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Dive into the research topics where Mark Blythe is active.

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Featured researches published by Mark Blythe.


human factors in computing systems | 2012

Watts in it for me?: design implications for implementing effective energy interventions in organisations

Derek Foster; Shaun W. Lawson; Jamie K. Wardman; Mark Blythe; Conor Linehan

The design of technological interventions to motivate behaviour-based reductions in end-user energy consumption has recently been identified as a priority for the HCI community. Previous interventions have produced promising results, but have typically focused on domestic energy consumption. By contrast, this paper focuses on the workplace context, which presents very different opportunities and challenges. For instance, financial consequences, which have proved successful as motivations in the domestic environment, are not present in the workplace in the context of employees. We describe the outcome of a sequence of workshops that focussed on understanding employee perceptions of energy use in the workplace, with the locus of activity on energy intervention design. Using a grounded theory analysis, we produced a framework of key themes detailing user perceptions and energy intervention design considerations. Our findings provide a framework of considerations for the design of successful workplace energy interventions.


human factors in computing systems | 2012

Questionable concepts: critique as resource for designing with eighty somethings

John Vines; Mark Blythe; Stephen Lindsay; Paul Dunphy; Andrew F. Monk; Patrick Olivier

This paper reports findings from a series of participatory design workshops with ten people over eighty years old. The focus of the workshops was new banking technologies for the older old. Participants were asked to discuss their current experiences of banking and given packs of concept cards which contained design sketches and brief outlines of concepts for new financial services. The designs on the cards were deliberately provocative and aimed to encourage criticism and debate. Participants wrote and drew on the cards and the workshops were recorded and transcribed. The participants were extremely critical of current banking practices and most of the new concepts we presented to them. Their questions and comments led to a number of insights and further iterations. The paper argues that critique is an essential resource for design, both in terms of identifying problems and iterating ideas.


Funology | 2005

The semantics of fun: differentiating enjoyable experiences

Mark Blythe; Marc Hassenzahl

To summarise, this chapter has argued that although words like fun and pleasure are closely related and may each function as a superordinate category for the other, there are experiential and cultural differences between them. Fun has been considered in terms of distraction and pleasure in terms of absorption. This is not to suggest that pleasure is a more worthy pursuit than fun, it is rather an attempt to delineate different but equally important aspects of enjoyment. It is possible to appreciate Shakespeare and still acknowledge that The Simpsons is the greatest achievement of western civilisation. Both offer rich and fulfilling experiences but they are very different kinds of pleasures. As Peter Wright and John McCarthy argue elsewhere in this book, it is not possible to design an experience, only to design for an experience; but in order to do this it is necessary to have an understanding of that experience as it relates to and differs from others.


human factors in computing systems | 2011

F for fake: four studies on how we fall for phish

Mark Blythe; Helen Petrie; John A. Clark

This paper reports findings from a multi-method set of four studies that investigate why we continue to fall for phish. Current security advice suggests poor spelling and grammar in emails can be signs of phish. But a content analysis of a phishing archive indicates that many such emails contain no obvious spelling or grammar mistakes and often use convincing logos and letterheads. An online survey of 224 people finds that although phish are detected approximately 80% of the time, those with logos are significantly harder to detect. A qualitative interview study was undertaken to better understand the strategies used to identify phish. Blind users were selected because it was thought they may be more vulnerable to phishing attacks, however they demonstrated robust strategies for identifying phish based on careful reading of emails. Finally an analysis was undertaken of phish as a literary form. This identifies the main literary device employed as pastiche and draws on critical theory to consider why security based pastiche may be currently very persuasive.


human factors in computing systems | 2013

Spirituality: there's an app for that! (but not a lot of research)

Elizabeth A. Buie; Mark Blythe

The iTunes App Store contains over six thousand apps related to spirituality and religion. The ACM digital library, however, contains only 98 works that address this topic from an HCI perspective. Despite high-profile calls for research in the area, the HCI community has produced only 19 research papers focused on the topic, almost half of which are the work of one person and her colleagues. In this paper we provide an overview of the relevant HCI research in this area, a partial inventory of spiritually oriented apps in the iTunes US App Store, and a comparison of research and real-world developments. We discuss the gaps in the HCI literature on techno-spiritual practices and speculate about some of the difficulties and challenges that face the HCI community in conducting research in this area.


conference on computer supported cooperative work | 2012

The joy of cheques: trust, paper and eighty somethings

John Vines; Paul Dunphy; Mark Blythe; Stephen Lindsay; Andrew F. Monk; Patrick Olivier

