Publication statistics

Pub. period:2007-2009
Pub. count:4
Number of co-authors:12


Number of publications with 3 favourite co-authors:

Richard Harper:
Sian E. Lindley:
Dave Randall:



Productive colleagues

Maxine Glancy's 3 most productive colleagues in number of publications:

Richard Harper:36
Sian E. Lindley:17
Tim Kindberg:17

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Maxine Glancy


Publications by Maxine Glancy (bibliography)

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Lindley, Sian E., Harper, Richard, Randall, Dave, Glancy, Maxine and Smyth, Nicola (2009): Fixed in time and "time in motion": mobility of vision through a SenseCam lens. In: Proceedings of 11th Conference on Human-computer interaction with mobile devices and services 2009. p. 2. Available online

SenseCam is an automatic wearable camera, often seen as a tool for the creation of digital memories. In this paper, we report findings from a field trial in which SenseCams were worn by household members over the course of a week. In interviews with these users, it became apparent that the way in which SenseCam images were played back, the manner of which might be described as a stilted movie, affected the values that were realised within them. The time-lapse nature of the image stream led participants to romanticise the mundane and find sentimentality in unexpected places, and was particularly effective at portraying personality and play. In so doing, SenseCam images enlivened the visual recording of everyday scenes. These values influenced what the participants sought to capture and view, and have implications for technologies that might support lifelogging or the development of user-generated content.

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Lindley, Sian E., Randall, Dave, Sharrock, Wes, Glancy, Maxine, Smyth, Nicola and Harper, Richard (2009): Narrative, memory and practice: tensions and choices in the use of a digital artefact. In: Proceedings of the HCI09 Conference on People and Computers XXIII 2009. pp. 1-9. Available online

This paper reports on research into the use of SenseCam, a wearable automatic camera. Household members were given multiple SenseCams to enable an exploration of how the device would be used in the context of everyday life. We argue that understanding the 'small stories' created by household members based around SenseCam images requires us to pay attention to a complex amalgam of issues. These pertain to narrative, memory and practice in and through both the 'sites of expression' of such work -- the topics that are selected for recall -- and performativity -- the occasions upon which narratives are constructed and the elaborations of identity that are entailed. Finally, we consider how the varied uses of SenseCam that emerged have implications for technologies relating to lifelogging and user-generated content.

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O'Hara, Kenton, Glancy, Maxine and Robertshaw, Simon (2008): Understanding collective play in an urban screen game. In: Proceedings of ACM CSCW08 Conference on Computer-Supported Cooperative Work 2008. pp. 67-76. Available online

In recent years there has been a growing interest in Urban Screen applications. While there have been several deployments of these technologies in our urban environments, surprisingly little research effort has aimed to explore the detailed material practice of people's engagement and interaction with these urban screen applications. In this paper, we present a study of collaborative game play on large urban displays situated in three city locations in the UK. The study highlights ways in which collaborative play is initiated and coordinated within the context of an urban environment. These experiences are related to physical characteristics of the architectural spaces, the people populating these spaces and the interactive properties of the game itself. The study moves on to discuss issues relating to audience and spectatorship, an inherent feature of interaction in urban environments. The issues of audience and spectatorship are discussed in their own right but also in terms of their relationship to the playing experience. Finally the study considers these interactive experiences in the contexts of being hosted by a professional compere and also with no host present. Through the study we highlight factors to consider in the design of collaborative urban screen applications.

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O'Hara, Kenton, Kindberg, Tim, Glancy, Maxine, Baptista, Luciana, Sukumaran, Byju, Kahana, Gil and Rowbotham, Julie (2007): Social practices in location-based collecting. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 1225-1234. Available online

The use of location-based technology to augment visitor experiences has received considerable attention over the years. In this paper, we take an alternative perspective on these kinds of location-based experiences by focussing on the collecting and keeping of location-based content as opposed to simply the in situ consumption of content. We describe a trial of a location-based experience at London zoo in which mobile camera phones were used to access digital content at particular animal enclosures around the zoo. Through the fieldwork we demonstrate ways in which collecting and keeping have important social values over and above simply consuming the content in situ. More specifically, the role of the collection of location-based content in identity work; in developing a sense of challenge and achievement; in defining a sense of group camaraderie; and in creating a playful sense of competition among group members. Further, we see how narratives told around the collected location-based content over time imbue it with additional value. These narratives become part of the resources through which relationships with family and friends get actively constructed. We discuss how these aspects have different design implications from the in-situ consumption model of location-based experiences and tensions this introduces.

© All rights reserved O'Hara et al. and/or ACM Press

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