Publication statistics

Pub. period:2004-2012
Pub. count:23
Number of co-authors:57


Number of publications with 3 favourite co-authors:

Joseph Jofish Kaye:
Steve Harrison:
Oskar Juhlin:



Productive colleagues

David Kirk's 3 most productive colleagues in number of publications:

Steve Benford:121
Tom Rodden:106
Abigail Sellen:81

Upcoming Courses

go to course
Quality Web Communication: The Beginner's Guide
Starts tomorrow LAST CALL!
go to course
UI Design Patterns for Successful Software
90% booked. Starts in 5 days

Featured chapter

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
start reading
Gamification at Work: Designing Engaging Business Software
by Janaki Mythily Kumar and Mario Herger
start reading
The Social Design of Technical Systems: Building technologies for communities
by Brian Whitworth and Adnan Ahmad
start reading
The Encyclopedia of Human-Computer Interaction, 2nd Ed.
by Mads Soegaard and Rikke Friis Dam
start reading

David Kirk


Publications by David Kirk (bibliography)

 what's this?
Edit | Del

Odom, William, Selby, Mark, Sellen, Abigail, Kirk, David, Banks, Richard and Regan, Tim (2012): Photobox: on the design of a slow technology. In: Proceedings of DIS12 Designing Interactive Systems 2012. pp. 665-668.

We describe the design and implementation of Photobox, a device intended to be used over many years, which occasionally prints a randomly selected photo from the owner's Flickr collection inside of a wooden chest. We describe and reflect on how engaging in the design of this slow technology [5] led to some unexpected challenges and provoked us to re-think approaches to making technologies that are intended to be used over long time scales and which might act infrequently. We also reflect on how living with the device during the implementation phase led to unexpected insights. We conclude with implications for research and practice in the slow technology design space.

© All rights reserved Odom et al. and/or ACM Press

Edit | Del

Odom, William, Banks, Richard, Durrant, Abigail, Kirk, David and Pierce, James (2012): Slow technology: critical reflection and future directions. In: Proceedings of DIS12 Designing Interactive Systems 2012. pp. 816-817.

Over a decade ago Hallns and Redstrm's seminal article on Slow Technology [6] argued that the increasing availability of technology in environments outside of the workplace requires interaction design to be expanded from creating tools for making people's lives more efficient to creating technology that could be embedded in everyday environments over long periods of time. Since then, the Slow Technology design agenda has expanded to include issues such as (i) designing for slowness, solitude, and mental rest, (ii) designing interactive systems to be used across multiple generations and lifespans, and (iii) designing for slower, less consumptive lifestyles and practices. This workshop aims to advance the Slow Technology design program by exploring the various practical, methodological and theoretical motivations, challenges, and approaches implicated in doing research and design in this growing space.

© All rights reserved Odom et al. and/or ACM Press

Edit | Del

Banks, Richard, Kirk, David and Sellen, Abigail (2012): A Design Perspective on Three Technology Heirlooms. In Eminds International Journal of Human Computer Interaction, 27 (1) pp. 63-91.

Artifacts play an important role as triggers for personal memory. They help in the recollection of past experience and in reminiscing about people, places, and times gone by. Of particular interest to us is one type of artifact, the heirloom, which may also have rich connections with memory, but often through the lens of the life of a deceased member of a family, or a friend. Issues of personal memory and heirlooms are complex, diverse, and subtle. In this article we describe a design case study investigating the role technology will play as part of the process of inheritance. We describe the process of translating fieldwork related to artifacts and heirlooms into a design space from which a broad set of themes, concepts and prototypes emerged. We describe the development of this space, its thematic arrangement, and finally a number of resultant artifact designs.

© All rights reserved Banks et al. and/or Universidad de Oviedo

Edit | Del

Massimi, Michael, Odom, William, Banks, Richard and Kirk, David (2011): Matters of life and death: locating the end of life in lifespan-oriented hci research. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 987-996.

Examining developmental periods of the human lifespan has been a useful tradition for focusing HCI research (e.g., technologies for children or the elderly). In this paper, we identify the end of life as another period of the human lifespan that merits consideration by technology designers and researchers. This paper maps out current and future research in HCI at the end of life by first describing how this area raises questions concerning materiality and artifacts, social identities, temporality and methodologies. Having provided a description of the richness of this area, we then frame it against HCI traditions and practices in an orientation we term the lifespan-oriented approach. This paper maps early efforts in end of life research, structures and suggests areas for continued work, and situates the end of life among existing areas of HCI research.

