Moving out from the control room: ethnography in system design
CSCW '94 Proceedings of the 1994 ACM conference on Computer supported cooperative work
Wayfinding strategies and behaviors in large virtual worlds
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
interactions
Staying open to interpretation: engaging multiple meanings in design and evaluation
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Cultural commentators: Non-native interpretations as resources for polyphonic assessment
International Journal of Human-Computer Studies
Learning from interactive museum installations about interaction design for public settings
OZCHI '06 Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments
Enhancing ubiquitous computing with user interpretation: field testing the home health horoscope
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Evaluating experience-focused HCI
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Space of two categories, interactive installation with shadow projection
Proceedings of the 15th international conference on Multimedia
The lens of ludic engagement: evaluating participation in interactive art installations
Proceedings of the 15th international conference on Multimedia
Building sensitising terms to understand free-play in open-ended interactive art environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Free play in contemplative ambient intelligence
AmI'11 Proceedings of the Second international conference on Ambient Intelligence
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In this paper, we describe an interactive artwork that uses large body gestures as its primary interactive mode. The artist intends the work to provoke active reflection in the audience by way of gesture and content. The technology is not the focus, rather the aim is to provoke memory, to elicit feelings of connective human experiences in a required-to-participate audience. We find the work provokes a diverse and contradictory set of responses. The methods used to understand this include qualitative methods common to evaluating interactive art works, as well as in-depth discussions with the artist herself. This paper is relevant to the Human--Centered Computing track because in all stages of the design of the work--as well as the evaluation--the focus is on the human aspect; the computing is designed to enable all-too-human responses.