2020
|
Vogel, Susanna; França, Nathalia Campreguer; Economidou, Eleni; Maurer, Bernhard; Tscheligi, Manfred Circular HCI: Tools for Embedding Circular Thinking in Material-Driven Design Inproceedings Companion Publication of the 2020 ACM Designing Interactive Systems Conference, pp. 233–237, Association for Computing Machinery, Eindhoven, Netherlands, 2020, ISBN: 9781450379878. Links | BibTeX @inproceedings{Vogel2020,
title = {Circular HCI: Tools for Embedding Circular Thinking in Material-Driven Design},
author = {Susanna Vogel and Nathalia Campreguer Fran\c{c}a and Eleni Economidou and Bernhard Maurer and Manfred Tscheligi},
url = {https://doi.org/10.1145/3393914.3395894},
doi = {10.1145/3393914.3395894},
isbn = {9781450379878},
year = {2020},
date = {2020-01-01},
booktitle = {Companion Publication of the 2020 ACM Designing Interactive Systems Conference},
pages = {233\textendash237},
publisher = {Association for Computing Machinery},
address = {Eindhoven, Netherlands},
series = {DIS’ 20 Companion},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
|
2019
|
Maurer, Bernhard; Fuchsberger, Verena Dislocated Boardgames: Design Potentials for Remote Tangible Play Journal Article Multimodal Technologies and Interaction, 3 (4), 2019, ISSN: 2414-4088. Abstract | Links | BibTeX @article{Maurer2019,
title = {Dislocated Boardgames: Design Potentials for Remote Tangible Play},
author = {Bernhard Maurer and Verena Fuchsberger},
url = {https://www.mdpi.com/2414-4088/3/4/72},
doi = {10.3390/mti3040072},
issn = {2414-4088},
year = {2019},
date = {2019-11-07},
journal = {Multimodal Technologies and Interaction},
volume = {3},
number = {4},
abstract = {Conventional digital and remote forms of play lack the physicality associated with analog play. Research on the materiality of boardgames has highlighted the inherent material aspects to this analog form of play and how these are relevant for the design of digital play. In this work, we analyze the inherent material qualities and related experiences of boardgames, and speculate how these might shift in remote manifestations. Based on that, we depict three lenses of designing for remote tangible play: physicality, agency, and time. These lenses present leverage points for future designs and illustrate how the digital and the physical can complement each other following alternative notions of hybrid digital–physical play. Based on that, we illustrate the related design space and discuss how boardgame qualities can be translated to the remote space, as well as how their characteristics might change. Thereby, we shed light on related design challenges and reflect on how designing for shared physicality can enrich dislocated play by applying these lenses.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Conventional digital and remote forms of play lack the physicality associated with analog play. Research on the materiality of boardgames has highlighted the inherent material aspects to this analog form of play and how these are relevant for the design of digital play. In this work, we analyze the inherent material qualities and related experiences of boardgames, and speculate how these might shift in remote manifestations. Based on that, we depict three lenses of designing for remote tangible play: physicality, agency, and time. These lenses present leverage points for future designs and illustrate how the digital and the physical can complement each other following alternative notions of hybrid digital–physical play. Based on that, we illustrate the related design space and discuss how boardgame qualities can be translated to the remote space, as well as how their characteristics might change. Thereby, we shed light on related design challenges and reflect on how designing for shared physicality can enrich dislocated play by applying these lenses. |
Slegers, Karin; Bleumers, Lizzy; Maurer, Bernhard; Krischkowsky, Alina; Blythe, Mark Special Issue HCI Research Games – An Editorial Journal Article Simulation & Gaming, 50 (3), pp. 266-271, 2019. Links | BibTeX @article{Slegers2019b,
title = {Special Issue HCI Research Games \textendash An Editorial},
author = {Karin Slegers and Lizzy Bleumers and Bernhard Maurer and Alina Krischkowsky and Mark Blythe},
url = {https://journals.sagepub.com/doi/pdf/10.1177/1046878119861650},
doi = {10.1177/1046878119861650},
year = {2019},
date = {2019-07-25},
journal = {Simulation & Gaming},
volume = {50},
number = {3},
pages = {266-271},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
|
Smit, Dorothé; Krischkowsky, Alina; Beuthel, Janne Mascha; Maurer, Bernhard; Fuchsberger, Verena; Murer, Martin; Tscheligi, Manfred; Devendorf, Laura; Zaman, Bieke; Nouwen, Marije; Aal, Konstantin Material Manifestations of Dislocation and (Re)connection Inproceedings Proceedings of the 17th European Conference on Computer-Supported Cooperative Work: The International Venue on Practice-centred Computing and the Design of Cooperation Technologies, EUSSET, 2019, ISSN: 2510- 2591. Links | BibTeX @inproceedings{Smit2019b,
title = {Material Manifestations of Dislocation and (Re)connection},
author = {Doroth\'{e} Smit and Alina Krischkowsky and Janne Mascha Beuthel and Bernhard Maurer and Verena Fuchsberger and Martin Murer and Manfred Tscheligi and Laura Devendorf and Bieke Zaman and Marije Nouwen and Konstantin Aal},
url = {https://dl.eusset.eu/bitstream/20.500.12015/3273/1/4_ECSCW-2019_WS_DisLocation.pdf},
doi = {10.18420/ecscw2019_ws4},
issn = {2510- 2591},
year = {2019},
date = {2019-06-08},
booktitle = {Proceedings of the 17th European Conference on Computer-Supported Cooperative Work: The International Venue on Practice-centred Computing and the Design of Cooperation Technologies},
publisher = {EUSSET},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
|
Smit, Dorothé; Maurer, Bernhard; Murer, Martin; Reinhardt, Jens; Wolf, Katrin Be the Meeple: New Perspectives on Traditional Board Games Inproceedings Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied Interaction, pp. 695–698, ACM, Tempe, Arizona, USA, 2019, ISBN: 978-1-4503-6196-5. Links | BibTeX @inproceedings{Smit2019,
title = {Be the Meeple: New Perspectives on Traditional Board Games},
author = {Doroth\'{e} Smit and Bernhard Maurer and Martin Murer and Jens Reinhardt and Katrin Wolf},
url = {http://doi.acm.org/10.1145/3294109.3295657},
