2009
Under my Pillow – Designing Security for Children’s Special ThingsRead, Janet, Mazzone, Emanuela, Beale, Russell, HCI 2009 - 23rd Annual Conference on Human-Computer Interaction, BCS, 2009 AbstractThis paper describes a novel design activity that was used to gather insights into security requirements for a mobile application for children. The study is described and design solutions that emerged following analysis of the children’s contributions are presented.
Disembedding Computers – Interfacing Ubiquitous ComputersEdmondson, William, Beale, Russell, European Conference on Cognitive Ergonomics (ECCE), ACM, 2009 AbstractIn this paper we look at four different interpretations of the term ‘Ubiquitous Computing’ - many computers; people using them much of the time; embedded computers, and ‘invisible’ systems - and consider how the two more specialist interpretations are being undermined by the other two. We explain how the increased manifestation of computers in our environment alters the ways in which we should consider how to design ubiquitous systems. There are some specific implications for design of interfaces to artefacts containing embedded computers and these are discussed in the context of recent work on Projected Cognition.
Affective Interaction: How emotional agents affect usersBeale, R, Creed, C, International Journal of Human-Computer Studies, 67, 9, 755-776, 2009
AbstractEmbodied agents have received large amounts of interest in recent years. They are often equipped with the ability to express emotion, but without understanding the impact this can have on the user. Given the amount of research studies that are utilising agent technology with affective capabilities, now is an important time to review the influence of synthetic agent emotion on user attitudes, perceptions and behaviour. We therefore present a structured overview of the research into emotional simulation in agents, providing a summary of the main studies, re-formulating appropriate results in terms of the emotional effects demonstrated, and an in-depth analysis illustrating the similarities and inconsistencies between different experiments across a variety of different domains. We highlight important lessons, future areas for research, and provide a set of guidelines for conducting further research.
What makes a good game? Using reviews to inform designBeale, Russell, Bond, Matthew, HCI 2009 - 23rd Annual Conference on Human-Computer Interaction, BCS, 2009
AbstractThe characteristics that identify a good game are hard to define and reproduce, as demonstrated by the catalogues of both successes and failures from most games companies. We have started to address this by undertaking a grounded theoretical analysis of reviews garnered from games, both good and bad, to distil from these common features that characterize good and bad games. We have identified that a good game is cohesive, varied, has good user interaction and offers some form of social interaction. The most important factor to avoid is a bad pricing. Successfully achieving some of these good factors will also outweigh problems in other areas.
What does Mobile Mean?Beale, Russell, International Journal of Mobile Human Computer Interaction, 1, 3, 1-8, 2009
AbstractThis paper presents a perspective on what it really means to be mobile - why being mobile is
different. It looks at the technological and physical implications, but really considers the broader issues: the social implications, the impact that data on the move can have on people, and the use of mobile devices as sensors that can drive intelligent, contextual systems that provide a much more effective experience for the user than existing systems do.
Back to the future: A retrospective on early predictionsBeale, R., Interacting with Computers, online 4 May 2009, 2009
AbstractProfessor Brian Shackel’s paper “Designing for People in the Age of Information” was published in 1984. In his paper, Shackel looked ahead to the research areas that he considered important and makes some predictions for the future. This paper provides a current perspective on his views, assessing which areas he successfully predicted and which he did not, and contextualising his work in the field that he significantly shaped.
Usability and e-scienceBeale, Russell, International Journal of Human Computer Studies, 67, 4, 279-280, 2009
AbstractE-science covers a wide range of activities. For example, e-science can be about enabling widespread data collection and assimilation; it can use the Internet, or mobile devices; can be in the field or in the laboratory; and can be formal or informal. It can be about combining new computational techniques with existing scientific practice, or can be a whole new way of doing science. In many cases, it defines variants on the modern equivalent of mass observation, and these collated results can provide an effective picture for scenarios such as weather forecasting and measurement. For example, Springwatch is a UK initiative that gets individuals to send in information about things happening in their gardens. The combination of these data builds into a comprehensive picture of the temporal changes, patterns and variations signalling the arrival of Spring across the UK.
