TY - GEN
T1 - #Scanners
T2 - 34th Annual Conference on Human Factors in Computing Systems, CHI 2016
AU - Pike, Matthew
AU - Ramchurn, Richard
AU - Benford, Steve
AU - Wilson, Max L.
N1 - Publisher Copyright:
© 2016 Copyright held by the owner/author(s).
PY - 2016/5/7
Y1 - 2016/5/7
N2 - This paper explores the design space of bio-responsive entertainment, in this case using a film that responds to the brain and blink data of users. A film was created with four parallel channels of footage, where blinking and levels of attention and meditation, as recorded by a commercially available EEG device, affected which footage participants saw. As a performance-led piece of research in the wild, this experience, named #Scanners, was presented at a week long national exhibition in the UK. We examined the experiences of 35 viewers, and found that these forms of partially-involuntary control created engaging and enjoyable, but sometimes distracting, experiences. We translate our findings into a two-dimensional design space between the extent of voluntary control that a physiological measure can provide against the level of conscious awareness that the user has of that control. This highlights that novel design opportunities exist when deviating from these two-dimensions - when giving up conscious control and when abstracting the affect of control. Reflection on of how viewers negotiated this space during an experience reveals novel design tactics.
AB - This paper explores the design space of bio-responsive entertainment, in this case using a film that responds to the brain and blink data of users. A film was created with four parallel channels of footage, where blinking and levels of attention and meditation, as recorded by a commercially available EEG device, affected which footage participants saw. As a performance-led piece of research in the wild, this experience, named #Scanners, was presented at a week long national exhibition in the UK. We examined the experiences of 35 viewers, and found that these forms of partially-involuntary control created engaging and enjoyable, but sometimes distracting, experiences. We translate our findings into a two-dimensional design space between the extent of voluntary control that a physiological measure can provide against the level of conscious awareness that the user has of that control. This highlights that novel design opportunities exist when deviating from these two-dimensions - when giving up conscious control and when abstracting the affect of control. Reflection on of how viewers negotiated this space during an experience reveals novel design tactics.
KW - BCI
KW - Control
KW - Interactive multimedia
KW - TV & film
UR - http://www.scopus.com/inward/record.url?scp=84978681422&partnerID=8YFLogxK
U2 - 10.1145/2858036.2858276
DO - 10.1145/2858036.2858276
M3 - Conference contribution
AN - SCOPUS:84978681422
T3 - Conference on Human Factors in Computing Systems - Proceedings
SP - 5385
EP - 5396
BT - CHI 2016 - Proceedings, 34th Annual CHI Conference on Human Factors in Computing Systems
PB - Association for Computing Machinery
Y2 - 7 May 2016 through 12 May 2016
ER -