© All rights reserved Massimi et al. and/or their publisher

Edit | Del

Juhlin, Oskar, Reponen, Erika, Bentley, Frank and Kirk, David (2011): Video interaction -- making broadcasting a successful social media. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 2437-2440.

Video has slowly been gaining popularity as a social media. We are now witnessing a step where capture and live broadcasts is released from the constraints of the desktop computer, which further accentuate issues such as video literacy, collaboration, hybridity, utility and privacy, that needs to be addressed in order to make video useful for large user groups.

© All rights reserved Juhlin et al. and/or their publisher

Edit | Del

Rennick-Egglestone, Stefan, Whitbrook, Amanda, Leygue, Caroline, Greensmith, Julie, Walker, Brendan, Benford, Steve, Schndelbach, Holger, Reeves, Stuart, Marshall, Joe, Kirk, David, Tennent, Paul, Irune, Ainoje and Rowland, Duncan (2011): Personalizing the Theme Park: Psychometric Profiling and Physiological Monitoring. In: Proceedings of the 2011 Conference on User Modeling, Adaptation and Personalization 2011. pp. 281-292.

Theme parks are important and complex forms of entertainment, with a broad user-base, and with a substantial economic impact. In this paper, we present a case study of an existing theme park, and use this to motivate two research challenges in relation to user-modeling and personalization in this environment: developing recommender systems to support theme park visits, and developing rides that are personalized to the users who take part in them. We then provide an analysis, drawn from a real-world study on an existing ride, which illustrates the efficacy of psychometric profiling and physiological monitoring in relation to these challenges. We conclude by discussing further research work that could be carried out within the theme park, but motivate this research by considering the broader contribution to user-modeling issues that it could make. As such, we present the theme park as a microcosm which is amenable to research, but which is relevant in a much broader setting.

© All rights reserved Rennick-Egglestone et al. and/or their publisher

Edit | Del

Odom, William, Harper, Richard, Sellen, Abigail, Kirk, David and Banks, Richard (2010): Passing on & putting to rest: understanding bereavement in the context of interactive technologies. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 1831-1840.

While it can be a delicate and emotionally-laden topic, new technological trends compel us to confront a range of problems and issues about death and bereavement. This area presents complex challenges and the associated literature is extensive. In this paper we offer a way of slicing through several perspectives in the social sciences to see clearly a set of salient issues related to bereavement. Following this, we present a theoretical lens to provide a way of conceptualizing how the HCI community could begin to approach such issues. We then report field evidence from 11 in-depth interviews conducted with bereaved participants and apply the proposed lens to unpack key emergent problems and tensions. We conclude with a discussion on how the HCI design space might be sensitized to better support the social processes that unfold when bereavement occurs.

© All rights reserved Odom et al. and/or their publisher

Edit | Del

Kalnikait, Vaiva, Sellen, Abigail, Whittaker, Steve and Kirk, David (2010): Now let me see where i was: understanding how lifelogs mediate memory. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 2045-2054.

Lifelogging technologies can capture both mundane and important experiences in our daily lives, resulting in a rich record of the places we visit and the things we see. This study moves beyond technology demonstrations, in aiming to better understand how and why different types of Lifelogs aid memory. Previous work has demonstrated that Lifelogs can aid recall, but that they do many other things too. They can help us look back at the past in new ways, or to reconstruct what we did in our lives, even if we don't recall exact details. Here we extend the notion of Lifelogging to include locational information. We augment streams of Lifelog images with geographic data to examine how different types of data (visual or locational) might affect memory. Our results show that visual cues promote detailed memories (akin to recollection). In contrast locational information supports inferential processes -- allowing participants to reconstruct habits in their behaviour.

© All rights reserved Kalnikait et al. and/or their publisher

Edit | Del

Tuddenham, Philip, Kirk, David and Izadi, Shahram (2010): Graspables revisited: multi-touch vs. tangible input for tabletop displays in acquisition and manipulation tasks. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 2223-2232.

We present an experimental comparison of multi-touch and tangible user interfaces for basic interface actions. Twelve participants completed manipulation and acquisition tasks on an interactive surface in each of three conditions: tangible user interface; multi-touch; and mouse and puck. We found that interface control objects in the tangible condition were easiest to acquire and, once acquired, were easier/more accurate to manipulate. Further qualitative analysis suggested that in the evaluated tasks tangibles offer greater adaptability of control and specifically highlighted a problem of exit error that can undermine fine-grained control in multi-touch interactions. We discuss the implications of these findings for interface design.

© All rights reserved Tuddenham et al. and/or their publisher

Edit | Del

Massimi, Michael, Odom, Will, Kirk, David and Banks, Richard (2010): HCI at the end of life: understanding death, dying, and the digital. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 4477-4480.

