Concerns the nature of uncertainty in human-computer interaction, especially where invisible sensing systems are used, and therelated idea of exploiting ambiguity as a resource in interface design.
- Deception and Magic in Collaborative Interaction (Marshall, Benford, Pridmore, Proceedings of CHI 2010) presents a framework to explain how collaborative interfaces can be designed to support deception as part of the performance of illusion and stage magic.
- Ambiguity as a resource for design (Gaver, Beaver & Benford, Proceedings of CHI 2003) argues that, in contrast to the traditional view in HCI, ambiguity can in fact be a useful resource for the design of user interfaces, engaging and provoking users and requiring them to interpret the interface. The paper argues that there are three broad types of ambiguity to be considered – ambiguity of information, context and relationship – and proposes a set of design tactics.
- Expected, sensed, and desired: A framework for designing sensing-based interaction (Benford, Schnadelbach, Koleva, Anastasi, Greenhalgh, Rodden, Green, Ghali, Pridmore, Gaver, Boucher,Walker, Pennington, Schmidt, Gellersen & Steed, ACM Transactions on Computer-Human Interaction, TOCHI, Volume 12 Issue 1, March 2005) provides a framework for designing sensing-based interfaces. Illustrated with three case studies – interactive flashlights, the augurscope, and the drift table – designers are encouraged to systematically explore the partial overlaps between the expected movements of an interfaces, those that can sensed and those that are actually desired for the application.
- Can you see me now? (Benford, Crabtree, Flintham, Drozd, Anastasi, Paxton, Tandavanitj, Adams & Row-Farr, ACM Transactions on Computer-Human Interaction, TOCHI, Volume 13 Issue 1, March 2006) presents an ethnographic study of a mobile mixed reality game in which mobile runners on the streets of the city used handheld computers with GPS and wireless networking to chase online players through a virtual model of this city. The study revealed the profound impacts of uncertainty of coverage and accuracy on the experience leading to five different design strategies: removing, hiding, managing, revealing and exploiting uncertainty.
- Extending Authoring Tools for Location-Aware Applications with an Infrastructure Visualization Layer (Oppermann, Broll, Capra & Benford, Proceedings of Ubicomp 2006) responds to previous studies of experiences such as Can You See Me Now and Hitchers by exploring how we can extend authoring tools for mobile applications with an infrastructure visualisation layer that enables designers to reason about the likely impact of variations in the coverage and accuracy of positioning and wireless communications on their applications.
- The Error of Our Ways: The Experience of Self-Reported Position in a Location-Based Game (Benford, Seager, Flintham, Anastasi et al, Proceedings of Ubicomp 2004) presents a study of how mobile participants in the experience Uncle Roy All Around You made use of self-reported positioning when communicating with remote online players. The study shows that players would often report where they were going rather than where they actually were and discusses the implications for the design of location-aware experiences.
- Hitchers: Designing for Cellular Positioning (Drozd, Benford, Tandavanitj & Wright, Proceedings of Ubicomp 2006) discusses early experience with a mobile phone game in which players created, shared and carried digital hitch hikers, that revealed some of the seams that need to be understood when designing for cellular positioning.
- The ins and outs of home networking: The case for useful and usable domestic networking (Grinter, Edwards, Chetty, Poole, Sung, Yang, Crabtree, Tolmie, Rodden, Greenhalgh, Benford, ACM Transactions on CHI) presents an ethnographic study of work involved in people managing their own home networks.