Publication statistics

Pub. period:1991-2012
Pub. count:51
Number of co-authors:50


Number of publications with 3 favourite co-authors:

Chris P. Bowers:
Harold Thimbleby:
Netta Iivari:



Productive colleagues

Russell Beale's 3 most productive colleagues in number of publications:

Gregory D. Abowd:116
Alan J. Dix:107
Harold Thimbleby:70

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Russell Beale

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Has also published under the name of:
"R. Beale"

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My interests range broadly across the border between computing & communication systems and society, with a particular focus on using artificial intelligence in interactive systems.


Publications by Russell Beale (bibliography)

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Byrne, William, Beale, Russell and Clay, Richard (2012): Suburban Birmingham: designing accessible cultural history using multi-touch tables. In: Proceedings of the HCI12 Conference on People and Computers XXVI 2012. pp. 21-28.

The Suburban Birmingham project aimed to allow the exploration of a collection of resources originally presented through a website on a touch table. In this paper we will explore some of the issues illustrated by this project involving the manipulation and sharing of resources on multi-user applications in public spaces, including ownership, affordances, and managing and interpreting gestures in different contexts.

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

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Cowan, Benjamin R., Branigan, Holly P. and Beale, Russell (2012): Investigating the impact of interlocutor voice on syntactic alignment in human-computer dialogue. In: Proceedings of the HCI12 Conference on People and Computers XXVI 2012. pp. 39-48.

Language is at the core of most social activity. Psycholinguistic research has shown that our conversational partners influence our linguistic choices be it syntactic or lexical, a concept termed alignment. As our interaction with computer interlocutors become more frequent recent efforts have been made to understand how and what impacts alignment with computers, showing that our perceptions of computer systems impact on alignment with computer interlocutors. This work looks to identify the impact of how spoken dialogue system design characteristics, specifically system voice type, impact user linguistic behaviour in terms of syntactic alignment in human-computer dialogue. Additionally we wished to identify whether syntactic alignment levels can be used as a behavioural indicator of interaction satisfaction. The research used a wizard of oz experiment design paired with a confederate-scripting paradigm commonly used in psycholinguistics research. We found that there was no significant effect of voice type on syntactic alignment, although there was a significant effect of voice type on interaction satisfaction. Participants rated their experiences with a basic computer voice significantly lower in satisfaction compared to human based and advanced voice computer conditions. The results are discussed in terms of the conceptual nature of syntactic alignment and the impact of item stimuli on alignment levels. Future plans for research are also discussed.

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

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Bowers, Chris P., Beale, Russell and Hendley, Robert J. (2012): Identifying archetypal perspectives in news articles. In: Proceedings of the HCI12 Conference on People and Computers XXVI 2012. pp. 327-332.

A novel approach to news aggregation is proposed. Rather than ranking or summarisation of cluster topics, we propose that articles are grouped by topic similarity and then clustered within topic groups in order to identify archetypal articles that represent the various perspectives upon a topic. An example application is examined and a preliminary user study is discussed. Future applications and evaluation of validity are outlined.

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

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Samperi, Katrina, Beale, Russell and Hawes, Nick (2012): Please keep off the grass: individual norms in virtual worlds. In: Proceedings of the HCI12 Conference on People and Computers XXVI 2012. pp. 375-380.

This paper looks at how personal conventions are unintentionally carried from the real world into virtual environments. We look at a simple example where we investigate whether avatars will follow virtual paths, or will walk on the grass. By default, people use the paths in real world parks, but we have showed that this behaviour has carried over into virtual parks. We investigated this further, postulating that the more exposure an individual had to virtual worlds the more likely they were to break with this social convention and walk on the grass. We observed the movements of agents in a virtual park on two extended occasions, one in 2010 and the other in 2012. From this we were able to see that people, in general, were still keeping to the paths except when invited to move onto the grass. We also look at the likelihood of individuals using another mode of transport, flying. Finally, we conclude that while some patterns can be seen between the 'age' of the avatar and their movements on or off the path, more investigation must be done.

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

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Read, Janet, Fitton, Daniel, Cowan, Benjamin, Beale, Russell, Guo, Yukang and Horton, Matthew (2011): Understanding and designing cool technologies for teenagers. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 1567-1572.