A cheque is a paper document that orders the transfer of money between bank accounts. Whilst an eighty-year-old in the UK is predicted on average to live at least another ten years, cheques may not. Despite many older peoples extensive use of cheques, UK banks are eager to abolish them and design electronic alternatives that are less costly to process and less vulnerable to fraud. This paper reports on two qualitative studies that explored the banking experiences of 23 people over eighty years old. Cheques support financial collaboration with others in ways that digital payment systems do not. We argue that whilst it might be possible to improve the design of digital payment systems to better support financial collaboration, the case for retaining and enhancing cheques is stronger. Rather than replace cheques, we must design ways of making them less costly to process and better linked to electronic payment methods.


designing interactive systems | 2012

Invisible design: exploring insights and ideas through ambiguous film scenarios

Pamela Briggs; Mark Blythe; John Vines; Stephen Lindsay; Paul Dunphy; James Nicholson; David Philip Green; Jim Kitson; Andrew F. Monk; Patrick Olivier

Invisible Design is a technique for generating insights and ideas with workshop participants in the early stages of concept development. It involves the creation of ambiguous films in which characters discuss a technology that is not directly shown. The technique builds on previous work in HCI on scenarios, persona, theatre, film and ambiguity. The Invisible Design approach is illustrated with three examples from unrelated projects; Biometric Daemon, Panini and Smart Money. The paper presents a qualitative analysis of data from a series of workshops where these Invisible Designs were discussed. The analysis outlines responses to the films in terms of; existing problems, concerns with imagined technologies and design speculation. It is argued that Invisible Design can help to create a space for critical and creative dialogue during participatory concept development.


ubiquitous computing | 2014

The hitchhiker's guide to ubicomp: using techniques from literary and critical theory to reframe scientific agendas

Mark Blythe

Literary criticism places fictional work in historical, social and psychological contexts to offer insights about the way that texts are produced and consumed. Critical theory offers a range of strategies for analysing what a text says and just as importantly, what it leaves unsaid. Literary analyses of scientific writing can also produce insights about how research agendas are framed and addressed. This paper provides three readings of a seminal ubiquitous computing scenario by Marc Weiser. Three approaches from literary and critical theory are demonstrated in deconstructive, psychoanalytic and feminist readings of the scenario. The deconstructive reading suggests that alongside the vision of convenient and efficient ubiquitous computing is a complex set of fears and anxieties that the text cannot quite subdue. A psychoanalytic reading considers what the scenario is asking us to desire and identifies the dream of surveillance without intrusion. A final feminist reading discusses gender and collapsing distinctions between public and private, office and home, family and work life. None of the readings are suggested as the final truth of what Weiser was “really” saying. Rather they articulate a set of issues and concerns that might frame design agendas differently. The scenario is then re-written in two pastiches that draw on source material with very different visions of ubiquitous computing. The Sal scenario is first rewritten in the style of Douglas Adams’ Hitchhiker’s Guide to the Galaxy. In this world, technology is broken, design is poor and users are flawed, fallible and vulnerable. The second rewrites the scenarios in the style of Philip K Dick’s novel Ubik. This scenario serves to highlight what is absent in Weiser’s scenario and indeed most design scenarios: money. The three readings and two pastiches underline the social conflict and struggle more often elided or ignored in the stories told in ubicomp literature. It is argued that literary forms of reading and writing can be useful in both questioning and reframing scientific writing and design agendas.


human factors in computing systems | 2013

HCI in the press: online public reactions to mass media portrayals of HCI research

John Vines; Anja Thieme; Rob Comber; Mark Blythe; Peter C. Wright; Patrick Olivier

HCI researchers working in publically funded institutions are increasingly encouraged to engage the public in their research. Mass media is often seen as an effective medium with which to communicate research to large parts of the population. We present an account of three HCI projects that have used engagements with mass media in order to communicate research to the public. We describe the motivations for working with mass media and the mechanics of writing press releases. A grounded theory analysis of online public responses to the projects in the mass media leads us to identify a number of concerns about how research is portrayed by news outlets and thus interpreted by the public. Tensions about technologies and wider societal issues were revealed that might normally be hidden when using traditional user-centred methods. We critically reflect on the efficacy of using the mass media in research and provide guidance for HCI researchers wishing to engage in dialogues with the public in the future.


international conference on supporting group work | 2016

The Co-ordinates of Design Fiction: Extrapolation, Irony, Ambiguity and Magic

Mark Blythe; Enrique Encinas

This paper argues that design fiction is a powerful term in part because it is malleable. A wide range of differing design fictions are emerging and we pursue a spatial metaphor to provide a map based on literary approaches. Following Margaret Atwood we trace design fiction back to marvel and wonder tales such as the Arabian Nights through to the science fiction of the nineteenth and twentieth century. We suggest science, magic, ambiguity and irony as the cardinal points of design fiction. We then apply these four different approaches to design fiction to the concept of a divorce app for older people. We argue that currently design fiction is dominated by scientistic and ironic design fiction and suggest that magic and ambiguity are currently under explored.

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Jo Briggs

Northumbria University

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John Vines

Northumbria University

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