doi = {10.1145/3294109.3295657},
isbn = {978-1-4503-6196-5},
year = {2019},
date = {2019-01-01},
booktitle = {Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied Interaction},
pages = {695--698},
publisher = {ACM},
address = {Tempe, Arizona, USA},
series = {TEI '19},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
|
Kubesch, Moritz; Lankes, Michael; Maurer, Bernhard Exploring the Effects of Time Pressure on Screen-Cheating Behaviour: Insights and Design Potentials Inproceedings Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, pp. 459–465, ACM, Barcelona, Spain, 2019, ISBN: 978-1-4503-6871-1. Links | BibTeX @inproceedings{Kubesch2019,
title = {Exploring the Effects of Time Pressure on Screen-Cheating Behaviour: Insights and Design Potentials},
author = {Moritz Kubesch and Michael Lankes and Bernhard Maurer},
url = {http://doi.acm.org/10.1145/3341215.3356260},
doi = {10.1145/3341215.3356260},
isbn = {978-1-4503-6871-1},
year = {2019},
date = {2019-01-01},
booktitle = {Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts},
pages = {459--465},
publisher = {ACM},
address = {Barcelona, Spain},
series = {CHI PLAY '19 Extended Abstracts},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
|
Murer, Martin; Fuchsberger, Verena; Krischkowsky, Alina; Maurer, Bernhard; Meschtscherjakov, Alexander; Smit, Dorothé; Tscheligi, Manfred Center for HCI, University of Salzburg Journal Article Interactions, 27 (1), pp. 18–21, 2019, ISSN: 1072-5520. Links | BibTeX @article{10.1145/3374237,
title = {Center for HCI, University of Salzburg},
author = {Martin Murer and Verena Fuchsberger and Alina Krischkowsky and Bernhard Maurer and Alexander Meschtscherjakov and Doroth\'{e} Smit and Manfred Tscheligi},
url = {https://doi.org/10.1145/3374237},
doi = {10.1145/3374237},
issn = {1072-5520},
year = {2019},
date = {2019-01-01},
journal = {Interactions},
volume = {27},
number = {1},
pages = {18\textendash21},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
|
2018
|
Maurer, Bernhard; Murer, Martin; Tscheligi, Manfred; Scheffknecht, Günter Gaze-based Interaction as an Assistive Means: Exploring Natural Communication in Human-Human Collaboration Inproceedings Tagungsband uDay XVI - Assistive Technologies in Working Environments, pp. 5, 2018. BibTeX @inproceedings{Maurer2018b,
title = {Gaze-based Interaction as an Assistive Means: Exploring Natural Communication in Human-Human Collaboration},
author = {Bernhard Maurer and Martin Murer and Manfred Tscheligi and G\"{u}nter Scheffknecht},
year = {2018},
date = {2018-06-01},
booktitle = {Tagungsband uDay XVI - Assistive Technologies in Working Environments},
pages = {5},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
|
Maurer, Bernhard; Lankes, Michael; Tscheligi, Manfred Where the eyes meet: Lessons learned from shared gaze-based interactions in cooperative and competitive online games Journal Article Entertainment Computing, 27 , pp. 47 - 59, 2018, ISSN: 1875-9521. Abstract | Links | BibTeX @article{Maurer2018,
title = {Where the eyes meet: Lessons learned from shared gaze-based interactions in cooperative and competitive online games},
author = {Bernhard Maurer and Michael Lankes and Manfred Tscheligi},
url = {http://www.sciencedirect.com/science/article/pii/S1875952117300629},
doi = {10.1016/j.entcom.2018.02.009},
issn = {1875-9521},
year = {2018},
date = {2018-01-01},
journal = {Entertainment Computing},
volume = {27},
pages = {47 - 59},
abstract = {This article reflects on the effects of shared gaze visualizations on perceived social presence and non-verbal communication in online gameplay. We report on two case studies that employed shared gaze-based interaction in cooperative and competitive settings. These two case studies explored how players appropriate and utilize various gaze communication behaviors. In Study 1 we explored how a shared gaze visualization changes social behavior among players and collaborative strategies based on different combinations of gaze interaction and verbal communication. Study 2 followed a similar shared gaze approach but investigated its usage in different competitive game genres. Our study findings highlight the positive impact of shared gaze on collaboration and perceived social presence among players in both cooperative and competitive settings. This article presents a reanalysis and synthesis of the study findings, with the aim to identify differences and commonalities between cooperative and competitive use of shared gaze in games. To provide insights for designers and researchers, we discuss lessons learned of incorporating shared gaze visualizations in multiplayer games and illustrate related design potentials and pitfalls.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
This article reflects on the effects of shared gaze visualizations on perceived social presence and non-verbal communication in online gameplay. We report on two case studies that employed shared gaze-based interaction in cooperative and competitive settings. These two case studies explored how players appropriate and utilize various gaze communication behaviors. In Study 1 we explored how a shared gaze visualization changes social behavior among players and collaborative strategies based on different combinations of gaze interaction and verbal communication. Study 2 followed a similar shared gaze approach but investigated its usage in different competitive game genres. Our study findings highlight the positive impact of shared gaze on collaboration and perceived social presence among players in both cooperative and competitive settings. This article presents a reanalysis and synthesis of the study findings, with the aim to identify differences and commonalities between cooperative and competitive use of shared gaze in games. To provide insights for designers and researchers, we discuss lessons learned of incorporating shared gaze visualizations in multiplayer games and illustrate related design potentials and pitfalls. |
Lankes, Michael; Rajtár, Matej; Denisov, Oleg; Maurer, Bernhard Socialeyes: Social Gaze in Collaborative 3D Games Inproceedings Proceedings of the 13th International Conference on the Foundations of Digital Games, pp. 3:1–3:10, ACM, Malmö, Sweden, 2018, ISBN: 978-1-4503-6571-0. Links | BibTeX @inproceedings{Lankes2018,
title = {Socialeyes: Social Gaze in Collaborative 3D Games},