This paper describes how initial principles for the designs of an interactive application were informed from a study of 'coolness' with two different ages of teenagers. The study used drawings to examine how teenagers might design their environments and these were then analysed by the research team based on a set of characteristics of cool that were drawn from the literature. Results from the teenagers' drawings demonstrate some change in emphasis between the younger and older age groups and between the genders. A design space around innovation and rebellion is implicated in the findings.

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

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Cowan, Benjamin R., Beale, Russell and Branigan, Holly P. (2011): Investigating syntactic alignment in spoken natural language human-computer communication. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 2113-2118.

This paper describes planned experiment-based research observing the existence of syntactic alignment in natural language computer interactions. This research will achieve this through using a computer-human version of the confederate communication task commonly used in psycholinguistic research observing syntactic alignment in human-human dialogue. The motivations of the work lie in observing the existence of syntactic alignment in human-computer dyads and how the naturalness of interaction affects the appearance of such a linguistic phenomenon. The work will also aim to identify how such a linguistic effect links to users' satisfaction and quality judgments of interaction.

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

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Creed, Chris, Bowers, Chris P., Hendley, Robert J. and Beale, Russell (2010): User perception of interruptions in multimedia annotation tasks. In: Proceedings of the Sixth Nordic Conference on Human-Computer Interaction 2010. pp. 619-622.

For mixed-initiative multimedia annotation systems an effective dialogue between the system and user is critical. In order to inform the development of such dialogue a clear insight into the impact of interruptions upon the perceptions of the user is required. We present preliminary results of an investigation into interruptions in the form of queries to the user. We show that a user can perceive differences between trivial and important queries. Whether a query is shown in or out of context, or at some opportune time, is also shown to have an impact on user perception of the system.

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

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Mazzone, Emanuela, Iivari, Netta, Tikkanen, Ruut, Read, Janet C. and Beale, Russell (2010): Considering context, content, management, and engagement in design activities with children. In: Proceedings of ACM IDC10 Interaction Design and Children 2010. pp. 108-117.

In this paper we describe three different design activities carried out for the design of a music device for children. The studies involved researchers from different disciplines as well as children from different schools. We reflected on what happened during the design activities and we looked at the outputs produced by the children in order to understand the feasibility of the activities from two perspectives: whether they contributed to the design of the product and whether they suitably involved children in the process. In relation to the design of the product, information gathered during the activities was associated either to the context or to the content of the design. In relation to the design method, the study enabled us to identify aspects of both children's' engagement and researchers' management that affected the success of the activities. We used these factors to create what we consider a useful framework for meaningful design activities.

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

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Creed, Chris, Lonsdale, Peter, Hendley, Robert and Beale, Russell (2010): Synergistic Annotation of Multimedia Content. In: Proceedings of the 2010 International Conference on Advances in Computer-Human Interactions 2010. pp. 205-208.

We describe work in progress toward a new approach for multimedia annotation in which the system and user work synergistically together. This work in progress is particularly focused on enabling journalists to efficiently annotate articles for submission to news agencies. Initial work on gathering user requirements is detailed along with several interesting findings that resulted from this process: capturing mood and emotion is needed as well as descriptive content. Important areas for future research are also highlighted and discussed.

© All rights reserved Creed et al. and/or IEEE

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Read, Janet C. and Beale, Russell (2009): Under my pillow: designing security for children's special things. In: Proceedings of the HCI09 Conference on People and Computers XXIII 2009. pp. 288-292.

This paper describes a novel design activity that was used to gather insights into security requirements for a mobile application for children. The general aim of the study was to understand how to design for security in an application for children rather than to specifically generate design solutions. To gather this information, a novel design activity, referred to here as Participatory Analogy, was devised. The study is described and design solutions that emerged following analysis of the children's contributions are presented.

© All rights reserved Read and Beale and/or their publisher

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Bond, Matthew and Beale, Russell (2009): What makes a good game?: using reviews to inform design. In: Proceedings of the HCI09 Conference on People and Computers XXIII 2009. pp. 418-422.

The characteristics that identify a good game are hard to define and reproduce, as demonstrated by the catalogues of both successes and failures from most games companies. We have started to address this by undertaking a grounded theoretical analysis of reviews garnered from games, both good and bad, to distil from these common features that characterize good and bad games. We have identified that a good game is cohesive, varied, has good user interaction and offers some form of social interaction. The most important factor to avoid is a bad pricing. Successfully achieving some of these good factors will also outweigh problems in other areas.

