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Dive into the research topics where Luke Hespanhol is active.

Publication


Featured researches published by Luke Hespanhol.


international symposium on pervasive displays | 2012

Investigating intuitiveness and effectiveness of gestures for free spatial interaction with large displays

Luke Hespanhol; Martin Tomitsch; Kazjon Grace; Anthony Collins; Judy Kay

A key challenge for creating large interactive displays in public spaces is in the definition of ways for the user to interact that are effective and easy to learn. This paper presents the outcomes of user evaluation sessions designed to test a series of different gestures for people interacting with large displays in the public space. It is an initial step towards the broader goal of establishing a natural means for immersive interactions. The paper proposes a set of simple gestures for the execution of the basic actions of selecting and rearranging items in a large-scale dashboard. We performed a comparative analysis of the gestures, leading to a more in-depth understanding of the nature of spatial interaction between people and large public displays. More specifically, the analysis focuses on the scenarios when the interaction is restricted to an individuals own body, without any further assistance from associated devices. The findings converge into the elaboration of a model for assisting with the applicability of spatial gestures in response to both the context and the content they are applied to.


communities and technologies | 2015

Vote as you go: blending interfaces for community engagement into the urban space

Luke Hespanhol; Martin Tomitsch; Ian McArthur; Joel Fredericks; Ronald Schroeter; Marcus Foth

This paper presents a series of studies on situated interfaces for community engagement. Firstly, we identify five recurring design challenges as well as four common strategies used to overcome them. We then assess the effectiveness of these strategies through field studies with public polling interfaces. We developed two very different polling interfaces in the form of (1) a web application running on an iPad mounted on a stand, allowing one vote at a time, and (2) a playful full-body interaction application for a large urban screen allowing concurrent participation. We deployed both interfaces in an urban precinct with high pedestrian traffic and equipped with a large urban screen. Analysing discoverability and learnability of each scenario, we derive insights regarding effective ways of blending community engagement interfaces into the built environment, while attracting the attention of passers-by and communicating the results of civic participation.


Interacting with Computers | 2015

Strategies for Intuitive Interaction in Public Urban Spaces

Luke Hespanhol; Martin Tomitsch

Characterised by the increased spread of technology out of workplaces and into public spaces and homes,theso-calledthird-waveofhuman-computerinteractionhasplacedgreaterfocusonscenarios that are socially situated, context dependent and not necessarily task oriented. This movement has led to studies investigating how people interact with digital applications in public spaces, but the discussion of intuitive interaction thus far has not been extended to this new realm of user interfaces. Designing for intuitive interaction in public spaces differs from traditional digital applications due to the inherently fluid social nature and often large-scale character of urban interventions. This article discusses the design of interaction for public spaces, based on applications we developed along the years, contrasted to similar endeavours elsewhere. We analyse them through the lens of frameworks for intuitive interactions and derive a series of strategies towards designing for immediate use and high crowd turnaround in urban interventions. RESEARCH HIGHLIGHTS • Analysis of different types of interactive public spaces, in terms of spatial layout, distribution of focal points and how people negotiate the space in order to engage in the interaction. • Classification of urban interfaces into three broad categories according to crowd self-organization around the digitally enhanced environments: performative, allotted and responsive ambient interfaces. • Discussion of intuitive aspects of interactive public spaces with reference to established literature on intuitive interaction. • Proposal of user feedback strategies for designing intuitive interaction in public spaces derived from the presented analysis and discussion.


australasian computer-human interaction conference | 2015

Digital Pop-Up: Investigating Bespoke Community Engagement in Public Spaces

Joel Fredericks; Martin Tomitsch; Luke Hespanhol; Ian McArthur

This paper presents findings from a series of iterative field studies on the use of interactive, situated digital technologies deployed within a pop-up style format used for the purpose of community engagement. Based on observations, participant interviews, and a focus group with representatives from the local government authority, the contribution of this research is twofold. First, we propose five elements to guide the design of digital pop-up interventions for community engagement. Second, we demonstrate the effectiveness of combining digital interfaces and a physical pop-up within a civic space equipped with a large urban screen to engage wider cross-sections of the public. From that, we derive insights about the utilisation of this approach in attracting the attention of people who do not generally attend traditional community engagement events, and provide a more seamless consultation process by enabling citizens to submit their responses on the spot.


designing interactive systems | 2014

Using embodied audio-visual interaction to promote social encounters around large media façades

Luke Hespanhol; Martin Tomitsch; Oliver Bown; Miriama Young

In this paper we describe the design of a large-scale interactive light and music intervention on a corporate high rise building and its surrounding urban area. Designing for interaction with media façades has traditionally posed challenges regarding proxemics, scale of the augmented architecture and placement of interactive spaces. With the increasing availability and affordability of interactive technologies, factors such as playability and tangibility are assumed not only to be present but also to enable richer collective experiences. We propose a new approach for interaction with large media façades employing embodied audio-visual interaction at the floor level. That way, the floor level serves as proxy for interacting with the media façade whilst facilitating social encounters. We discuss aspects considered during different phases of the project development and derive principles for connecting zones of proxemics, promoting encounters by distributing the performance, designing for urban activation and isolating implementation concerns.


