The computer reaches out: the historical continuity of interface design
CHI '90 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The building blocks of experience: an early framework for interaction designers
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
Techniques for Interactive Audience Participation
ICMI '02 Proceedings of the 4th IEEE International Conference on Multimodal Interfaces
Understanding experience in interactive systems
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Aesthetic interaction: a pragmatist's aesthetics of interactive systems
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Technology as Experience
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
DJs' perspectives on interaction and awareness in nightclubs
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
When second wave HCI meets third wave challenges
Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles
Personal and Ubiquitous Computing - Memory and Sharing of Experiences
Research through design as a method for interaction design research in HCI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Comedia: mobile group media for active spectatorship
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Crowdsourcing user studies with Mechanical Turk
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
eStadium: The Mobile Wireless Football Experience
ICIW '08 Proceedings of the 2008 Third International Conference on Internet and Web Applications and Services
User experience (UX): towards an experiential perspective on product quality
Proceedings of the 20th International Conference of the Association Francophone d'Interaction Homme-Machine
CHI '09 Extended Abstracts on Human Factors in Computing Systems
TuVista: meeting the multimedia needs of mobile sports fans
MM '09 Proceedings of the 17th ACM international conference on Multimedia
Experience-Centered Design: Designers, Users, and Communities in Dialogue
Experience-Centered Design: Designers, Users, and Communities in Dialogue
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
A VJ centered exploration of expressive interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Field trial of Tiramisu: crowd-sourcing bus arrival times to spur co-design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Crowd computation: organizing information during mass disruption events
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work Companion
(How) will the revolution be retweeted?: information diffusion and the 2011 Egyptian uprising
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
The Egyptian blogosphere: a counter-narrative of the revolution
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
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We introduce crowd experience as an emergent field in interaction design research. Crowds as social phenomena are already well-established as a research theme in sociology and social psychology. However, the understanding of crowds as users of technology is so far unexplored. Based on the existing literature on crowd behavior, we identify three distinct qualities of crowd experience, which we introduce to interaction design: imitation, emergence, and self-organization. These three qualities informed the design of the research prototype, BannerBattle, which is an interactive display to support crowd experiences at football stadiums. Based on findings in the case study, we discuss how crowd theory complements and challenges existing experience-centered design approaches. We suggest that crowd theory is an important resource when designing technology to support crowd experiences. Moreover, a focus on crowd experience may nuance and expand the already well-established field of experience-centered design research.