Publication statistics
Pub. period:1993-2007
Pub. count:16
Number of co-authors:42
Co-authors
Number of publications with 3 favourite co-authors:
Parthasarathy Ranga..:3Meera Manahan:3Abigail Sellen:3 Productive colleagues
Erik Geelhoed's 3 most productive colleagues in number of publications:
Alan J. Dix:108Abigail Sellen:81Steve Whittaker:68 
The moment clients realize that revisions are not an all-you-can-eat buffet, suddenly they realize they are not hungry.
-- Lester Beall
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Erik Geelhoed
Has also published under the name of:
"E. Geelhoed"
Publications by Erik Geelhoed (bibliography)
Vogiazou, Yanna, Raijmakers, Bas, Geelhoed, Erik, Reid, Josephine and Eisenstadt, Marc (2007): Design for emergence: experiments with a mixed reality urban playground game. In Personal and Ubiquitous Computing, 11 (1) pp. 45-58.
Baurley, Sharon, Brock, Philippa, Geelhoed, Erik and Moore, Andrew (2007): Communication-Wear: User Feedback as Part of a Co-Design Process. In: Oakley, Ian and Brewster, Stephen A. (eds.) HAID 2007 - Haptic and Audio Interaction Design - Second International Workshop November 29-30, 2007, Seoul, South Korea. pp. 56-68.
Blythe, M., Reid, J., Wright, P. and Geelhoed, Erik (2006): Interdisciplinary criticism: analysing the experience of riot! a location-sensitive digital narrative. In Behaviour and Information Technology, 25 (2) pp. 127-139.
This paper reports the findings from quantitative and qualitative studies of Riot! -- a location-sensitive interactive play for voices. The paper begins by introducing Riot!; it then explores the growing literature on theories of experience and goes on to report the findings from three empirical studies of the event: a questionnaire-based survey of 563 participants; 30 semi-structured interviews with groups and individuals; and in-depth ethnographic case studies of four participants. It was clear from the survey that most people had enjoyed Riot! However, the interview data demonstrated that they had also experienced frustration even where overall enjoyment ratings were high. This is explored in relation to perception of the system and goal definition. The ethnographic case studies identify barriers to engagement in terms of individual identity and orientation. A critical theory-based analysis of Riot! further explicates the user experience in terms of literary devices such as characterisation and the development of narrative expectation. The studies identify a number of usability problems such as inconsistency of interaction and non-reversibility that caused frustration. The critical analysis also identifies problems with the script such as the presentation of linear narrative in a non-linear medium. It accounts for widely differing accounts of the experience with reference to the participant's individual orientations or habitus. The paper demonstrates the value of an interdisciplinary approach for exploring the commonality and particularity of user experience.
© All rights reserved Blythe et al. and/or Taylor and Francis
Ranganathan, Parthasarathy, Geelhoed, Erik, Manahan, Meera and Nicholas, Ken (2006): Energy-Aware User Interfaces and Energy-Adaptive Displays. In IEEE Computer, 39 (3) pp. 31-38.
Randell, Cliff, Geelhoed, Erik, Dix, Alan J. and Muller, Henk L. (2006): Exploring the Effects of Target Location Size and Position System Accuracy on Location Based Applications. In: Fishkin, Kenneth P., Schiele, Bernt, Nixon, Paddy and Quigley, Aaron J. (eds.) PERVASIVE 2006 - Pervasive Computing 4th International Conference May 7-10, 2006, Dublin, Ireland. pp. 305-320.
Reid, Josephine, Geelhoed, Erik, Hull, Richard, Cater, Kirsten and Clayton, Ben (2005): Parallel worlds: immersion in location-based experiences. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 1733-1736.
This paper analyses the stages and circumstances for immersion based on quantitative and qualitative feedback from 700 people who took part in a three week long public trial of a location-based audio drama. Ratings of enjoyment, immersion and how much history came alive all scored highly and people often spent up to an hour in the experience. A model of immersion as a cycle of transient states triggered by events in the overall experience is defined. This model can be used to design for immersion in future experiences.
© All rights reserved Reid et al. and/or ACM Press
Bruine, Annelies de, Jeffries, Huw, Geelhoed, Erik, 0002, Richard Hull and Piggott, Nick (2005): Augmenting digital audio broadcast with rich data. In: Lee, Newton (ed.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2005 June 15-15, 2005, Valencia, Spain. pp. 286-289.
Harter, Tim, Vroegindeweij, Sander, Geelhoed, Erik, Manahan, Meera and Ranganathan, Parthasarathy (2004): Energy-aware user interfaces: an evaluation of user acceptance. In: Dykstra-Erickson, Elizabeth and Tscheligi, Manfred (eds.) Proceedings of ACM CHI 2004 Conference on Human Factors in Computing Systems April 24-29, 2004, Vienna, Austria. pp. 199-206.
The utility of a handheld device is often constrained by the battery life, particularly with recent usage patterns where the device is likely to be powered on at all times. The display component in these devices is a major consumer of battery energy and reducing its energy consumption can significantly enhance its utility. This primary research explores the impact of emerging technologies that provide energy-saving display modifications on perceived ease of use, quality, and overall user acceptance, and seeks to understand the tradeoffs between energy reduction and user acceptance for future interfaces. For our study, twelve handheld users reviewed energy-adaptive and standard display interfaces during five scenarios representing frequently performed tasks. The results show good acceptance of energy-aware user interfaces. While displays for tasks involving notifications and menus were deemed acceptable, primarily due to enhanced contrast levels, displays for longer tasks involving greater informational context need additional work.