Usability is a complex issue in any circumstance, but in such a varied domain as e-science it offers a whole new set of challenges. Modern approaches to science may involve multiple users with multiple systems, and so e-science usability is subject to a myriad of influences. Users are affected by other users, their tasks, political pressures, publication pressures, their collaborators, their competitors, and so on. The systems that people use are affected by their distributed nature, quality of service issues, outages, incompatibilities, prototype-level software – the list is long. And the science that is undertaken by these users can vary hugely with respect to its domain, can itself be highly distributed in nature, and may have a variety of researchers involved (in both background and experience). Hence, e-science is changing science itself: with the power of some of the computational techniques, the principle of looking for patterns is being augmented by the detection of abnormalities and subtleties in datasets, and by the quantification and mass data collection of previously qualitative data. Creating usability in such a diverse environment is clearly a major, and evolving, challenge. In general, only by embedding usable design concepts in the context of a system this becomes properly effective. However many e-science systems are ad-hoc collections of previously separate systems, so reverse engineering such usability is even more challenging.
2008
Representing Location in Location-based Social Awareness SystemsVoong, Michael, Beale, Russell, HCI 2008: Culture, Creativity, Interaction, BCS, 2008
AbstractWe analyze the results of a survey distributed to heavy users of
social networking website on current mobile communications
practices regarding location disclosure. We discovered that
deception on location disclosure is a common practice amongst
this demographic. We also discovered privacy issues of location
are reduced in line with cue accuracy.
From these results we generate design guidelines for mobile
awareness applications that utilize location; which when shared
in a controlled manner has been shown to be a powerful
awareness cue.
We support this approach with insights into the social behavior
of deception in location disclosure showing that active online
social network users are more open to revealing location, but
more likely to be deceptive. We present the results applied to a
mobile user interface for a location-based mobile awareness
system that allow user’s location cue and disclosure accuracy to
be modified.
Longitudinal Usability Data Collection: Art versus Science?Misha Vaughan, Catherine Courage, Stephanie Rosenbaum, Jhilmil Jain, Monty Hammontree, Russell Beale, Dan Welsh, CHI '08 extended abstracts on Human factors in computing systems: panels, ACM, 2008
AbstractIn this proposal the authors describe an exciting panel for CHI 2008 on Longitudinal Usability Data Collection. Collecting usability data over time is increasingly becoming best practice in industry, but lacks "thought leadership" in the current literature -- very few articles or books exist addressing the topic. To inspire academic research and share best practices with practitioners, we propose a panel to debate some key questions that arose from the CHI 2007 SIG on the same topic.
Affect and Emotion in Human-Computer InteractionPeter, Christian, Beale, Russell, Lecture Notes in Computer Science (LNCS 4868), 4868, Springer, Heidelberg, 978-3-540-85098-4, 2008
AbstractAffect and emotion play an important role in our everyday lives: They are present whatever we do, wherever we are, and wherever we go, without us being aware of them for much of the time. When it comes to interaction, be it with humans, technology, or humans via technology, we suddenly become more aware of emotion, either by seeing the other’s emotional expression, or by not getting an emotional response while anticipating one.
Given this, it seems only sensible to explore affect and emotion in human-computer interaction, to investigate the underlying principles, to study the role they play, to develop methods to quantify them, and to finally build applications that make use of them. This is the research field for which, over ten years ago, Rosalind Picard coined the phrase "affective computing".
The present book provides an account of the latest work on a variety of aspects related to affect and emotion in human-technology interaction. It covers theoretical issues, user experience and design aspects as well as sensing issues, and reports on a number of affective applications that have been developed in recent years.
Sharing Vocabularies: Tag Usage in CiteULikeNoël, Sylvie, Beale, Russell, BCS-HCI '08: Proceedings of the 22nd British CHI Group Annual Conference on HCI 2008: Culture, Creativity, Interaction, 71-74, BCS, 2008
AbstractCiteULike is a collaborative tagging web site which lets users enter academic references into a database and describe these references using tags (categorizations of their own choosing). We looked at the tagging behavior of people who were describing four frequently entered references. We found that while people tend to agree on a few select tags, people also tend to use many variants of these tags. This lack of consensus means that the collaborative aspect of tagging is not as strong as may have been suggested in the past.
News Not Noise: Socially Aware Information FilteringMelhuish, Jonathan, Beale, Russell, HCI 2008: Culture, Creativity, Interaction, 115-118, BCS, 2008
AbstractAn understanding of how people in social networks consume news media by and about their friends shows that information overload is soon going to be a major problem for many participants. Users dislike manually prioritizing their friendships to help organize this data, and this leads us to develop a new interface to help users to find the news that most interests them by providing a visual representation of social proximity, in which friends most visited and those most likely to be met offline we prioritized.