© All rights reserved Bond and Beale and/or their publisher

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Beale, Russell (2009): Usability and e-science. In International Journal of Human-Computer Studies, 67 (4) pp. 279-280.

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Beale, Russell and Creed, Chris (2009): Affective interaction: How emotional agents affect users. In International Journal of Human-Computer Studies, 67 (9) pp. 755-776.

Embodied agents have received large amounts of interest in recent years. They are often equipped with the ability to express emotion, but without understanding the impact this can have on the user. Given the amount of research studies that are utilising agent technology with affective capabilities, now is an important time to review the influence of synthetic agent emotion on user attitudes, perceptions and behaviour. We therefore present a structured overview of the research into emotional simulation in agents, providing a summary of the main studies, re-formulating appropriate results in terms of the emotional effects demonstrated, and an in-depth analysis illustrating the similarities and inconsistencies between different experiments across a variety of different domains. We highlight important lessons, future areas for research, and provide a set of guidelines for conducting further research.

© All rights reserved Beale and Creed and/or Academic Press

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Beale, Russell (2009): Back to the future: A retrospective on early predictions. In Interacting with Computers, 21 (5) pp. 331-334.

Professor Brian Shackel's paper "Designing for People in the Age of Information" was published in 1984. In his paper, Shackel looked ahead to the research areas that he considered important and makes some predictions for the future. This paper provides a current perspective on his views, assessing which areas he successfully predicted and which he did not, and contextualising his work in the field that he significantly shaped.

© All rights reserved Beale and/or Elsevier Science

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Beale, Russell (2009): What does Mobile Mean?. In International Journal of Mobile Human Computer Interaction, 1 (3) pp. 1-8.

This article presents a perspective on what it really means to be mobile -- why being mobile is different. It looks at the technological and physical implications, but really considers the broader issues: the social implications, the impact that data on the move can have on people, and the use of mobile devices as sensors that can drive intelligent, contextual systems that provide a much more effective experience for the user than existing systems do.

© All rights reserved Beale and/or his/her publisher

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Vaughan, Misha, Courage, Catherine, Rosenbaum, Stephanie, Jain, Jhilmil, Hammontree, Monty, Beale, Russell and Welsh, Dan (2008): Longitudinal usability data collection: art versus science?. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 2261-2264.

In this proposal the authors describe an exciting panel for CHI 2008 on Longitudinal Usability Data Collection. Collecting usability data over time is increasingly becoming best practice in industry, but lacks "thought leadership" in the current literature -- very few articles or books exist addressing the topic. To inspire academic research and share best practices with practitioners, we propose a panel to debate some key questions that arose from the CHI 2007 SIG on the same topic.

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

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England, David and Beale, Russell (eds.) HCI2008 September 1-5, 2008, Liverpool, UK.

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Beale, Russell (2008): Supporting cooperative teamwork: information, action and communication in sailing. In: Proceedings of DIS08 Designing Interactive Systems 2008. pp. 129-138.

This paper provides details of an in-depth investigation into how racing sailors use information displays and devices, and shows that these devices act as communication loci and instigators of action. The paper presents a detailed look at how sailors use instrumentation on their boats for both their own performance and as the foci for developing a shared understanding: this is a detailed study of computer-supported cooperative work in a new environment. We present a brief summary of the ways that technology has pervaded the environs of sailing yachts, and analyze how this has affected the activities of the crew and altered the relationship between the sailors and their environment. We introduce a taxonomy of information processing levels that allows us to understand what information is currently presented and in what form, and provides a basis for us to consider future developments in the field. After presenting the study and some analysis of the use of existing technology, we present a new design that addresses some of the issues identified, and evaluate its impact. The systems are analysed from the perspective of assisting people to improve their performance in training and in race situations. We use a combination of observation, discussion and personal reflection in undertaking the study.

© All rights reserved Beale and/or ACM Press

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Edmondson, William and Beale, Russell (2008): Projected cognition: capturing intent in descriptions of complex interaction. In: Proceedings of DIS08 Designing Interactive Systems 2008. pp. 281-287.