author = {Michael Lankes and Matej Rajt\'{a}r and Oleg Denisov and Bernhard Maurer},
url = {http://doi.acm.org/10.1145/3235765.3235766},
doi = {10.1145/3235765.3235766},
isbn = {978-1-4503-6571-0},
year = {2018},
date = {2018-01-01},
booktitle = {Proceedings of the 13th International Conference on the Foundations of Digital Games},
pages = {3:1--3:10},
publisher = {ACM},
address = {Malm\"{o}, Sweden},
series = {FDG '18},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
|
Lankes, Michael; Newn, Joshua; Maurer, Bernhard; Velloso, Eduardo; Dechant, Martin; Gellersen, Hans EyePlay Revisited: Past, Present and Future Challenges for Eye-Based Interaction in Games Inproceedings Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, pp. 689–693, ACM, Melbourne, VIC, Australia, 2018, ISBN: 978-1-4503-5968-9. Links | BibTeX @inproceedings{Lankes2018b,
title = {EyePlay Revisited: Past, Present and Future Challenges for Eye-Based Interaction in Games},
author = {Michael Lankes and Joshua Newn and Bernhard Maurer and Eduardo Velloso and Martin Dechant and Hans Gellersen},
url = {http://doi.acm.org/10.1145/3270316.3271549},
doi = {10.1145/3270316.3271549},
isbn = {978-1-4503-5968-9},
year = {2018},
date = {2018-01-01},
booktitle = {Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts},
pages = {689--693},
publisher = {ACM},
address = {Melbourne, VIC, Australia},
series = {CHI PLAY '18 Extended Abstracts},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
|
2017
|
Maurer, Bernhard; Krischkowsky, Alina; Tscheligi, Manfred Exploring Gaze and Hand Gestures for Non-Verbal In-Game Communication Inproceedings Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, pp. 315–322, ACM, New York, NY, USA, 2017, ISSN: 978-1-4503-5111-9. Links | BibTeX @inproceedings{Maurer2017a,
title = {Exploring Gaze and Hand Gestures for Non-Verbal In-Game Communication},
author = {Bernhard Maurer and Alina Krischkowsky and Manfred Tscheligi},
doi = {10.1145/3130859.3131296},
issn = {978-1-4503-5111-9},
year = {2017},
date = {2017-01-01},
booktitle = {Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play},
pages = {315--322},
publisher = {ACM},
address = {New York, NY, USA},
series = {CHI PLAY '17 Extended Abstracts},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
|
van Rheden, Vincent; Maurer, Bernhard; Smit, Dorothé; Murer, Martin; Tscheligi, Manfred LaserViz: Shared Gaze in the Co-Located Physical World Inproceedings Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction, pp. 191–196, ACM, New York, NY, USA, 2017, ISSN: 978-1-4503-4676-4. Links | BibTeX @inproceedings{Rheden2017,
title = {LaserViz: Shared Gaze in the Co-Located Physical World},
author = {Vincent van Rheden and Bernhard Maurer and Doroth\'{e} Smit and Martin Murer and Manfred Tscheligi},
doi = {10.1145/3024969.3025010},
issn = {978-1-4503-4676-4},
year = {2017},
date = {2017-01-01},
booktitle = {Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction},
pages = {191--196},
publisher = {ACM},
address = {New York, NY, USA},
series = {TEI '17},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
|
Maurer, Bernhard; Rheden, Vincent Van; Murer, Martin; Krischkowsky, Alina; Tscheligi, Manfred Reign in Blood: Exploring Blood As a Material for Game Interaction Design Inproceedings Proceedings of the 16th International Conference on Mobile and Ubiquitous Multimedia, pp. 541–547, ACM, New York, NY, USA, 2017, ISSN: 978-1-4503-5378-6. Links | BibTeX @inproceedings{Maurer2017b,
title = {Reign in Blood: Exploring Blood As a Material for Game Interaction Design},
author = {Bernhard Maurer and Vincent Van Rheden and Martin Murer and Alina Krischkowsky and Manfred Tscheligi},
doi = {10.1145/3152832.3156610},
issn = {978-1-4503-5378-6},
year = {2017},
date = {2017-01-01},
booktitle = {Proceedings of the 16th International Conference on Mobile and Ubiquitous Multimedia},
pages = {541--547},
publisher = {ACM},
address = {New York, NY, USA},
series = {MUM '17},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
|
Maurer, Bernhard Embodied Interaction in Play: Social and Physical Qualities As a Design Material for Digital Play Inproceedings Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, pp. 711–714, ACM, New York, NY, USA, 2017, ISSN: 978-1-4503-5111-9. Links | BibTeX @inproceedings{Maurer2017c,
title = {Embodied Interaction in Play: Social and Physical Qualities As a Design Material for Digital Play},
author = {Bernhard Maurer},
doi = {10.1145/3130859.3133223},
issn = {978-1-4503-5111-9},
year = {2017},
date = {2017-01-01},
booktitle = {Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play},
pages = {711--714},
publisher = {ACM},
address = {New York, NY, USA},
series = {CHI PLAY '17 Extended Abstracts},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
|
Lankes, Michael; Rammer, Daniel; Maurer, Bernhard Eye Contact: Gaze as a Connector Between Spectators and Players in Online Games Inproceedings Munekata, Nagisa; Kunita, Itsuki; Hoshino, Junichi (Ed.): Entertainment Computing -- ICEC 2017: 16th IFIP TC 14 International Conference, Tsukuba City, Japan, September 18-21, 2017, Proceedings, pp. 310–321, Springer International Publishing, Cham, 2017, ISBN: 978-3-319-66715-7. Abstract | Links | BibTeX @inproceedings{Lankes2017,
title = {Eye Contact: Gaze as a Connector Between Spectators and Players in Online Games},
author = {Michael Lankes and Daniel Rammer and Bernhard Maurer},
editor = {Nagisa Munekata and Itsuki Kunita and Junichi Hoshino},
doi = {10.1007/978-3-319-66715-7_34},
isbn = {978-3-319-66715-7},
year = {2017},
date = {2017-01-01},
booktitle = {Entertainment Computing -- ICEC 2017: 16th IFIP TC 14 International Conference, Tsukuba City, Japan, September 18-21, 2017, Proceedings},
pages = {310--321},
publisher = {Springer International Publishing},
address = {Cham},
abstract = {This paper proposes an experimental setting that investigates shared gaze integrations (constant gaze and eye contact) in games and their effects on the social presence perceived by different roles (players and spectators) in a remote scenario. In order to get insights, we conducted a study that is made up of 4 different conditions (2 roles and 2 gaze integrations). Results show, depending on the type of the gaze integration and the role, positive effects of gaze towards an increased awareness and engagement among participants. Through the inclusion of shared gaze information, a new nonverbal communication channel for players and spectators is created that presents an interesting design resource for future approaches of digital play. Designers should receive information on how to design gaze-based interfaces that do not distract players during play, and also give spectators the possibility to experience a game via the player's eyes.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