Design with and for disaffected teenagersMazzone, Emanuela, Read, Janet, Beale, Russell, NordiChi 2008 - Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges, 290-297, ACM, 2008
AbstractThis paper describes how an e-learning product for teenagers was developed using design sessions based on a participatory design approach. The product, in the form of a computer game, is the outcome of a project that aims to improve teenagers' emotional intelligence. The specific user group is from institutes for pupils that had previously been excluded from mainstream education.
The novelty in the approach is that participants were involved in designing a tool that was intended to modify their emotional behaviour - for this discussion, it is the participation in the process that is critical, less so the end product. The project and the design approaches are described and the participatory activity is reflected on. The benefits resulting from the design sessions were bi-directional: the engagement with the prospective users was valuable both for the actual contribution to the product design and as an experience for the participants.
Understanding Children’s Contributions during Informant DesignMazzone, Emanuela, Read, Janet, Beale, Russell, HCI 2008: Culture, Creativity, Interaction, 2, 61-64, BCS, 2008
AbstractIn this paper we describe the analysis of the outcomes of a design session with children. Designing with children is often considered an inspirational activity mainly useful for the designers to get first hand insights of the users’ world.
For this study we attempt an analytical approach to the results of a specific design session where children used low-tech prototyping to design the content of an interactive interface for a museum context. This analysis helped to inform the design of the specific product but was also useful to investigate methods of interpreting qualitative data of this kind.
The analysis showed that the design method employed enabled the children to consider design features but also demonstrated that in some areas the children had only a limited understanding. Results from this work will be used to improve, and describe future design sessions.
Projected Cognition: capturing intent in descriptions of complex interactionEdmondson, W, Beale, R, Designing Interactive Systems (DIS), 281-287, ACM Press, 2008
AbstractIn a study of activity and usage of comparatively complex configurations – where users have multiple screens and/or multiple computers – we have noticed that accounts of what is being observed and reported are tricky to unify within a coherent framework. In this paper we look in detail at one such setting, where a complex office configuration has the machines well spread out in a structure designed by an individual for themselves. The layout also permits pairs of users to work collaboratively and clear cases of co-operative working are observed. In order to describe this successfully, we have extended the distributed cognition approach to capture notions of intent. This Projected Cognition, as we have termed it, allows us to provide a richer description of intent, activity and context.
Simulated Emotion in Affective Embodied AgentsCreed, C., Beale, R., Affect and Emotion in Human-Computer Interaction, LNCS, vol. 4868, 163-174, Springer, 2008
AbstractAn important strand of research that is often neglected in the field of affective computing is that of how users respond to simulated displays of emotion. We present an overview of the few studies that have explicitly investigated this space and discuss a number of issues related to simulated emotion research. An overview of our own work in this area is then provided, along with forthcoming studies that we plan to conduct. We conclude with a number of suggestions of where future research in this space should focus.
Abusive Interactions with Embodied AgentsCreed, C., Beale, R., Interaction Studies, Special issue on Agent Abuse, 9, 3, 481-503, 2008
AbstractNumerous research groups around the world are attempting to build realistic and believable autonomous embodied agents that attempt to have natural interactions with users. Research into these entities has primarily focused on their potential to enhance human-computer interaction. As a result, there is little understanding of the potential for embodied entities to abuse and manipulate users for questionable purposes. We highlight the potential opportunities for abuse when interacting with embodied agents in virtual worlds and discuss how our social interactions with such entities can contribute to abusive behaviour. Suggestions for reducing such risks are also provided, along with suggestions for important future research areas.
Emotional intelligence: giving computers effective emotional skills to aid interactionCreed, C, Beale, R, Computational Intelligence: A Compendium, 185-230, Springer-Verlag, 2008
AbstractWhy do computers need emotional intelligence? Science fiction often portrays emotional computers as dangerous and frightening, and as a serious threat to human life. One of the most famous examples is HAL, the supercomputer onboard the spaceship Discovery, in the movie 2001: A Space Odyssey. HAL could express, recognize and respond to human emotion, and generally had strong emotional skills — the consequences of which were catastrophic. However, since the movie’s release almost 40 years ago, the traditional view of emotions as contributing to irrational and unpredictable behavior has changed. Recent research has suggested that emotions play an essential role in important areas such as learning, memory, motivation, attention, creativity, and decision making. These findings have prompted a large number of research groups around the world to start examining the role of emotions and emotional intelligence in human-computer interaction (HCI).