In a study of activity and usage of comparatively complex configurations -- where users have multiple screens and/or multiple computers -- we have noticed that accounts of what is being observed and reported are tricky to unify within a coherent framework. In this paper we look in detail at one such setting, where a complex office configuration has the machines well spread out in a structure designed by an individual for themselves. The layout also permits pairs of users to work collaboratively and clear cases of co-operative working are observed. In order to describe this successfully, we have extended the distributed cognition approach to capture notions of intent. This Projected Cognition, as we have termed it, allows us to provide a richer description of intent, activity and context.

© All rights reserved Edmondson and Beale and/or ACM Press

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Mazzone, Emanuela, Read, Janet C. and Beale, Russell (2008): Design with and for disaffected teenagers. In: Proceedings of the Fifth Nordic Conference on Human-Computer Interaction 2008. pp. 290-297.

This paper describes how an e-learning product for teenagers was developed using design sessions based on a participatory design approach. The product, in the form of a computer game, is the outcome of a project that aims to improve teenagers' emotional intelligence. The specific user group is from institutes for pupils that had previously been excluded from mainstream education. The novelty in the approach is that participants were involved in designing a tool that was intended to modify their emotional behaviour -- for this discussion, it is the participation in the process that is critical, less so the end product. The project and the design approaches are described and the participatory activity is reflected on. The benefits resulting from the design sessions were bi-directional: the engagement with the prospective users was valuable both for the actual contribution to the product design and as an experience for the participants.

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

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Edmondson, William H. and Beale, Russell (2008): Projected Cognition -- extending Distributed Cognition for the study of human interaction with computers. In Interacting with Computers, 20 (1) pp. 128-140.

In this paper, we introduce the notion of Projected Cognition as an extension to Distributed Cognition. Distributed Cognition is a conceptual framework which can be useful in studying human interactions with artefacts; the idea is that of cognition not bounded by the cranium but instead perfusing artefacts in ways that are recoverable. We argue that this analysis has not been fully understood in relation to the behaviour of humans with artefacts in that the intentionality in behaviour has been ignored. We argue that we need to view the human as sometimes projecting their intention in behaviour onto the artefacts they use, and suggest that this conception permits greater clarity in the study of user behaviour with artefacts such as computers. We illustrate the development with case studies of two users of complex configurations of computers as well as examples drawn from the published literature. We conclude with consideration of some design implications and discussion of related domains in HCI where Projected Cognition could be influential.

© All rights reserved Edmondson and Beale and/or Elsevier Science

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Creed, Chris and Beale, Russell (2008): Psychological responses to simulated displays of mismatched emotional expressions. In Interacting with Computers, 20 (2) pp. 225-239.

Embodied agents are often designed with the ability to simulate human emotion. This paper investigates the psychological impact of simulated emotional expressions on computer users with a particular emphasis on how mismatched facial and audio expressions are perceived (e.g. a happy face with a concerned voice). In a within-subjects repeated measures experiment (N = 68), mismatched animations were perceived as more engaging, warm, concerned and happy when a happy or warm face was in the animation (as opposed to a neutral or concerned face) and when a happy or warm voice was in the animation (as opposed to a neutral or concerned voice). The results appear to follow cognitive dissonance theory as subjects attempted to make mismatched expressions consistent on both the visual and audio dimensions of animations, resulting in confused perceptions of the emotional expressions. Design implications for affective embodied agents are discussed and future research areas identified.

© All rights reserved Creed and Beale and/or Elsevier Science

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Baber, Christopher, Cross, James, Khaleel, Tariq and Beale, Russell (2008): Location-based Photography as Sense-making. In: Proceedings of the HCI08 Conference on People and Computers XXII 2008. pp. 133-140.

In this paper we consider ways in which images collected in the field can be used as to support sense-making. Weick's concept of sense-making is applied to the capture of images. A study is reported in which visitors to an open-air museum were asked to take photographs of aspects of the site that they found interesting. Photographs were taken using a bespoke application in which a webcam and global positioning system device, attached to a small tablet computer, are used to capture tagged images. Tagging is supported by the use of a simple menu that allows users to classify the images.

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

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Mazzone, Emanuela, Read, Janet and Beale, Russell (2008): Understanding Children's Contributions during Informant Design. In: Proceedings of the HCI08 Conference on People and Computers XXII 2008. pp. 61-64.