© All rights reserved Harter et al. and/or ACM Press
Hoefnagels, Stephan, Geelhoed, Erik, Stappers, Pieter Jan, Hoeben, Aldo and Lugt, Remko van der (2004): Friction in scheduling and coordinating lives of families: designing from an interaction metaphor. In: Proceedings of DIS04: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2004. pp. 321-324.
Families with working parents have busy and mobile lives. This typically causes a lot of friction in their schedules. This paper discusses two conceptual information appliances for scheduling and coordinating based on this friction and designed from user studies in the lives of these families. The interaction principles of the designs are based on a friction metaphor. This metaphor was explored through looking in depth at friction in mechanical constructions. This unconventional design approach led to product and interaction design that is both appropriate and expressive: the "long-term planner" is a large display that visualizes entangled family schedules and provides shared tangible interaction when scheduling new appointments; the "coordination watch" is a mobile device that allows distributed haptic interaction when changing appointments. These concept designs and their design process aim to inspire the design of future information appliances.
© All rights reserved Hoefnagels et al. and/or ACM Press
Bloom, Lance, Eardley, Rachel, Geelhoed, Erik, Manahan, Meera and Ranganathan, Parthasarathy (2004): Investigating the Relationship Between Battery Life and User Acceptance of Dynamic, Energy-Aware Interfaces on Handhelds. In: Brewster, Stephen A. and Dunlop, Mark D. (eds.) Mobile Human-Computer Interaction - Mobile HCI 2004 - 6th International Symposium September 13-16, 2004, Glasgow, UK. pp. 13-24.
Kindberg, Tim, Sellen, Abigail and Geelhoed, Erik (2004): Security and Trust in Mobile Interactions: A Study of Users' Perceptions and Reasoning. In: Davies, Nigel, Mynatt, Elizabeth D. and Siio, Itiro (eds.) UbiComp 2004 Ubiquitous Computing 6th International Conference September 7-10, 2004, Nottingham, UK. pp. 196-213.
Brown, B., Sellen, Abigail and Geelhoed, Erik (2001): Music sharing as a computer supported collaborative application. In: Ecscw 2001 - Proceedings of the Seventh European Conference on Computer Supported Cooperative Work 16-20 September, 2001, Bonn, Germany. pp. 179-198.
Brown, B., Geelhoed, Erik and Sellen, Abigail (2001): The Use of Conventional and New Music Media: Implications for Future Technologies. In: Proceedings of IFIP INTERACT01: Human-Computer Interaction 2001, Tokyo, Japan. pp. 67-75.
Geelhoed, Erik, Falahee, Marie and Latham, Kezzy (2000): Safety and Comfort of Eyeglass Displays. In: Thomas, Peter J. and Gellersen, Hans-Werner (eds.) Handheld and Ubiquitous Computing - Second International Symposium - HUC 2000 September 25-27, 2000, Bristol, UK. pp. 236-247.
Daly-Jones, Owen, Monk, Andrew, Frohlich, David M., Geelhoed, Erik and Loughran, Steve (1997): Multimodal Messages: The Pen and Voice Opportunity. In Interacting with Computers, 9 (1) pp. 1-25.
Analyses of the costs and benefits of asynchronous communication, and the complementary properties of writing and speech, are used to predict that messages containing both writing and speech will be more communicative than either medium alone. Two experimental studies of asynchronous messaging are presented. Both experiments examine the use of pen-and-voice messages, that is voice messages attached to 'scribbled', i.e., uninterpreted text. The control conditions were voice messages alone, equivalent to an answerphone, and scribbled messages alone, equivalent to a fax. In Experiment 1 the visual component of the pen-and-voice messages was static, in Experiment 2 users could record short 'movies' including speech and pen movements over a document surface. Users showed a significant preference for the pen-and-voice messages in both experiments. In Experiment 2 half the number of pen-and-voice messages were required to achieve the same task performance as in the control conditions. It is concluded that dynamic pen-and-voice messages have considerable potential advantages over current single medium asynchronous communication facilities such as fax, answerphone, voicemail and e-mail.
© All rights reserved Daly-Jones et al. and/or Elsevier Science
Whittaker, Steve, Geelhoed, Erik and Robinson, Elizabeth (1993): Shared Workspaces: How Do They Work and When Are They Useful?. In International Journal of Man-Machine Studies, 39 (5) pp. 813-842.
We investigated the effect on synchronous communication of adding a Shared Workspace to audio, for three tasks possessing key representative features of workplace activity. We examined the content and effectiveness of remote audio communication between pairs of participants, who worked with and without the addition of the Workspace. For an undemanding task requiring the joint production of brief textual summaries, we found no benefits associated with adding the Workspace. For a more demanding text editing task, the Workspace initially hampered performance but, with task practice, participants performed more efficiently than with audio alone. When the task was graphical design, the Workspace was associated with greater communication efficiency and also changed the nature of communication. The Workspace permits the straightforward expression of spatial relations and locations, gesturing, and the monitoring and coordination of activity by direct visual inspection. The results suggest that, for demanding text-based tasks, or for complex graphical tasks, there are overall benefits in adding a visual channel in the form of a Workspace. These benefits occur despite the costs involved in attempting to coordinate activity with this unfamiliar form of communication. Our findings provide evidence for early claims about putative Workspace benefits. We also interpret these results in the context of a theory of mediated communication.
© All rights reserved Whittaker et al. and/or Academic Press
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