This paper proposes an experimental setting that investigates shared gaze integrations (constant gaze and eye contact) in games and their effects on the social presence perceived by different roles (players and spectators) in a remote scenario. In order to get insights, we conducted a study that is made up of 4 different conditions (2 roles and 2 gaze integrations). Results show, depending on the type of the gaze integration and the role, positive effects of gaze towards an increased awareness and engagement among participants. Through the inclusion of shared gaze information, a new nonverbal communication channel for players and spectators is created that presents an interesting design resource for future approaches of digital play. Designers should receive information on how to design gaze-based interfaces that do not distract players during play, and also give spectators the possibility to experience a game via the player's eyes. |
2016
|
Krischkowsky, Alina; Maurer, Bernhard; Tscheligi, Manfred Captology and Technology Appropriation: Unintended Use as a Source for Designing Persuasive Technologies Inproceedings Proceedings of the 11th International Conference on Persuasive Technology, PERSUASIVE 2016, pp. 78–83, Springer International Publishing, 2016. Abstract | Links | BibTeX @inproceedings{Krischkowsky2016,
title = {Captology and Technology Appropriation: Unintended Use as a Source for Designing Persuasive Technologies},
author = {Alina Krischkowsky and Bernhard Maurer and Manfred Tscheligi},
doi = {10.1007/978-3-319-31510-2_7},
year = {2016},
date = {2016-01-01},
booktitle = {Proceedings of the 11th International Conference on Persuasive Technology, PERSUASIVE 2016},
pages = {78--83},
publisher = {Springer International Publishing},
abstract = {In this paper we theoretically reflect upon persuasive technology usage under the light of technology appropriation. The intended usage of technology often fails, meaning that the designers' intended use is not always translated into user behavior. This is also true for persuasive technology, since technology will always be used within a context involving users' own intentions that may not always be anticipated by designers. This clashes with Fogg's framing of captology, which explicitly focuses on endogenous intent, i.e., a persuasive intent that is designed into a technology. With this paper we open up an initial theoretical discourse around these two concepts, highlighting how the design of persuasive technologies can be informed by existing knowledge around technology appropriation. This is done by reflecting upon three identified 'action points': 1) learning from appropriation, 2) designing for appropriation, and 3) designing for personal differences and ambiguity of interaction.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
In this paper we theoretically reflect upon persuasive technology usage under the light of technology appropriation. The intended usage of technology often fails, meaning that the designers' intended use is not always translated into user behavior. This is also true for persuasive technology, since technology will always be used within a context involving users' own intentions that may not always be anticipated by designers. This clashes with Fogg's framing of captology, which explicitly focuses on endogenous intent, i.e., a persuasive intent that is designed into a technology. With this paper we open up an initial theoretical discourse around these two concepts, highlighting how the design of persuasive technologies can be informed by existing knowledge around technology appropriation. This is done by reflecting upon three identified 'action points': 1) learning from appropriation, 2) designing for appropriation, and 3) designing for personal differences and ambiguity of interaction. |
Krischkowsky, Alina; Trösterer, Sandra; Bruckenberger, Ulrike; Maurer, Bernhard; Neureiter, Katja; Perterer, Nicole; Baumgartner, Axel; Meschtscherjakov, Alexander; Tscheligi, Manfred The Impact of Spatial Properties on Collaboration: An Exploratory Study in the Automotive Domain Inproceedings Proceedings of the 2016 ACM Conference on Supporting Groupwork, GROUP'16, pp. 245–255, ACM, ACM, New York, NY, 2016. Abstract | Links | BibTeX @inproceedings{Krischkowsky2016b,
title = {The Impact of Spatial Properties on Collaboration: An Exploratory Study in the Automotive Domain},
author = {Alina Krischkowsky and Sandra Tr\"{o}sterer and Ulrike Bruckenberger and Bernhard Maurer and Katja Neureiter and Nicole Perterer and Axel Baumgartner and Alexander Meschtscherjakov and Manfred Tscheligi},
doi = {10.1145/2957276.2957304},
year = {2016},
date = {2016-01-01},
booktitle = {Proceedings of the 2016 ACM Conference on Supporting Groupwork, GROUP'16},
pages = {245--255},
publisher = {ACM},
address = {ACM, New York, NY},
abstract = {Interaction environments are characterized by their spatial properties, which guide, direct, and provide an opportunity to become a place for social encounters. For example, the car cabin comprises properties such as a special seating arrangement and hence physical barriers between the back and front row. In emphasizing notions of 'space' and 'place', we present an initial study on how such spatial properties of the car cabin shape passenger collaboration. With this, we contribute to a better understanding of the automotive design space beyond driver and co-driver positions. In an exploratory lab study with 56 participants we observed collaborative practices in a hardware mock-up of an actual car. We found that social practices in cars need to be understood as connected to their inherent spatial manifestations, which are constraining and concurrently constituting them. We reflect upon the driver position as 'the crux of the matter', the meanings people ascribe to particular positions, and how we can use this knowledge to inform automotive interaction design.