In this paper we describe the analysis of the outcomes of a design session with children. Designing with children is often considered an inspirational activity mainly useful for the designers to get first hand insights of the users' world. For this study we attempt an analytical approach to the results of a specific design session where children used low-tech prototyping to design the content of an interactive interface for a museum context. This analysis helped to inform the design of the specific product but was also useful to investigate methods of interpreting qualitative data of this kind. The analysis showed that the design method employed enabled the children to consider design features but also demonstrated that in some areas the children had only a limited understanding. Results from this work will be used to improve, and describe future design sessions.

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

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Nol, Sylvie and Beale, Russell (2008): Sharing Vocabularies: Tag Usage in CiteULike. In: Proceedings of the HCI08 Conference on People and Computers XXII 2008. pp. 71-74.

CiteULike is a collaborative tagging web site which lets users enter academic references into a database and describe these references using tags (categorizations of their own choosing). We looked at the tagging behavior of people who were describing four frequently entered references. We found that while people tend to agree on a few select tags, people also tend to use many variants of these tags. This lack of consensus means that the collaborative aspect of tagging is not as strong as may have been suggested in the past.

© All rights reserved Nol and Beale and/or their publisher

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Melhuish, Jonathan and Beale, Russell (2008): News Not Noise: Socially Aware Information Filtering. In: Proceedings of the HCI08 Conference on People and Computers XXII 2008. pp. 115-118.

An understanding of how people in social networks consume news media by and about their friends shows that information overload is soon going to be a major problem for many participants. Users dislike manually prioritizing their friendships to help organize this data, and this leads us to develop a new interface to help users to find the news that most interests them by providing a visual representation of social proximity, in which friends most visited and those most likely to be met offline we prioritized.

© All rights reserved Melhuish and Beale and/or their publisher

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Voong, Michael and Beale, Russell (2008): Representing Location in Location-based Social Awareness Systems. In: Proceedings of the HCI08 Conference on People and Computers XXII 2008. pp. 139-142.

We analyze the results of a survey distributed to heavy users of social networking website on current mobile communications practices regarding location disclosure. We discovered that deception on location disclosure is a common practice amongst this demographic. We also discovered privacy issues of location are reduced in line with cue accuracy. We discuss the social behavior of deception in location sharing, and discover that online social network users are more open to revealing location, but more likely to be deceptive. We demonstrate the user interface of a mobile location-based awareness system that allows the user's location cue and disclosure accuracy to be set explicitly.

© All rights reserved Voong and Beale and/or their publisher

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Holzinger, Andreas, Thimbleby, Harold and Beale, Russell (2008): Workshop HCI for Medicine and Health Care (HCI4MED). In: Proceedings of the HCI08 Conference on People and Computers XXII 2008. pp. 191-192.

Ensuring good usability can be seen as the key success factor in our whole digital world: technology must support people. In particular, Medicine and Healthcare are currently subject to exceedingly rapid technological change. Vital areas for the economy include health of nations; medicine and healthcare entangles everybody, accordingly the role of usability is of increasing importance. Consequently, Medicine and Healthcare are a great challenge for Human-Computer Interaction (HCI) research; however, it is of vital importance that the findings are integrated into engineering at a systemic level. Information Processing, in particular its potential effectiveness in modern Health Services and the optimization of processes and operational sequences, is of increasing interest, but we need to ensure that we engineer effective solutions as well as understanding the stakeholders and the issues they can and do encounter. It is particularly important for Medical Information Systems (e.g. Hospital Information Systems and Decision Support Systems) to be designed from the perspective of the end users, especially given that this is a diverse set of people.

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

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Beale, Russell (2007): Supporting serendipity: Using ambient intelligence to augment user exploration for data mining and web browsing. In International Journal of Human-Computer Studies, 65 (5) pp. 421-433.

