Techniques for Interactive Audience Participation
ICMI '02 Proceedings of the 4th IEEE International Conference on Multimodal Interfaces
Be a judge!: wearable wireless motion sensors for audience participation
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Understanding experience in interactive systems
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Designing the spectator experience
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Watching the cars go round and round: designing for active spectating
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Personal and Ubiquitous Computing - Memory and Sharing of Experiences
Double dribble: illusionism, mixed reality, and the sports fan experience
Proceedings of the international conference on Advances in computer entertainment technology
Engaging the crowd: studies of audience-performer interaction
CHI '08 Extended Abstracts on Human Factors in Computing Systems
eStadium: The Mobile Wireless Football Experience
ICIW '08 Proceedings of the 2008 Third International Conference on Internet and Web Applications and Services
Designing for participation in public knowledge institutions
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
The role of spatial contextual factors in mobile personalization at large sports events
Personal and Ubiquitous Computing
TuVista: meeting the multimedia needs of mobile sports fans
MM '09 Proceedings of the 17th ACM international conference on Multimedia
A review of locative media, mobile and embodied spatial interaction
International Journal of Human-Computer Studies
A look at spectator technology: location-based services and mobile habits of collegiate sports fans
MobileHCI '12 Proceedings of the 14th international conference on Human-computer interaction with mobile devices and services companion
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This paper explores the active spectator experience at sporting events, by presenting and reflecting upon a design experiment carried out at a number of football events. The initial hypothesis of the design process, leading to the design experiment has been that the spectator experience is not merely an experience of receiving and consuming entertainment. It is also heavily reliant on the active participation of the spectator in creating the atmosphere of the entire event. The BannerBattle experiment provides interactive technology in sport arenas with a form of interaction based on existing behaviour in the context. The work presented also argues for a need to overcome the inclination to designing technological systems that imitate or compete with the experience of watching the television broadcast of the game. Experiments such as the presented BannerBattle are cornerstones in our exploratory research-through-design approach to designing technologies for social experiences.