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Interaction environments are characterized by their spatial properties, which guide, direct, and provide an opportunity to become a place for social encounters. For example, the car cabin comprises properties such as a special seating arrangement and hence physical barriers between the back and front row. In emphasizing notions of 'space' and 'place', we present an initial study on how such spatial properties of the car cabin shape passenger collaboration. With this, we contribute to a better understanding of the automotive design space beyond driver and co-driver positions. In an exploratory lab study with 56 participants we observed collaborative practices in a hardware mock-up of an actual car. We found that social practices in cars need to be understood as connected to their inherent spatial manifestations, which are constraining and concurrently constituting them. We reflect upon the driver position as 'the crux of the matter', the meanings people ascribe to particular positions, and how we can use this knowledge to inform automotive interaction design. |
Maurer, Bernhard; Lankes, Michael; Stiglbauer, Barbara; Tscheligi, Manfred EyeCo: Effects of Shared Gaze on Social Presence in an Online Cooperative Game Inproceedings Entertainment Computing -- ICEC 2016: 15th IFIP TC 14 International Conference, Vienna, Austria, September 28-30, 2016, Proceedings, pp. 102–114, Springer International Publishing, Cham, 2016, ISBN: 978-3-319-46100-7. Links | BibTeX @inproceedings{Maurer2016a,
title = {EyeCo: Effects of Shared Gaze on Social Presence in an Online Cooperative Game},
author = {Bernhard Maurer and Michael Lankes and Barbara Stiglbauer and Manfred Tscheligi},
doi = {10.1007/978-3-319-46100-7_9},
isbn = {978-3-319-46100-7},
year = {2016},
date = {2016-01-01},
booktitle = {Entertainment Computing -- ICEC 2016: 15th IFIP TC 14 International Conference, Vienna, Austria, September 28-30, 2016, Proceedings},
pages = {102--114},
publisher = {Springer International Publishing},
address = {Cham},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
|
Maurer, Bernhard Embodied Interaction in Play: Body-Based and Natural Interaction in Games Book Chapter Entertainment Computing and Serious Games, LNCS, volume 9970 , pp. 378–401, Springer International Publishing, 2016, ISSN: 0302-9743. Links | BibTeX @inbook{Maurer2016c,
title = {Embodied Interaction in Play: Body-Based and Natural Interaction in Games},
author = {Bernhard Maurer},
doi = {10.1007/978-3-319-46152-6_15},
issn = {0302-9743},
year = {2016},
date = {2016-01-01},
booktitle = {Entertainment Computing and Serious Games},
volume = {LNCS, volume 9970},
pages = {378--401},
publisher = {Springer International Publishing},
series = {Lecture Notes in Computer Science book series (LNCS, volume 9970)},
keywords = {},
pubstate = {published},
tppubtype = {inbook}
}
|
Maurer, Bernhard; Gärtner, Magdalena; Wuchse, Martin; Meschtscherjakov, Alexander; Tscheligi, Manfred Utilizing a Digital Game as a Mediatory Artifact for Social Persuasion to Prevent Speeding Inproceedings Meschtscherjakov, Alexander; Ruyter, Boris De; Fuchsberger, Verena; Murer, Martin; Tscheligi, Manfred (Ed.): Persuasive Technology, pp. 199–210, Springer International Publishing, Cham, 2016, ISBN: 978-3-319-31510-2. Abstract | Links | BibTeX @inproceedings{Maurer2016c,
title = {Utilizing a Digital Game as a Mediatory Artifact for Social Persuasion to Prevent Speeding},
author = {Bernhard Maurer and Magdalena G\"{a}rtner and Martin Wuchse and Alexander Meschtscherjakov and Manfred Tscheligi},
editor = {Alexander Meschtscherjakov and Boris De Ruyter and Verena Fuchsberger and Martin Murer and Manfred Tscheligi},
url = {https://link.springer.com/chapter/10.1007/978-3-319-31510-2_17},
isbn = {978-3-319-31510-2},
year = {2016},
date = {2016-01-01},
booktitle = {Persuasive Technology},
pages = {199--210},
publisher = {Springer International Publishing},
address = {Cham},
abstract = {In this paper we present a game-based approach to stop a driver from speeding by means of social persuasion. The approach utilizes a digital game played by a passenger inside the car. The game serves as a mediatory artifact, which translates the speed of the car into in-game events, thus, nudging the passenger to communicate with the driver about his/her driving behavior. As a game we used Tetris, which was coupled to the speed of a virtual vehicle in our driving simulator. We designed four different in-game representations of the real car data and examined, which of these designs is most suitable to trigger an intuitive, understandable linkage between the speeding behavior and the corresponding in-game events in order to enable a prompt intervention of the passenger. We evaluated the four designs in an exploratory user study. Our findings highlight the feasibility of our approach, as even passengers, who were rather uninvolved in the driving task, were successfully encouraged to slow down the driver. Based on our study results, we recommend a hybrid design strategy for the game, between designing for a dynamically increasing in-game challenge to foster passenger engagement based on fun, and simultaneously intervening dynamically in the playability of the game to foster communication with the driver to pave the way for social persuasion in the car.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
In this paper we present a game-based approach to stop a driver from speeding by means of social persuasion. The approach utilizes a digital game played by a passenger inside the car. The game serves as a mediatory artifact, which translates the speed of the car into in-game events, thus, nudging the passenger to communicate with the driver about his/her driving behavior. As a game we used Tetris, which was coupled to the speed of a virtual vehicle in our driving simulator. We designed four different in-game representations of the real car data and examined, which of these designs is most suitable to trigger an intuitive, understandable linkage between the speeding behavior and the corresponding in-game events in order to enable a prompt intervention of the passenger. We evaluated the four designs in an exploratory user study. Our findings highlight the feasibility of our approach, as even passengers, who were rather uninvolved in the driving task, were successfully encouraged to slow down the driver. Based on our study results, we recommend a hybrid design strategy for the game, between designing for a dynamically increasing in-game challenge to foster passenger engagement based on fun, and simultaneously intervening dynamically in the playability of the game to foster communication with the driver to pave the way for social persuasion in the car. |