Serendipity is the making of fortunate discoveries by accident, and is one of the cornerstones of scientific progress. In today's world of digital data and media, there is now a vast quantity of material that we could potentially encounter, and so there is an increased opportunity of being able to discover interesting things. However, the availability of material does not imply that we will be able to actually find it; the sheer quantity of data mitigates against us being able to discover the interesting nuggets. This paper explores approaches we have taken to support users in their search for interesting and relevant information. The primary concept is the principle that it is more useful to augment user skills in information foraging than it is to try and replace them. We have taken a variety of artificial intelligence, statistical, and visualisation techniques, and combined them with careful design approaches to provide supportive systems that monitor user actions, garner additional information from their surrounding environment and use this enhanced understanding to offer supplemental information that aids the user in their interaction with the system. We present two different systems that have been designed and developed according to these principles. The first system is a data mining system that allows interactive exploration of the data, allowing the user to pose different questions and understand information at different levels of detail. The second supports information foraging of a different sort, aiming to augment users browsing habits in order to help them surf the internet more effectively. Both use ambient intelligence techniques to provide a richer context for the interaction and to help guide it in more effective ways: both have the user as the focal point of the interaction, in control of an iterative exploratory process, working in indirect collaboration with the artificial intelligence components. Each of these systems contains some important concepts of their own: the data mining system has a symbolic genetic algorithm which can be tuned in novel ways to aid knowledge discovery, and which reports results in a user-comprehensible format. The visualisation system supports high-dimensional data, dynamically organised in a three-dimensional space and grouped by similarity. The notions of similarity are further discussed in the internet browsing system, in which an approach to measuring similarity between web pages and a user's interests is presented. We present details of both systems and evaluate their effectiveness.

© All rights reserved Beale and/or Academic Press

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Beale, Russell (2007): Slanty design. In Communications of the ACM, 50 (1) pp. 21-24.

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Beale, Russell (2006): Improving Internet interaction: From theory to practice. In JASIST - Journal of the American Society for Information Science and Technology, 57 (6) pp. 829-833.

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Beale, Russell (2005): Information fragments for a pervasive world. In: ACM 23rd International Conference on Computer Documentation 2005. pp. 48-53.

Is the second paragraph dead? Technology and users are tending to create and consume information in ever decreasing chunks, forcing content creators to create shorter fragments of text and other media. This paper examines this phenomenon, and provides examples of where and why this is happening. It examines the role of metadata, and how this can be used to provide effective, personalized communication in a fragmented digital world.

© All rights reserved Beale and/or ACM Press

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Beale, Russell (2005): University HCI---squeezed into where?. In Interactions, 12 (5) pp. 15-16.

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Beale, Russell (2005): Rise up, revolt!. In Interactions, 12 (5) pp. 42-44.

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Lonsdale, P., Beale, Russell and Byrne, W. (2005): Using Context Awareness to Enhance Visitor Engagement in a Gallery Space. In: Proceedings of the HCI05 Conference on People and Computers XIX 2005. pp. 101-112.

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Beale, Russell (2005): Supporting social interaction with smart phones. In IEEE Pervasive Computing, 4 (2) pp. 35-41.

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Beale, Russell and Lonsdale, Peter (2004): Mobile Context Aware Systems: The Intelligence to Support Tasks and Effectively Utilise Resources. 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. 240-251.

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Beale, Russell, Pryke, Andy and Hendley, Robert J. (2004): Evolutionary Approaches to Visualisation and Knowledge Discovery. In: Masoodian, Masood, Jones, Steve and Rogers, Bill (eds.) Computer Human Interaction 6th Asia Pacific Conference - APCHI 2004 June 29 - July 2, 2004, Rotorua, New Zealand. pp. 30-39.

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Dix, Alan J., Finlay, Janet E., Abowd, Gregory D. and Beale, Russell (2004): Human-Computer Interaction (3rd Edition). Prentice Hall

 Cited in the following chapter:

: [Not yet published]

 Cited in the following chapter:

: [Not yet published]

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Sharples, Mike and Beale, Russell (2003): A technical review of mobile computational devices. In J. Comp. Assisted Learning, 19 (3) pp. 392-395.

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Dix, Alan, Finlay, Janet E., Abowd, Gregory D. and Beale, Russell (2003): Human-Computer Interaction (3rd Edition). Prentice Hall

The second edition of Human-Computer Interaction established itself as one of the classic textbooks in the area, with its broad coverage and rigorous approach, this new edition builds on the existing strengths of the book, but giving the text a more student-friendly slant and improving the coverage in certain areas. The revised structure, separating out the introductory and more advanced material will make it easier to use the book on a variety of courses. This new edition now includes chapters on Interaction Design, Universal Access and Rich Interaction, as well as covering the latest developments in ubiquitous computing and Web technologies, making it the ideal text to provide a grounding in HCI theory and practice.

