing a separate, easily perceived communication channel distinct from standard team workflow. Multiple system configurations and behaviours were evaluated. An evaluation of the system showed that, while there was no significant change in the proportion of build breakages, the overall number of builds increased substantially, and the duration of broken builds decreased. Team members also reported an increased sense of awareness of, and responsibility for, broken builds and some noted the system dramatically changed their perception of the build process making them more cognisant of broken builds.


international conference on software engineering advances | 2010

Status Communication in Agile Software Teams: A Case Study

John Downs; John G. Hosking; Beryl Plimmer

Developers ought to maintain awareness of the status of a software project. However, there are very few recorded best practices for defining what constitutes relevant status information and the appropriate modalities for communicating this information. In this industry case study, we conducted in-depth interviews with members of an agile development team. We found that their daily work practices, while well-defined and regular, were heavily influenced by the status information they integrated from a number of sources. In particular, continuous integration builds had a substantial effect on the teams workflow. Based on our findings, we provide a set of guidelines for build monitoring systems which encourage collective and individual responsibility while working within the established team environment.


annual symposium on computer-human interaction in play | 2015

Player Identity Dissonance and Voice Interaction in Games

Marcus Carter; Fraser Allison; John Downs; Martin R. Gibbs

In the past half-decade, advances in voice recognition technology and the proliferation of consumer devices like the Microsoft Kinect have seen a significant rise in the use of voice interaction in games. While the use of player-to-player voice is widespread and well-researched, the use of voice as an input is relatively unexplored. In this paper we make the argument that notions of player and avatar identity are inextricable from the successful implementation of voice interaction in games, and consequently identify opportunities for future research and design.


international conference on human-computer interaction | 2013

Paraplay: Exploring Playfulness Around Physical Console Gaming

John Downs; Frank Vetere; Steve Howard

We present the concept of paraplay: playful activities that take place within the context of an interactive game or other play activity, but outside the activity itself. By critically examining work related to gaming and play goals and motivations we argue that the concept of playfulness should have a stronger role in our understanding of gaming sessions, and particularly social gaming sessions. In order to further understand the role of playfulness in social gaming we conducted an empirical field study of physical console gaming. Six families with a total of 32 participants were provided with an Xbox 360 console, Kinect sensor, and three casual physical video games to play together for a period of approximately two weeks. Participants were instructed to record their social gaming sessions. We conducted video analysis on these recordings as well as interviews with many of the participants. We found numerous types and examples of playfulness within the gaming session even from those who were not actively participating in the game. Drawing on the results of this study we present a taxonomy of paraplay and discuss the ways that playfulness can be exhibited in a social play session. We show that participants in a game situation act within a wider context of playfulness, according to a variety of significant roles ranging from active player through to audience member. We explore these roles and their attributes to provide a rich account of paraplay and its importance in understanding playful activities broadly.


australasian computer-human interaction conference | 2015

Differentiated Participation in Social Videogaming

John Downs; Frank Vetere; Wally Smith

Social videogaming provides opportunities for individuals not only to engage directly in active gameplay but also to interact indirectly from the sidelines. We present a study of the differentiated nature of participation in gaming based on field observations of six families playing physical videogames in their homes. Building on existing theoretical frameworks, we distinguish three kinds of durable roles: players, audience members and bystanders. Going beyond this, we also identify a rich variety of spontaneous and ephemeral roles among the audience: spectators, orchestrators, managers, coaches, directors, puppeteers, commentators, hecklers, supporters, documenters, shadow players, and cheerleaders. We argue that through this richer understanding of the differentiated nature of participation in videogaming, designers might expand the reach of their games and respond to the potential for new experiences in the broad situation of domestic gaming.


australasian computer-human interaction conference | 2013

Measuring audience experience in social videogaming

John Downs; Frank Vetere; Steve Howard; Steve Loughnan

Social videogaming sessions present a variety of opportunities for interaction and engagement. While active play is the most obvious way that participants can interact during the gaming session, these sessions can also have audience members who are not actively playing. However, there is little understanding about the experience of audience members within a gaming context. We argue that in order to understand audience experience it is necessary to identify and measure its components. In this paper we present the development of an instrument specifically designed for studying the experience of audience members within social videogaming sessions. The instrument consists of a scale based on measures of game player experience, but designed to be more relevant to the game experience of non-players.


australasian computer-human interaction conference | 2015

Everybody Dance Now: Tensions between Participation and Performance in Interactive Public Installations

Sarah Webber; Mitchell Harrop; John Downs; Travis Cox; Niels Wouters; Andrew Vande Moere

In this paper, we report on Encounters, an interactive public installation that provides a basis for studying the effect of dance performances on the emergence of creative, social experiences. Based on observations and interviews with dancers and participants, we identified a range of tensions that arise from integrating a staged performance with participatory interaction. These tensions occurred among both participants and performers, and influenced the social and performative experience. Based on our analysis, we propose several strategies to smoothen the integration of performative and participatory interaction. These strategies reconsider the role of the interactive installation, the effect of digital cues that draw on existing conventions, and mechanisms to direct gaze. We believe our findings and strategies are valuable to HCI researchers and performative artists seeking to design for public participation in interactive experiences.

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Frank Vetere

University of Melbourne

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Sonja Pedell

Swinburne University of Technology

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Bjorn Nansen

University of Melbourne

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Steve Howard

University of Melbourne

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Andrew Vande Moere

Katholieke Universiteit Leuven

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Niels Wouters

Katholieke Universiteit Leuven

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