For almost half a century, computer scientists have been attempting to build machines that can interact intelligently with us, and despite initial optimism, they are still struggling to do so. For much of this time, the role of emotion in developing intelligent computers was largely overlooked, and it is only recently that interest in this area has risen dramatically. This increased interest can largely be attributed to the work of [6] and [85] who were amongst the first to bring emotion to the attention of computer scientists. The former highlighted emotion as a fundamental component required in building believable agents, while the latter further raised the awareness of emotion and its potential importance in HCI. Since these publications, the literature on emotions and computing has grown considerably with progress being made on a number of different fronts.
The Role of Affect and Emotion in HCIBeale, Russell, Peter, Christian, Affect and Emotion in Human-Computer Interaction - From Theory to Applications, Lecture Notes in Computer Science, LNCS 4868, 1-11, Springer, 978-3-540-85098-4, 2008
AbstractAffect and emotion play an important role in our everyday lives: they are present whatever we do, wherever we are, wherever we go, without us being aware of them for much of the time. When it comes to interaction, be it with humans, technology, or humans via technology, we suddenly become more aware of emotion, either by seeing the other’s emotional expression, or by not getting an emotional response while anticipating it. Given this, it seems only sensible to commit to affect and emotion in human-computer interaction, to investigate the underlying principles, to study the role they play, to develop methods to quantify them, and to finally build applications that make use of them. In this introductory chapter we discuss and give short accounts on present developments in the field, covering theoretical issues, user experience and design aspects, sensing issues, and report on some affective applications that have been developed.
Rant: Freebies
Beale, Russell, ITNOW, 50, 4, 17, 2008
Improving the accuracy and reliability of wireless location systems: a case studyBeale, Russell, micai - Seventh Mexican International Conference on Artificial Intelligence, 383-387, 2008
AbstractWireless location is of increasing importance in context-aware systems. We have developed a wireless location positioning system that can use multiple algorithms for providing estimates of device location, and we present a case study of the system in use with a building. We show that combining two algorithms allows us to provide improved accuracy over one algorithm alone, and draw some general purpose conclusions regarding location determination in real-world environments.
Architects or builders; scaffolding or duck tape?Beale, Russell, IDA (Interaction Design and Architecture(s)), Special Issue: Proceedings of HCIEd 2008, Year II and III, 3 & 4, 19-22, ISSN 1826-9745, 2008 AbstractIn this paper I reflect on the role of HCI Education in University level courses. The theme of the conference is ‘Architecting the Future’ and I analyse what we mean by this in terms of HCI Education. As a community we seem to have moved from fundamental HCI issues through usability and user-centered design, and last year were all about design and creativity – have we moved one step beyond again and moved to architecting the future? And if so, is this appropriate for our students?
Four principles for HCI Education are presented that address the pressures that students and the curriculum is under. Further approaches to assisting HCI Education are given, in the light of case study experiences.
Socially-aware design: the ‘Slanty’ approachBeale, Russell, The International Journal of Sociotechnology and Knowledge Development (IJSKD), 1, 2, 2008
AbstractIn this article we discuss ‘slanty design’, which incorporate three new principles into a conventional user-centered design process. These are designing for non-goals (things you wish the user not to be able to do); creating anti-usability (designing so that it is difficult to achieve the non-goals); and clean design (solutions without unwanted side-effects that then have to have solutions designed for them). Slanty design incorporates many of the concepts of socio-technical approaches, and is explained using a variety of examples, including an airport baggage carousel, and the remaining challenges outstanding are described.
Supporting cooperative teamwork: information, action and communication in sailingBeale, R, Designing Interactive Systems (DIS), 129-138, ACM Press, 2008
AbstractThis paper provides details of an in-depth investigation into how racing sailors use information displays and devices, and shows that these devices act as communication loci and instigators of action. The paper presents a detailed look at how sailors use instrumentation on their boats for both their own performance and as the foci for developing a shared understanding: this is a detailed study of computer-supported cooperative work in a new environment. We present a brief summary of the ways that technology has pervaded the environs of sailing yachts, and analyze how this has affected the activities of the crew and altered the relationship between the sailors and their environment. We introduce a taxonomy of information processing levels that allows us to understand what information is currently presented and in what form, and provides a basis for us to consider future developments in the field. After presenting the study and some analysis of the use of existing technology, we present a new design that addresses some of the issues identified, and evaluate its impact. The systems are analysed from the perspective of assisting people to improve their performance in training and in race situations. We use a combination of observation, discussion and personal reflection in undertaking the study.
