Sarah Martindale
University of Nottingham
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Publication
Featured researches published by Sarah Martindale.
ACM Transactions on Computer-Human Interaction | 2015
Stuart Reeves; Sarah Martindale; Paul Tennent; Steve Benford; Joe Marshall; Brendan Walker
We present a study of how filmmakers collected and visualized physiological data—“biodata”—to construct a series of short promotional films depicting people undergoing “thrilling” experiences. Drawing on ethnographic studies of two major advertising campaigns, we highlight key concerns for integrating sensors and sensor data into film production. Our findings address the perceived benefits of using biodata within narratives; the nature of different on-screen representations of biodata; and the challenges presented when integrating biodata into production processes. Drawing on this, we reconsider the nature of information visualization in the filmmaking context. Further implications from our case studies provide recommendations for human--computer interaction (HCI) collaborations with filmmaking and broadcast industries, focusing both on the practical matters of fitting sensor technologies into and handling data within production workflows, as well as discussing the broader implications for managing the veracity of that data within professional media production.
human factors in computing systems | 2013
Tim Coughlan; Michael A. Brown; Sarah Martindale; Rob Comber; Thomas Ploetz; Kerstin Leder Mackley; Val Mitchell; Sharon Baurley
Technology is becoming ever more integral to our home lives, and visions such as ubiquitous computing, smart technologies and the Internet of Things represent a further stage of this development. However studying interactions and experiences in the home, and drawing understanding from this to inform design, is a substantial challenge. A significant strand of research on technology in home life has developed in the CHI community and beyond, with a range of methods being created, adapted and used in combination. This workshop brings together a diverse group of researchers to develop a coherent understanding of this methodological space, and to identify connections and gaps, where further development of methods can occur to overcome issues specific to studying the home.
ubiquitous computing | 2014
Victoria Shipp; Tim Coughlan; Sarah Martindale; Kher Hui Ng; Elizabeth Evans; Richard Mortier; Stuart Reeves
This paper examines and contrasts two approaches to collecting behavioural data within the home. The first of these involves filming from static video cameras combined with network logging to capture media consumption activities across multiple screens. The second utilises wearable cameras that passively collect still images to provide insights into food related behaviours. The paper compares the approaches from the perspective of the researchers and participants, and outlines the key benefits and challenges of each, with the aim of further mapping the space of possibilities now available when studying behaviour in the home.
Artificial Intelligence in Medicine | 2016
Iker Perez; Michael A. Brown; James Pinchin; Sarah Martindale; Sarah Sharples; Dominick Shaw; John Blakey
OBJECTIVE In this paper, we aim to evaluate the use of electronic technologies in out of hours (OoH) task-management for assisting the design of effective support systems in health care; targeting local facilities, wards or specific working groups. In addition, we seek to draw and validate conclusions with relevance to a frequently revised service, subject to increasing pressures. METHODS AND MATERIAL We have analysed 4 years of digitised demand-data extracted from a recently deployed electronic task-management system, within the Hospital at Night setting in two jointly coordinated hospitals in the United Kingdom. The methodology employed relies on Bayesian inference methods and parameter-driven state-space models for multivariate series of count data. RESULTS Main results support claims relating to (i) the importance of data-driven staffing alternatives and (ii) demand forecasts serving as a basis to intelligent scheduling within working groups. We have displayed a split in workload patterns across groups of medical and surgical specialities, and sustained assertions regarding staff behaviour and work-need changes according to shifts or days of the week. Also, we have provided evidence regarding the relevance of day-to-day planning and prioritisation. CONCLUSIONS The work exhibits potential contributions of electronic tasking alternatives for the purpose of data-driven support systems design; for scheduling, prioritisation and management of care delivery. Electronic tasking technologies provide means to design intelligent systems specific to a ward, speciality or task-type; hence, the paper emphasizes the importance of replacing traditional pager-based approaches to management for modern alternatives.
human factors in computing systems | 2018
Richard Ramchurn; Max L. Wilson; Sarah Martindale; Steve Benford
While many still consider interactive movies an unrealistic idea, current delivery platforms like Netflix, commercial VR, and the proliferation of wearable sensors mean that adaptive and responsive entertainment experiences are an immediate reality. Our prior work demonstrated a brain-responsive movie that showed different views of scenes depending on levels of attention and meditation produced by a commercialized home-entertainment brain sensor. Based on lessons learned, this demonstration exhibits the new interactions designed for our new brain-controlled movie, The MOMENT, being released in 2018.
ECSCW Exploratory Papers | 2017
Panagiotis Koutsouras; Sarah Martindale; Andy Crabtree
Games that revolve around user-generated content have been explored mainly from a ludic perspective, leaving the work practices that are entailed in content production underexplored. What we argue in this paper is that there is an underlying economy in Minecraft’s community, which plays a significant role in the game’s current form. Our ethnographic fieldwork revealed the various aspects of the work of producing in-game content, by teasing out the discrete segments of the arc of work of commissioning, creating and delivering a Minecraft map. The infrastructure this work relies on is fragmented though, with the various accountability systems in place being appropriations by the players themselves. This raises a number of design implications related to how members coordinate tasks and articulate their work.
Psychnology Journal | 2013
Tim Coughlan; Kerstin Leder Mackley; Michael Brown; Sarah Martindale; Stephan Schlögl; Becky Mallaband; John L. Arnott; Jettie Hoonhout; Robin Brewer; Erika Poole; Antti Pirhonen; Val Mitchell; Nicolas Hine
designing interactive systems | 2014
Diego Trujillo-Pisanty; Abigail Durrant; Sarah Martindale; Stuart James; John P. Collomosse
ubiquitous computing | 2014
Elizabeth Evans; Martin Flintham; Sarah Martindale
human factors in computing systems | 2018
Abigail Durrant; David S. Kirk; Diego Trujillo-Pisanty; Sarah Martindale