Number of co-authors:11
Number of publications with 3 favourite co-authors:Wayne G. Lutters:1Caroline Dombrowski:1Jeffery Y. Kim:1
Brian M. Landry's 3 most productive colleagues in number of publications:Rebecca E. Grinter:57Wayne G. Lutters:23Mark Guzdial:21
go to course
UI Design Patterns for Successful Software
Starts the day after tomorrow !
go to course
Affordances: Designing Intuitive User Interfaces
92% booked. Starts in 3 days
Marc Hassenzahl explains the fascinating concept of User Experience and Experience Design. Commentaries by Don Norman, Eric Reiss, Mark Blythe, and Whitney Hess
User Experience and Experience Design !
Our Latest Books
The Social Design of Technical Systems: Building technologies for communities. 2nd Edition
by Brian Whitworth and Adnan Ahmad
Gamification at Work: Designing Engaging Business Software
by Janaki Mythily Kumar and Mario Herger
The Social Design of Technical Systems: Building technologies for communities
by Brian Whitworth and Adnan Ahmad
The Encyclopedia of Human-Computer Interaction, 2nd Ed.
by Mads Soegaard and Rikke Friis Dam
Brian M. Landry
Publications by Brian M. Landry (bibliography)
Landry, Brian M. and Dempski, Kelly (2012): weShop: using social data as context in the retail experience. In: Proceedings of the 2012 International Conference on Uniquitous Computing 2012. pp. 663-664.
Uncertainty about a product can act as a barrier to purchase. The more confident a customer is about a product, the more likely she is to purchase it. Online shopping websites provide an array of tools and information to support decision-making (e.g., product comparison, ratings, reviews, etc.). In contrast, few tools are available in physical stores to help customers navigate the decision process. We have developed a mobile application prototype to support the purchase decision process in the store. At the core of the experience is the use of social profile data as a form of context to provide a tailored experience aimed at reducing customer uncertainty.
© All rights reserved Landry and Dempski and/or ACM Press
Gurzick, David, White, Kevin F., Lutters, Wayne G., Landry, Brian M., Dombrowski, Caroline and Kim, Jeffery Y. (2011): Designing the future of collaborative workplace systems: lessons learned from a comparison with alternate reality games. In: Proceedings of the 2011 iConference 2011. pp. 174-180. Available online
Alternate reality games (ARGs) represent a unique form of group collaboration. A careful comparison of ARGs to more traditional collaborative systems reveals areas for innovation in tools to support ad-hoc teaming. This comparison specifically focuses on processes of group formation, task management, information discovery and collective storytelling. Opportunities for innovation are highlighted, as are future research questions.
© All rights reserved Gurzick et al. and/or ACM Press
Grimes, Andrea, Landry, Brian M. and Grinter, Rebecca E. (2010): Characteristics of shared health reflections in a local community. In: Proceedings of ACM CSCW10 Conference on Computer-Supported Cooperative Work 2010. pp. 435-444. Available online
We performed a content analysis of the information shared in a locally and culturally focused health application, EatWell. In EatWell, information is shared via the creation of audio recordings. Our results highlight the reflective nature of these recordings, in particular, 1) the topics discussed in these reflections as well as their tone, 2) how these reflections were contextualized (locally and culturally) and 3) how system users addressed one another in their reflections. We compare our findings with the dominant technological approach to supporting health information exchange amongst lay people: online support groups. In particular, we reflect upon why, though many of the community-building features of online support groups did not translate into EatWell, our users felt a sense of community empowerment. Based on our results, we discuss implications for designing locally and culturally focused health applications that leverage reflection as a contribution method.
© All rights reserved Grimes et al. and/or their publisher
Landry, Brian M. (2008): Storytelling with digital photographs: supporting the practice, understanding the benefit. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 2657-2660. Available online
Storytelling has been a mainstay of communication between humans for centuries. Despite the sharp increase in digital photography and tools to support digital photo practices, constructing personal narratives with digital photographs remains a difficult problem. Creating personal narratives requires story-writing, media editing, and media composition skills. This research explores how to support everyday people through the challenges of narrative composition with photographs by leveraging everyday photo practices to make storytelling with photos easier. It is also concerned with providing a satisfying experience to authors and audiences alike.
© All rights reserved Landry and/or ACM Press
Landry, Brian M. and Guzdial, Mark (2006): iTell: supporting retrospective storytelling with digital photos. In: Proceedings of DIS06: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2006. pp. 160-168. Available online
Digital photographs capture moments in time. Often these moments represent a much larger experience. Storytelling is often used to elicit these experiences from images in an attempt to communicate them to others. In this work, we focus on supporting the creation of narratives using digital images to share personal experiences. In previous work , we learned story development, process management and collaboration were activities essential to navigating the process of digital narrative composition. In this work, we detail our design and evaluation of iTell - a digital narrative composition tool. We employ a design process based on providing supports intended to help novice storytellers engage in the composition process like experts. We discuss our experience with our design approach and explore implications of our design decisions.
© All rights reserved Landry and Guzdial and/or ACM Press
Landry, Brian M., Pierce, Jeffrey S. and Isbell, Charles L. (2004): Supporting routine decision-making with a next-generation alarm clock. In Personal and Ubiquitous Computing, 8 (3) pp. 154-160. Available online
Join our community and advance:
Page maintainer: The Editorial Team