Slegers, Karin; Maurer, Bernhard; Bleumers, Lizzy; Krischkowsky, Alina; Blythe, Mark Game-based HCI Methods: Workshop on Playfully Engaging Users in Design Inproceedings CHI'16 Extended Abstracts on Human Factors in Computing Systems, pp. 3484–3491, ACM, 2016. Abstract | Links | BibTeX @inproceedings{Slegers2016,
title = {Game-based HCI Methods: Workshop on Playfully Engaging Users in Design},
author = {Karin Slegers and Bernhard Maurer and Lizzy Bleumers and Alina Krischkowsky and Mark Blythe},
doi = {10.1145/2851581.2856476},
year = {2016},
date = {2016-01-01},
booktitle = {CHI'16 Extended Abstracts on Human Factors in Computing Systems},
pages = {3484--3491},
publisher = {ACM},
abstract = {The idea of using game elements outside of the domains of game and playis not new. Similar to the approach of participatory design games, moreand more HCI researchers are adopting game design elements in theirresearch methods, e.g. to create a safe and comfortable setting for theirparticipants, to improve group dynamics during research, or to stimulatefuture thinking. This workshop aims to further experiment with using gamedesign elements to improve HCI research, and to explore how such elementscan become part of the different phases of design.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
The idea of using game elements outside of the domains of game and playis not new. Similar to the approach of participatory design games, moreand more HCI researchers are adopting game design elements in theirresearch methods, e.g. to create a safe and comfortable setting for theirparticipants, to improve group dynamics during research, or to stimulatefuture thinking. This workshop aims to further experiment with using gamedesign elements to improve HCI research, and to explore how such elementscan become part of the different phases of design. |
Lankes, Michael; Maurer, Bernhard; Stiglbauer, Barbara An Eye for an Eye: Gaze Input in Competitive Online Games and Its Effects on Social Presence Inproceedings Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology, pp. 17:1–17:9, ACM, New York, NY, USA, 2016, ISSN: 978-1-4503-4773-0. Links | BibTeX @inproceedings{Lankes2016,
title = {An Eye for an Eye: Gaze Input in Competitive Online Games and Its Effects on Social Presence},
author = {Michael Lankes and Bernhard Maurer and Barbara Stiglbauer},
doi = {10.1145/3001773.3001774},
issn = {978-1-4503-4773-0},
year = {2016},
date = {2016-01-01},
booktitle = {Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology},
pages = {17:1--17:9},
publisher = {ACM},
address = {New York, NY, USA},
series = {ACE2016},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
|
2015
|
Aslan, Ilhan; Weixelbaumer, Barbara; Maurer, Bernhard; Wurhofer, Daniela; Meschtscherjakov, Alexander; Tscheligi, Manfred Sounds Like It Works: Music-based Navigation to Improve the Cleanroom Experience Inproceedings Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, pp. 1657–1662, ACM, New York, NY, USA, 2015, ISSN: 978-1-4503-3146-3. Links | BibTeX @inproceedings{Aslan2015c,
title = {Sounds Like It Works: Music-based Navigation to Improve the Cleanroom Experience},
author = {Ilhan Aslan and Barbara Weixelbaumer and Bernhard Maurer and Daniela Wurhofer and Alexander Meschtscherjakov and Manfred Tscheligi},
doi = {10.1145/2702613.2732823},
issn = {978-1-4503-3146-3},
year = {2015},
date = {2015-01-01},
booktitle = {Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems},
pages = {1657--1662},
publisher = {ACM},
address = {New York, NY, USA},
series = {CHI EA '15},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
|
Maurer, Bernhard; Aslan, Ilhan; Wuchse, Martin; Neureiter, Katja; Tscheligi, Manfred Gaze-Based Onlooker Integration: Exploring the In-Between of Active Player and Passive Spectator in Co-Located Gaming Inproceedings Proceedings of the 2nd SIGCHI Annual Symposium on Computer-Human Interaction in Play, ACM, New York, NY, USA, 2015, ISBN: 978-1-4503-3466-2. Abstract | Links | BibTeX @inproceedings{Maurer2015a,
title = {Gaze-Based Onlooker Integration: Exploring the In-Between of Active Player and Passive Spectator in Co-Located Gaming},
author = {Bernhard Maurer and Ilhan Aslan and Martin Wuchse and Katja Neureiter and Manfred Tscheligi},
doi = {10.1145/2793107.2793126},
isbn = {978-1-4503-3466-2},
year = {2015},
date = {2015-01-01},
booktitle = {Proceedings of the 2nd SIGCHI Annual Symposium on Computer-Human Interaction in Play},
publisher = {ACM},
address = {New York, NY, USA},
abstract = {In co-located gaming, a player is often watched by another person in front of the same screen who has no actual input for the game. For such a potential onlooker, the game setting is mainly experienced with ones eyes by looking at what happens on the screen. An integration of an onlooker's gaze into the game could potentially improve the game experience of player and onlooker. We report a study based on an interaction concept that uses the gaze of a second observing person during a co-located gaming situation as an input modality to assist the player. Our study investigates the effects of different levels of gaze-based onlooker integration and their influence on the player's and the onlooker's experience. With our research we want to address the ''in-between'' design space of being an active player or a passive spectator. Our findings show that gaze-based onlooker integration can address ''in-between'' and change the game experience for both, player and onlooker for the better.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