Location-based Photography as Sense-makingBaber, Chris, Cross, James, Khaleel, Tariq, Beale, Russell, HCI 2008: Culture, Creativity, Interaction, BCS Press, 2008
AbstractIn this paper we consider ways in which images collected in the field can be used as to support sense-making. Weick's concept of sense-making is applied to the capture of images. A study is reported in which visitors to an open-air museum were asked to take photographs of aspects of the site that they found interesting. Photographs were taken using a bespoke application in which a webcam and global positioning system device, attached to a small tablet computer, are used to capture tagged images. Tagging is supported by the use of a simple menu that allows users to classify the images.
2007
Music organisation using colour synaesthesiaVoong, Michael, Beale, Russell, CHI '07 extended abstracts on Human factors in computing systems, 1869-1874, ACM, 2007
AbstractThe movement of music from physical discs to digital resources managed on a computer has had an effect on the listening habits of users. We explore using the potential of the innate synaesthesia that some people report feeling between colour and mood in a novel interface that enables a user to explore their music collection and create musical playlists in a more relevant way.
We show that there is a reasonable degree of consistency between users’ associations of colour and music, and show that an indirect descriptor can aid in the recall of music via mood, making playlist generation a simpler and more useful process.
Projected Cognition - extending Distributed Cognition for the study of human interaction with computersEdmondson, W, Beale, R, Interacting with Computers, 20, 1, 128-140, 2007
AbstractIn this paper, we introduce the notion of Projected Cognition as an extension to Distributed Cognition. Distributed Cognition is a conceptual framework which can be useful in studying human interactions with artefacts; the idea is that of cognition not bounded by the cranium but instead perfusing artefacts in ways that are recoverable. We argue that this analysis has not been fully understood in relation to the behaviour of humans with artefacts in that the intentionality in behaviour has been ignored. We argue that we need to view the human as sometimes projecting their intention in behaviour onto the artefacts they use, and suggest that this conception permits greater clarity in the study of user behaviour with artefacts such as computers. We illustrate the development with case studies of two users of complex configurations of computers as well as examples drawn from the published literature. We conclude with consideration of some design implications and discussion of related domains in HCI where Projected Cognition could be influential.
Psychological Responses to Simulated Displays of Mismatched Emotional ExpressionsCreed, C, Beale, R, Interacting with Computers, 20, 2, 225-239, 2007
AbstractEmbodied agents are often designed with the ability to simulate human emotion. This paper investigates the psychological impact of simulated emotional expressions on computer users with a particular emphasis on how mismatched facial and audio expressions are perceived (e.g. a happy face with a concerned voice). In a within-subjects repeated measures experiment (N = 68), mismatched animations were perceived as more engaging, warm, concerned and happy when a happy or warm face was in the animation (as opposed to a neutral or concerned face) and when a happy or warm voice was in the animation (as opposed to a neutral or concerned voice). The results appear to follow cognitive dissonance theory as subjects attempted to make mismatched expressions consistent on both the visual and audio dimensions of animations, resulting in confused perceptions of the emotional expressions. Design implications for affective embodied agents are discussed and future research areas identified.
User Responses To Embodied Agent Emotion Creed, C, Beale, R, The 3rd International Workshop on Emotion in Human-Computer Interaction, at HCI 2007, 2007 
Building Affective Embodied Agents to Assist Long-Term Behaviour Change: Design and Evaluation Considerations.Creed, C, Beale, R, CHI Workshop on Supple Interfaces, ACM Press, 2007
AbstractRecent research has suggested that affective embodied agents that can effectively
express simulated emotion have the potential to build and maintain long-term
relationships with users. We present our experiences in this space and detail the
wide array of design and evaluation issues we had to take into consideration when
building an affective embodied agent that assists users with improving poor dietary
habits. An overview of our experimental progress is also provided.
Multiple carets, multiple screens and multi-tasking: new behaviours with multiple computersBeale, Russell, Edmondson, Willian, HCI2007, 55-64, BCS, 2007
AbstractThis study presents interview based case studies of users who work with multiple computers as well as multiple displays. Such users have not been studied before. The behaviour is discussed in terms of both technical and cognitive dimensions, and we identify the importance of having multiple carets and the complexity of multi-tasking and how it can be supported across multiple machines in a way not possible on a single system.