Proceedings of the 3rd Conference on Media Architecture Biennale | 2016

Not just pretty lights: using digital technologies to inform city making

Joel Fredericks; Luke Hespanhol; Martin Tomitsch

The 21st century city is faced with a myriad of social, political and environmental complexities. The increasing global urbanisation puts pressure on the various spheres of government as well as on citizens to continuously redefine and manage public assets and spaces - often built for social contexts that no longer exist. While top-down approaches have arguably failed to engage and motivate communities in meaningful ways, bottom-up initiatives have also proved difficult in promoting lasting impact on official policies. The democratisation of digital technologies provides new opportunities for citizens to organise themselves around local issues. These complexities galvanise communities around a civic debate about the present and future identity of the places they live in. Yet, it is still fairly challenging to balance community expectations, on one hand, with transparency regarding the complex decision-making processes inherent to public administration, on the other. In this paper, we present common approaches to placemaking. We then discuss new forms of digital placemaking and illustrate their application through four interventions we ran to investigate digital technology adoption for community engagement initiatives. Based on those scenarios, we investigate: (1) the shifting role of digital technologies as tools employed by individual groups to create placemaking initiatives, and (2) media interventions that inform and bring decision makers at the top, and citizens at the bottom together into more collaborative and focused city making efforts.


Interactions | 2015

Situated interfaces for engaging citizens on the go

Luke Hespanhol; Martin Tomitsch; Ian McArthur; Joel Fredericks; Ronald Schroeter; Marcus Foth

Insights Live screening and playfulness of the interactive space can be effective strategies for attracting the attention of passers-by and turn them into active participants. While urban screen interfaces increase participation by encouraging group interaction, privately-oriented tangible user interfaces give people a longer time to reflect upon their answers.


australasian computer-human interaction conference | 2011

Elastic experiences: designing adaptive interaction for individuals and crowds in the public space

Luke Hespanhol; Maria Carmela Sogono; Ge Wu; Rob Saunders; Martin Tomitsch

This paper presents insights into the design process acquired during the implementation and evaluation of an interactive art installation for two very distinct public environments. Issues of scalability, robustness and performance became progressively interwoven with the concern of creating an overall user experience sustaining consistent high engagement levels. Contextual factors such as audience size, dimensions of the interactive space and length of exposure to the artwork had to be handled gracefully in order not to interfere with the interaction flow. Adopting a research by and through design approach, the work uncovered a series of findings that are pervasive to the design of adaptive interactive experiences.


ubiquitous computing | 2014

Understanding the effects of contextual constraints on performative behaviour in interactive media installations

Luke Hespanhol; Martin Tomitsch

Abstract In this article, we describe three interactive media installations, each evaluated in a distinctive environment. By following a research in and through design approach and studying the installations in public settings, we were able to identify an effect of contextual constraints—such as location, prominence of spectacle, length of interaction and spatial distribution of focal points—on the types of interactions encouraged through the installations. More specifically, we were able to formulate distinct content strategies for individual and group interactions while observing specific design parameters conducive to performative behaviour. We associate such parameters to three different categories of interaction with public media installations: performative interaction, ubiquitous interaction and a third hybrid scenario falling between those two, immersive interactions. We then present a framework for assessment of public interactive installations and key aspects to be considered when designing proactive contextual interventions in the public realm. Finally, we discuss how such aspects point to further investigation on formal principles underlying interactive experiences designed to facilitate specific levels of performance and spectacle.


australasian computer-human interaction conference | 2013

Evaluating the effectiveness of audio-visual cues in immersive user interfaces

Luke Hespanhol; Oliver Bown; Jingwen Cao; Martin Tomitsch

Pervasive and ubiquitous technologies have taken digital interfaces out of the traditional realms of computing devices and into the built environment. Increasingly, a combination of architectural, artistic and technological concerns characterise the design of new engaging experiences for people in augmented public spaces. The design of immersive interfaces represents a new chapter in HCI, as they need to address the human body as an active input mechanism, while considering cognitive and psychological implications. This paper represents an initial step in the evaluation of audio-visual aesthetic elements for the design of cuing mechanisms for events about to happen in an immersive interface, and points to initial findings regarding the utilisation of visual and sound effects as design elements in responsive environments.

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Glenda Amayo Caldwell

Queensland University of Technology

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Hilary Davis

Swinburne University of Technology

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Ian McArthur

University of New South Wales

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Jane Farmer

Swinburne University of Technology

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Judy Kay

University of Sydney

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Marcus Foth

Queensland University of Technology

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Oliver Bown

University of New South Wales

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Ronald Schroeter

Queensland University of Technology

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