In co-located gaming, a player is often watched by another person in front of the same screen who has no actual input for the game. For such a potential onlooker, the game setting is mainly experienced with ones eyes by looking at what happens on the screen. An integration of an onlooker's gaze into the game could potentially improve the game experience of player and onlooker. We report a study based on an interaction concept that uses the gaze of a second observing person during a co-located gaming situation as an input modality to assist the player. Our study investigates the effects of different levels of gaze-based onlooker integration and their influence on the player's and the onlooker's experience. With our research we want to address the ''in-between'' design space of being an active player or a passive spectator. Our findings show that gaze-based onlooker integration can address ''in-between'' and change the game experience for both, player and onlooker for the better. |
Maurer, Bernhard; Buchner, Roland; Murer, Martin; Tscheligi, Manfred Actuated Shear: Enabling Haptic Feedback on Rich Touch Interfaces Inproceedings Proceedings of INTERACT 2015: 15th IFIP TC. 13 International Conference on Human-Computer Interaction, 2015. Links | BibTeX @inproceedings{Maurer2015b,
title = {Actuated Shear: Enabling Haptic Feedback on Rich Touch Interfaces},
author = {Bernhard Maurer and Roland Buchner and Martin Murer and Manfred Tscheligi},
doi = {10.1007/978-3-319-22723-8_11},
year = {2015},
date = {2015-01-01},
booktitle = {Proceedings of INTERACT 2015: 15th IFIP TC. 13 International Conference on Human-Computer Interaction},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
|
Murer, Martin; Maurer, Bernhard; Huber, Hermann; Aslan, Ilhan; Tscheligi, Manfred TorqueScreen: Actuated Flywheels for Ungrounded Kinaesthetic Feedback in Handheld Devices Inproceedings Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction, pp. 161–164, ACM, New York, NY, USA, 2015, ISSN: 978-1-4503-3305-4. Links | BibTeX @inproceedings{Murer2015b,
title = {TorqueScreen: Actuated Flywheels for Ungrounded Kinaesthetic Feedback in Handheld Devices},
author = {Martin Murer and Bernhard Maurer and Hermann Huber and Ilhan Aslan and Manfred Tscheligi},
doi = {10.1145/2677199.2680579},
issn = {978-1-4503-3305-4},
year = {2015},
date = {2015-01-01},
booktitle = {Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction},
pages = {161--164},
publisher = {ACM},
address = {New York, NY, USA},
series = {TEI '15},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
|
Trösterer, Sandra; Wuchse, Martin; Baumgartner, Axel; Maurer, Bernhard; Gärtner, Magdalena; Meschtscherjakov, Alexander; Tscheligi, Manfred LCTNav: A Method for Investigating Collaborative Navigation Inproceedings Adjunct Proceedings of the 7th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, pp. 124–129, ACM, New York, NY, USA, 2015, ISSN: 978-1-4503-3858-5. Links | BibTeX @inproceedings{Trosterer2015a,
title = {LCTNav: A Method for Investigating Collaborative Navigation},
author = {Sandra Tr\"{o}sterer and Martin Wuchse and Axel Baumgartner and Bernhard Maurer and Magdalena G\"{a}rtner and Alexander Meschtscherjakov and Manfred Tscheligi},
doi = {10.1145/2809730.2809731},
issn = {978-1-4503-3858-5},
year = {2015},
date = {2015-01-01},
booktitle = {Adjunct Proceedings of the 7th International Conference on Automotive User Interfaces and Interactive Vehicular Applications},
pages = {124--129},
publisher = {ACM},
address = {New York, NY, USA},
series = {AutomotiveUI '15},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
|
Trösterer, Sandra; Gärtner, Magdalena; Wuchse, Martin; Maurer, Bernhard; Baumgartner, Axel; Meschtscherjakov, Alexander; Tscheligi, Manfred Four Eyes See More Than Two: Shared Gaze in the Car Inproceedings Human-Computer Interaction -- INTERACT 2015, pp. 331–348, Springer International Publishing, Cham, 2015, ISBN: 978-3-319-22668-2. Abstract | Links | BibTeX @inproceedings{Trosterer2015,
title = {Four Eyes See More Than Two: Shared Gaze in the Car},
author = {Sandra Tr\"{o}sterer and Magdalena G\"{a}rtner and Martin Wuchse and Bernhard Maurer and Axel Baumgartner and Alexander Meschtscherjakov and Manfred Tscheligi},
doi = {10.1007/978-3-319-22668-2_26},
isbn = {978-3-319-22668-2},
year = {2015},
date = {2015-01-01},
booktitle = {Human-Computer Interaction -- INTERACT 2015},
pages = {331--348},
publisher = {Springer International Publishing},
address = {Cham},
abstract = {Purposeful collaboration of driver and front-seat passenger can help in demanding driving situations and therefore increase safety. The characteristics of the car, as a context, limit the collaboration possibilities of the driver and front-seat passenger, though. In this paper, we present an approach that supports successful collaboration of the driver and front-seat passenger with regard to the contextual specifics. By capturing the front-seat passenger's gaze and visualizing it for the driver, we create a collaborative space for information sharing in the car. We present the results from a study investigating the potentials of the co-driver's gaze as means to support the driver during a navigational task. Our results confirm that the co-driver's gaze can serve as helpful means to support the collaboration of driver and front-seat passenger in terms of perceived distraction and workload of the driver.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Purposeful collaboration of driver and front-seat passenger can help in demanding driving situations and therefore increase safety. The characteristics of the car, as a context, limit the collaboration possibilities of the driver and front-seat passenger, though. In this paper, we present an approach that supports successful collaboration of the driver and front-seat passenger with regard to the contextual specifics. By capturing the front-seat passenger's gaze and visualizing it for the driver, we create a collaborative space for information sharing in the car. We present the results from a study investigating the potentials of the co-driver's gaze as means to support the driver during a navigational task. Our results confirm that the co-driver's gaze can serve as helpful means to support the collaboration of driver and front-seat passenger in terms of perceived distraction and workload of the driver. |
2014
|
Gärtner, Magdalena; Meschtscherjakov, Alexander; Maurer, Bernhard; Wilfinger, David; Tscheligi, Manfred ''Dad, stop crashing my car!'': Making Use of Probing to Inspire the Design of Future In-Car Interfaces Inproceedings AutomotiveUI '14: Proceedings of the 6th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, ACM, Seattle, WA, USA, 2014. Links | BibTeX @inproceedings{Gartner2014,
