Ethnographically-informed systems design for air traffic control
CSCW '92 Proceedings of the 1992 ACM conference on Computer-supported cooperative work
Re-place-ing space: the roles of place and space in collaborative systems
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
Making sense of sensing systems: five questions for designers and researchers
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Creating assemblies:: aboard the Ghost Ship
CSCW '02 Proceedings of the 2002 ACM conference on Computer supported cooperative work
Techniques for Interactive Audience Participation
ICMI '02 Proceedings of the 4th IEEE International Conference on Multimodal Interfaces
Orchestrating a mixed reality game 'on the ground'
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing the spectator experience
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Three applications for mobile epidemic algorithms
Proceedings of the 7th international conference on Human computer interaction with mobile devices & services
The Frame of the Game: Blurring the Boundary between Fiction and Reality in Mobile Experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
DJs' perspectives on interaction and awareness in nightclubs
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Performing thrill: designing telemetry systems and spectator interfaces for amusement rides
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Engaging the crowd: studies of audience-performer interaction
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Understanding collective play in an urban screen game
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Social immersive media: pursuing best practices for multi-user interactive camera/projector exhibits
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Graffito: crowd-based performative interaction at festivals
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Phone as a pixel: enabling ad-hoc, large-scale displays using mobile devices
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Virtual spectating: hearing beyond the video arcade
BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction
Encouraging spectacle to create self-sustaining interactions at public displays
Proceedings of the 2012 International Symposium on Pervasive Displays
Bannerbattle: introducing crowd experience to interaction design
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
Dance-inspired technology, technology-inspired dance
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
AUIC '11 Proceedings of the Twelfth Australasian User Interface Conference - Volume 117
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Designing for spectators and audiences presents new challenges to the design of technology. In this paper we focus our attention on understanding and designing for crowds as a distinct design topic. We present a study of one particular instance of crowd activity---football fans on match day. Close video analysis of interactions within the crowd reveals how crowds seeks to maintain membership through synchronisation of activity, but also how crowd support interaction between its members through co-ordination around shared objects and the 'snowballing' of songs and gestures. Drawing on this data we develop salient topics for HCI design for crowds, such as: reconceptualising interaction design to treat crowds as crowds rather than as groups of individual audience members; understanding intra-crowd interactions, via the use of shared objects and synchronising crowd interactions; and understanding the nature of peripheral participation in crowd activities, and interactions between distinct crowds. We also reflect on conceptual challenges that crowds pose for HCI as it increasingly develops its interests in public settings.