© All rights reserved Dix et al. and/or Prentice Hall

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Dix, Alan, Finlay, Janet, Abowd, Gregory D. and Beale, Russell (2003): Human-computer Interaction (3rd Ed.). In: (ed.). "". p. 86

Hermes: Case study

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

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Dix, Alan J., Beale, Russell and Wood, Andy (2000): Architectures to make Simple Visualisations using Simple Systems. In: Advanced Visual Interfaces 2000 2000. pp. 51-60.

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Dix, Alan J., Finlay, Janet E., Abowd, Gregory D. and Beale, Russell (1998): Human-Computer Interaction (2nd Edition). Prentice Hall

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Dix, Alan J., Finlay, Janet E., Abowd, Gregory D. and Beale, Russell (1998): Human-Computer Interaction. Prentice Hall

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Hendley, Robert J., Drew, Nick S., Wood, Andrew and Beale, Russell (1995): Case study: Narcissus: visualising information. In: Gershon, Nahum D. and Eick, Stephen G. (eds.) InfoVis 1995 - IEEE Symposium On Information Visualization 30-31 October, 1995, Atlanta, Georgia, USA. pp. 90-96.

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Beale, Russell and Wood, Andrew (1994): Agent-Based Interaction. In: Cockton, Gilbert, Draper, Steven and Weir, George R. S. (eds.) Proceedings of the Ninth Conference of the British Computer Society Human Computer Interaction Specialist Group - People and Computers IX August 23-26, 1994, Glasgow, Scotland, UK. pp. 239-245.

Agents are becoming widespread in a variety of computer systems and domains, but often appear to have little in common with each other. In this paper we look at different agent systems and identify what a generic agent should be composed of. We also identify the characteristics of a task that make it worthy of an agent-based approach. We then discuss the implications for the interaction of using agents, that is, the notion of a balanced interface, and briefly look at how an agent-based approach assists in two very different application domains.

© All rights reserved Beale and Wood and/or Cambridge University Press

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Finlay, Janet E. and Beale, Russell (1993): Neural Networks and Pattern Recognition in Human-Computer Interaction. In ACM SIGCHI Bulletin, 25 (2) pp. 25-35.

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Dix, Alan J., Finlay, Janet E., Abowd, Gregory D. and Beale, Russell (1993): Human-Computer Interaction. Prentice Hall

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Dix, Alan J., Finlay, Janet E. and Beale, Russell (1992): Analysis of User Behaviour as Time Series. In: Monk, Andrew, Diaper, Dan and Harrison, Michael D. (eds.) Proceedings of the Seventh Conference of the British Computer Society Human Computer Interaction Specialist Group - People and Computers VII August 15-18, 1992, University of York, UK. pp. 429-444.

The trace of user interactions with a system is the primary source of data for on-line user modelling and for many design and research experiments. This trace should really be analysed as a time series, but standard time series techniques do not deal well with discrete data and fuzzy matching. Techniques from machine learning (neural nets and inductive learning) have been applied to this analysis but these are limited to fixed size patterns and fail to deal properly with the trace as a time series. Many of the notations used to describe the system dialogue (e.g. CSP, production systems) and the user's behaviour (e.g. GOMS, grammars) can be regarded as describing non-deterministic finite state machines. Such a representation forms a key to using machine learning techniques, focussed on the state transitions.

© All rights reserved Dix et al. and/or Cambridge University Press

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Abowd, Gregory D. and Beale, Russell (1991): Users, Systems and Interfaces: A Unifying Framework for Interaction. In: Diaper, Dan and Hammond, Nick (eds.) Proceedings of the Sixth Conference of the British Computer Society Human Computer Interaction Specialist Group - People and Computers VI August 20-23, 1991, Heriot-Watt University, Edinburgh, UK. pp. 73-87.

We introduce a basic framework for the analysis of existing interactive systems which will also serve for the principled design of more usable systems. We present a simple yet effective model of an interactive system that extends previous interaction frameworks. Within our framework, the user, system and interface are all represented equally. We also present several notions of distance as qualitative measurements of the interactive features of a system based on specific tasks. These notions of distance can be formalised to give an understandable quantitative approach required for principled design and analysis.

© All rights reserved Abowd and Beale and/or Cambridge University Press

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