title = {''Dad, stop crashing my car!'': Making Use of Probing to Inspire the Design of Future In-Car Interfaces},
author = {Magdalena G\"{a}rtner and Alexander Meschtscherjakov and Bernhard Maurer and David Wilfinger and Manfred Tscheligi},
doi = {10.1145/2667317.2667348},
year = {2014},
date = {2014-01-01},
booktitle = {AutomotiveUI '14: Proceedings of the 6th International Conference on Automotive User Interfaces and Interactive Vehicular Applications},
publisher = {ACM},
address = {Seattle, WA, USA},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
|
Maurer, Bernhard; Trösterer, Sandra; Gärtner, Magdalena; Wuchse, Martin; Baumgartner, Axel; Meschtscherjakov, Alexander; Wilfinger, David; Tscheligi, Manfred Shared Gaze in the Car: Towards a Better Driver-Passenger Collaboration Inproceedings AutomotiveUI '14: Proceedings of the 6th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, ACM, Seattle, WA, USA, 2014. Abstract | Links | BibTeX @inproceedings{Maurer2014a,
title = {Shared Gaze in the Car: Towards a Better Driver-Passenger Collaboration},
author = {Bernhard Maurer and Sandra Tr\"{o}sterer and Magdalena G\"{a}rtner and Martin Wuchse and Axel Baumgartner and Alexander Meschtscherjakov and David Wilfinger and Manfred Tscheligi},
doi = {10.1145/2667239.2667274},
year = {2014},
date = {2014-01-01},
booktitle = {AutomotiveUI '14: Proceedings of the 6th International Conference on Automotive User Interfaces and Interactive Vehicular Applications},
publisher = {ACM},
address = {Seattle, WA, USA},
abstract = {Many automotive tasks can potentially be seen as a collaborative activity between driver and front seat passenger. Nevertheless, the position of both passengers sitting in the front seat hinders a natural face to face communication. An assisting co-driver can thus lead to more distraction and misunderstanding because pointing out things becomes diffficult. We want to add a natural way of communication and present a prototype that captures the co-driver's gaze and visualizes it for the driver. With this setup we try to create a possibility for passengers to collaborate and share information e.g., during navigational tasks or to provide hints about upcoming hazards. We developed a prototype in a car simulator to explore the concept in a first explorative study setup. In this paper we describe our concept of using shared gaze in the car, the technical setup of the prototype as well as possible application scenarios and future studies.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Many automotive tasks can potentially be seen as a collaborative activity between driver and front seat passenger. Nevertheless, the position of both passengers sitting in the front seat hinders a natural face to face communication. An assisting co-driver can thus lead to more distraction and misunderstanding because pointing out things becomes diffficult. We want to add a natural way of communication and present a prototype that captures the co-driver's gaze and visualizes it for the driver. With this setup we try to create a possibility for passengers to collaborate and share information e.g., during navigational tasks or to provide hints about upcoming hazards. We developed a prototype in a car simulator to explore the concept in a first explorative study setup. In this paper we describe our concept of using shared gaze in the car, the technical setup of the prototype as well as possible application scenarios and future studies. |
Maurer, Bernhard; Baumgartner, Axel; Aslan, Ilhan; Meschtscherjakov, Alexander; Wilfinger, David; Murer, Martin; Tscheligi, Manfred CarTeam: The car as a collaborative tangible game controller Inproceedings Adjunct Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction, ACM, New York, NY, USA, 2014. Abstract | Links | BibTeX @inproceedings{Maurer2014,
title = {CarTeam: The car as a collaborative tangible game controller},
author = {Bernhard Maurer and Axel Baumgartner and Ilhan Aslan and Alexander Meschtscherjakov and David Wilfinger and Martin Murer and Manfred Tscheligi},
url = {http://tei.acm.org/2014/program/435.php},
year = {2014},
date = {2014-01-01},
booktitle = {Adjunct Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction},
publisher = {ACM},
address = {New York, NY, USA},
series = {TEI '14},
abstract = {Modern cars are a good example for ubiquitous computing, they are pervaded by interactive technologies. Most of these systems add new interface elements, clustering the car with knobs and touch screens. Our approach is to take advantage of physical structures and affordances of existing tangible objects in the car (e.g., handles) and use them as controllers for in-car gaming. By augmenting these elements with computational properties, we aim at transforming them into input modalities. We present CarTeam, a collaborative multiplayer game that uses tangible elements in the car as input devices. We conducted an exploratory study through game sessions and gained information on social processes in the car, the game design itself and on the augmented tangible elements. Our findings are a first step to inform the design of collaborative in-car games. We aim at helping designers and researchers to rethink the car as a space for new kinds of automotive gaming applications.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Modern cars are a good example for ubiquitous computing, they are pervaded by interactive technologies. Most of these systems add new interface elements, clustering the car with knobs and touch screens. Our approach is to take advantage of physical structures and affordances of existing tangible objects in the car (e.g., handles) and use them as controllers for in-car gaming. By augmenting these elements with computational properties, we aim at transforming them into input modalities. We present CarTeam, a collaborative multiplayer game that uses tangible elements in the car as input devices. We conducted an exploratory study through game sessions and gained information on social processes in the car, the game design itself and on the augmented tangible elements. Our findings are a first step to inform the design of collaborative in-car games. We aim at helping designers and researchers to rethink the car as a space for new kinds of automotive gaming applications. |