Priming, sense-making and help: Analysis of player behaviour in an immersive theatrical experience

  • Authors:
  • Josephine Reid;Richard Hull;Ben Clayton;Gary Porter;Phil Stenton

  • Affiliations:
  • Hewlett-Packard Laboratories, Bristol, BS34 8QZ, United Kingdom;Hewlett-Packard Laboratories, Bristol, BS34 8QZ, United Kingdom;Hewlett-Packard Laboratories, Bristol, BS34 8QZ, United Kingdom;Hewlett-Packard Laboratories, Bristol, BS34 8QZ, United Kingdom;Hewlett-Packard Laboratories, Bristol, BS34 8QZ, United Kingdom

  • Venue:
  • Pervasive and Mobile Computing
  • Year:
  • 2010

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Abstract

Understanding how people behave in prototypical forms of ubiquitous computing systems can help determine future designs and technical requirements. In a theatrical puzzle game called ''Last Will'' we were able to observe two hundred participants over the course of a week immerse themselves in an instrumented environment and use a tangible interface to complete a series of tasks. Based on an analysis from interviews, questionnaires and observation we highlight priming, sense-making and context sensitive help as three perspectives that we think are highly relevant to pervasive computing.