Death and our experience of it is a fundamental aspect of life and consequently every human culture has developed practices associated with responding to, signifying, and dealing with its implications. As our technology pervades our cultures, we find that the digital is increasingly intersecting with these practices. This raises issues which have rarely been conceptualized or articulated in the HCI and CSCW communities. It is increasingly important to design "thanatosensitive" technologies which support death-centric practices such as collaborative acts of remembrance, bequeathing of digital data, or group reflection on the digital residua of a life. This workshop will bring together participants interested in such technologies and their implications. Potential topics include, but are not limited to: devices for reflection and meaning-making across multiple lifespans; interdisciplinary practices surrounding mortality, dying, and death; technology heirlooms; digital rights management; and methodological approaches to researching end-of-life technology issues.

© All rights reserved Massimi et al. and/or their publisher

Edit | Del

Cao, Xiang, Sellen, Abigail, Brush, A. J. Bernheim, Kirk, David, Edge, Darren and Ding, Xianghua (2010): Understanding family communication across time zones. In: Proceedings of ACM CSCW10 Conference on Computer-Supported Cooperative Work 2010. pp. 155-158.

Nowadays it has become increasingly common for family members to be distributed in different time zones. These time differences pose specific challenges for communication within the family and result in different communication practices to cope with them. To gain an understanding of current challenges and practices, we interviewed people who regularly communicate with immediate family members living in other time zones. We report primary findings from the interviews, and identify design opportunities for improving the experience of cross time zone family communication.

© All rights reserved Cao et al. and/or their publisher

Edit | Del

Neustaedter, Carman, Judge, Tejinder K., Harrison, Steve, Sellen, Abigail, Cao, Xiang, Kirk, David and Kaye, Joseph Jofish (2010): Connecting families: new technologies, family communication, and the impact on domestic space. In: GROUP10 International Conference on Supporting Group Work 2010. pp. 363-366.

Edit | Del

Taylor, Stuart, Izadi, Shahram, Kirk, David, Harper, Richard and Garcia-Mendoza, Armando (2009): Turning the tables: an interactive surface for vjing. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1251-1254.

In this paper we describe VPlay, a multi-touch tabletop application that allows users to mix and manipulate multiple video streams in real-time. Our aim is to explore how such an interactive surface can support and augment practices around VJing -- a form of video performance art that is becoming increasingly popular in nightclubs and other music events. We conclude with observations from a field deployment, which highlight some initial thoughts and reflections on our design rationale.

© All rights reserved Taylor et al. and/or ACM Press

Edit | Del

Kirk, David, Sellen, Abigail, Taylor, Stuart, Villar, Nicolas and Izadi, Shahram (2009): Putting the physical into the digital: issues in designing hybrid interactive surfaces. In: Proceedings of the HCI09 Conference on People and Computers XXIII 2009. pp. 35-44.

Hybrid surfaces are interactive systems combining techniques of direct-manipulation multi-touch surface interaction with elements of tangible user interfaces (TUIs). The design space for such complex hands-on computing experiences is sufficiently broad that it can be difficult to decide when interface elements should be given either a physical or digital instantiation, and the extent to which different interface functions should be made to model real-world interactions. In this paper we present two case studies of hybrid surface systems we are developing and discuss how we have reasoned through these kinds of design decisions. From this, we derive a set of observations about properties of physical and digital elements, and offer them as a design resource.

© All rights reserved Kirk et al. and/or their publisher

Edit | Del

Lindley, Sian E., Durrant, Abigail, Kirk, David and Taylor, Alex S. (2009): Collocated social practices surrounding photos. In International Journal of Human-Computer Studies, 67 (12) pp. 995-1004.

Edit | Del

Terrenghi, Lucia, Kirk, David, Richter, Hendrik, Krmer, Sebastian, Hilliges, Otmar and Butz, Andreas (2008): Physical handles at the interactive surface: exploring tangibility and its benefits. In: Levialdi, Stefano (ed.) AVI 2008 - Proceedings of the working conference on Advanced Visual Interfaces May 28-30, 2008, Napoli, Italy. pp. 138-145.

Edit | Del

Wilson, Andrew D., Izadi, Shahram, Hilliges, Otmar, Garcia-Mendoza, Armando and Kirk, David (2008): Bringing physics to the surface. In: Cousins, Steve B. and Beaudouin-Lafon, Michel (eds.) Proceedings of the 21st Annual ACM Symposium on User Interface Software and Technology October 19-22, 2008, Monterey, CA, USA. pp. 67-76.

