Martin Flintham

Dr. Martin Flintham


Research Focus & Metrics

Academic Career Length

26Years (2001-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 March 2006 in ACM Transactions on Computer-Human Interaction
Verified
Journal Article
Open access
SBSteve Benford
Steve Benford
ACAndy Crabtree
Andy Crabtree
MFMartin Flintham
Martin Flintham
ADAdam Drozd
Adam Drozd
RARob Anastasi
Rob Anastasi
JRJu Row-Farr
Ju Row-Farr
We present a study of a mobile mixed reality game calledCan You See Me Now?in which online players are chased through a virtual model of a city by ‘runners’ (professional performers equipped with GPS and WiFi technologies) who have to run through the actual city streets in order to catch the players. We present an ethnographic study of the game as it toured through two different cities and draws upon video recordings of online players, runners, technical support crew, and also on system logs of text communication. Our study reveals the diverse ways in which online players experienced the uncertainties inherent in GPS and WiFi, including being mostly unaware of them, but sometimes seeing them as problems, or treating the as a designed feature of the game, and even occasionally exploiting them within gameplay. In contrast, the runners and technical crew were fully aware of these uncertainties and continually battled against them through an ongoing and distributed process of orchestration. As a result, we encourage designers to deal with such uncertainties as a fundamental characteristic of location-based experiences rather than treating them as exceptions or bugs that might be ironed out in the future. We argue that designers should explicitly consider four potential states of being of a mobile participant: connected and tracked, connected but not tracked, tracked but not connected, and neither connected nor tracked. We then introduce five strategies that might be used to deal with uncertainty in these different states for different kinds of participant: remove it, hide it, manage it, reveal it, and exploit it. Finally, we present proposals for new orchestration interfaces that reveal the ‘seams’ in the underlying technical infrastructure by visualizing the recent performance of GPS and WiFi and predicting the likely future performance of GPS.

1 July 2013 in ACM Transactions on Computer-Human Interaction
Verified
Journal Article
Open access
SBSteve Benford
Steve Benford
CGChris Greenhalgh
Chris Greenhalgh
ACAndy Crabtree
Andy Crabtree
MFMartin Flintham
Martin Flintham
BWBrendan Walker
Brendan Walker
JFJu Row Farr
Ju Row Farr
We explore the approach of performance-led research in the wild in which artists drive the creation of novel performances with the support of HCI researchers that are then deployed and studied at public performance in cultural settings such as galleries, festivals and on the city streets. We motivate the approach and then describe how it consists of three distinct activities -- practice, studies and theory -- that are interleaved in complex ways through nine different relationships. We present a historical account of how the approach has evolved over a fifteen-year period, charting the evolution of a complex web of projects, papers, and relationships between them. We articulate the challenges of pursuing each activity as well as overarching challenges of balancing artistic and research interests, flexible management of relationships, and finally ethics.

22 April 2006
Verified
Conference Paper
Open access
PDF file
SBSteve Benford
Steve Benford
ACAndy Crabtree
Andy Crabtree
SRStuart Reeves
Stuart Reeves
JSJennifer Sheridan
Jennifer Sheridan
ADAlan Dix
Alan Dix
ADAdam Drozd
Adam Drozd
Mobile experiences that take place in public settings such as on city streets create new opportunities for interweaving the fictional world of a performance or game with the everyday physical world. A study of a touring performance reveals how designers generated excitement and dramatic tension by implicating bystanders and encouraging the (apparent) crossing of normal boundaries of behaviour. The study also shows how designers dealt with associated risks through a process of careful orchestration. Consequently, we extend an existing framework for designing spectator interfaces with the concept of performance frames, enabling us to distinguish audience from bystanders. We conclude that using ambiguity to blur the frame can be a powerful design tactic, empowering players to willingly suspend disbelief, so long as a safety-net of orchestration ensures that they do not stray into genuine difficulty

8 September 2003 in IEEE Pervasive Computing
Verified
Journal Article
Closed access
SBSteve Benford
Steve Benford
RAR. Anastasi
R. Anastasi
MFMartin Flintham
Martin Flintham
ADA. Drozd
A. Drozd
ACA. Crabtree
A. Crabtree
JRJu Row-Farr
Ju Row-Farr
With location-based games, how you manage uncertainty can make the difference between fun and fiasco. Game designers should know what uncertainties to hide and what to reveal to create an engaging experience. This article describes our experiences, focusing on uncertainty, in publicly deploying an experimental, mobile mixed-reality game called Can You See Me Now?.

25 April 2004
Verified
Conference Paper
Open access
PDF file
ACAndy Crabtree
Andy Crabtree
SBSteve Benford
Steve Benford
TRTom Rodden
Tom Rodden
CGChris Greenhalgh
Chris Greenhalgh
MFMartin Flintham
Martin Flintham
ASAnthony Steed
Anthony Steed

1 January 2004 in Lecture Notes in Computer Science
Verified
Book Chapter
Closed access
PDF file
SBSteve Benford
Steve Benford
WSWill Seager
Will Seager
MFMartin Flintham
Martin Flintham
RARob Anastasi
Rob Anastasi
DRDuncan Rowland
Duncan Rowland
JSJon Sutton
Jon Sutton