Edit | Del

Kirk, David, Sellen, Abigail, Harper, Richard and Wood, Kenneth R. (2007): Understanding videowork. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 61-70.

In this paper we elucidate the patterns of behavior of home movie makers through a study of 12 families and a separate focus group of 7 teenagers. Analogous to a similar study of photowork [13], the goal is to provide a deeper understanding of what people currently do with video technologies, balancing the preponderance of techno-centric work in the area with appropriate user-centric insight. From our analysis, we derive a videowork lifecycle to frame the practices users engage in when working with video technologies in the home, and uncover two broad types of video usage therein. This has implications for how we conceive of and devise tools to support these practices, as we discuss.

© All rights reserved Kirk et al. and/or ACM Press

Edit | Del

Kirk, David, Rodden, Tom and Fraser, Danae Stanton (2007): Turn it THIS way: grounding collaborative action with remote gestures. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 1039-1048.

Remote gesture systems have been shown to provide a significant enhancement to performance in collaborative physical tasks, an effect ascribed to the ability of remote gestures to help ground deictic references. The argument that this effect works by replacing complex referential descriptions with simple pointing behaviours has been drawn into question by recent research. In this paper we significantly unpack the effects of remote gesturing on collaborative language, arguing for a more complex role for remote gestures in interaction. We demonstrate how remote gestures influence the structure of collaborative discourse, and how their use can also influence the temporal nature of the grounding process. Through generating a deeper understanding of these effects of remote gesturing on collaborative language we derive implications for the development and deployment of these technologies.

© All rights reserved Kirk et al. and/or ACM Press

Edit | Del

Terrenghi, Lucia, Kirk, David, Sellen, Abigail and Izadi, Shahram (2007): Affordances for manipulation of physical versus digital media on interactive surfaces. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 1157-1166.

This work presents the results of a comparative study in which we investigate the ways manipulation of physical versus digital media are fundamentally different from one another. Participants carried out both a puzzle task and a photo sorting task in two different modes: in a physical 3-dimensional space and on a multi-touch, interactive tabletop in which the digital items resembled their physical counterparts in terms of appearance and behavior. By observing the interaction behaviors of 12 participants, we explore the main differences and discuss what this means for designing interactive surfaces which use aspects of the physical world as a design resource.

© All rights reserved Terrenghi et al. and/or ACM Press

Edit | Del

Kirk, David, Sellen, Abigail, Rother, Carsten and Wood, Kenneth R. (2006): Understanding photowork. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 761-770.

In this paper we introduce the notion of "photowork" as the activities people perform with their digital photos after capture but prior to end use such as sharing. Surprisingly, these processes of reviewing, downloading, organizing, editing, sorting and filing have received little attention in the literature yet they form the context for a large amount of the 'search' and 'browse' activities so commonly referred to in studies of digital photo software. Through a deeper understanding of photowork using field observation and interviews, we seek to highlight its significance as an interaction practice. At the same time, we discover how "search" as it is usually defined may have much less relevance than new ways of browsing for the design of new digital photo tools, in particular, browsing in support of the photowork activities we describe.

© All rights reserved Kirk et al. and/or ACM Press

Edit | Del

Kirk, David and Fraser, Danae Stanton (2006): Comparing remote gesture technologies for supporting collaborative physical tasks. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 1191-1200.

The design of remote gesturing technologies is an area of growing interest. Current technologies have taken differing approaches to the representation of remote gesture. It is not clear which approach has the most benefit to task performance. This study therefore compared performance in a collaborative physical (assembly) task using remote gesture systems constructed with combinations of three different gesture formats (unmediated hands only, hands and sketch and digital sketch only) and two different gesture output locations (direct projection into a worker's task space or on an external monitor). Results indicated that gesturing with an unmediated representation of the hands leads to faster performance with no loss of accuracy. Comparison of gesture output locations did not find a significant difference between projecting gestures and presenting them on external monitors. These results are discussed in relation to theories of conversational grounding and the design of technologies from a 'mixed ecologies' perspective.

© All rights reserved Kirk and Fraser and/or ACM Press

Edit | Del

Johnson, Greg, Ebert, David S., Hansen, Chuck, Kirk, David, Mark, Bill and Pfister, Hanspeter (2004): Panel 3: The Future Visualization Platform. In: VIS 2004 - 15th IEEE Visualization 2004 Conference 10-15 October, 2004, Austin, TX, USA. pp. 569-571.

Add publication
Show list on your website

Join our community and advance:




Join our community!

Page Information

Page maintainer: The Editorial Team