Ubiquitous Learning - or : Learn How To Learn And You'll Never HaveTo Learn Anything Again?Beale, Russell, Beyond Mobile Learning Workshop, 64-65, Trinity College Dublin Press, 9781871408484, 2007
AbstractFirst came teachers: Plato spoke, asking questions – as did
Socrates (giving rise to the Socratic method). People
gathered, discussed, thought, reasoned, and were
enlightened. Then came books. People read, thought,
reasoned, and were educated. We then had teachers:
talking, and using books, to instil knowledge in students,
who listened, and read, and discussed, and wrote, and
became educated. Then came e-teaching: like teaching,
only on computers. People found it slightly harder to get
to grips with, were sometimes educated, often frustrated,
and were occasionally educated. The came e-learning:
structured, personalised education based on personal
abilities and interests. People were a little put off by their
e-teaching experiences, but gave it a go, and it worked
reasonably well for some of them – though the complexity
of systems, the frustrations of computers, were still there.
Then came m-learning – learning on mobile devices – and
when people worked out that presenting large quantities of
material on a small screen was sub-optimal, and that there
were better things to do with mobile devices than focus on
their least effective features, like their display or memory,
we gained context- and location-sensitive systems, which
provided relevant content tailored to individuals, and
provided a rich and rewarding educational experience – at
least in the laboratory.
But with all these systems, different forms of learning were
supported in different ways, and students adopted
different learning styles and approaches to maximise their
benefits from the technologies. Educators realise this, and
propose that blended approaches to learning are used,
since different topics, styles and learners benefit differently
from the alternative approaches. For best effect, history
has shown us that new technologies do not tend to best
support existing practices; instead, they open up new
opportunities for alternative learning that suits the
medium more. Books widened participation; e-teaching
tried to present books and schoolroom teaching on a
computer, and failed, whereas proper e-learning utilised
the multimedia capabilities of the system, and related it to
models of user knowledge acquisition and self-testing and
presented tailored programmes that suited users. Mobile
learning has come into its own now that it better
understands the nature of mobility (devices and users) and
plays to the strengths of context, location, and immediate
presentation of relevant and interesting information.
So the interesting question is, where will we go next? What
form of learning should we be considering for the next
step beyond mobile learning?
From both a technological and a social perspective, the
next step beyond mobility is ubiquity: a vision of the world
in which multitudinous devices are embedded in the
everyday world, around our persons, and in the devices we
carry. These systems communicate with each other and
with us, connecting us every closer to a digital web in
which information, the environment, other participants
and ourselves are closely interwoven. If we try to present
educational approaches that we currently use into this new
mesh of interpersonal, interwoven information spaces, we
are doomed to fail. Interaction in this new world is
different – it is mediated as if by magic by multitudinous
systems, many of which we have little or no
comprehension of, and it is these differences in interaction
that occurred at each of the historical shifts in approaches
to education and learning.
Current educational dilemmas present us with an insight
into these issues. Questions have become less meaningful
in today’s educational landscape: Google can answer a
question, with no knowledge acquired by the student.
Essays can be produced from essay banks, with the student
participating in the learning process not one iota.
However, knowing how to use information tools has
become critical. In the ubiquitous future, it is quite likely
that information is an easily accessible resource – if you
know how to get to it. Facts become merely items to be
accessed, rather than knowledge to be acquired. Knowing
how to find out information, how to manipulate it, how to
condense it; these will become key skills. Verifying
information is reputable, understanding its veracity,
assessing quality and reliability, combining and presenting
it with conciseness and precision: these will be the key
skills that separate the good from the bad, the innovative
from the plodders.
If you know how to access information, what information
to trust, and how to combine and present it, then actually
knowing anything will become irrelevant: details can be
provided by the back end systems, by the environment.
Deciding how best to access and fuse the different,
conflicting and potentially overwhelming quantity of data
will be a distinguishing feature of the new learning agenda.
Finding new ways of seeing things, being creative,
providing new perspectives on the world and our place in
will become more important.
Though maybe it was always thus?
Blogs, reflective practice and student-centered learningBeale, R., HCI 2007, BCS Publishing, 2007
AbstractBlogging can be used to enhance education by encouraging
reflective practice. We present a study in which a final year
HCI course was constructed around regular blogging activity.
We discuss the role of blogs in providing a social mechanism
for the student body and in acting as a conduit between
classroom and practical examples. We analyze the blogs from a
quantitative and qualitative perspective, and show that the
students found it a useful and effective addition to their
learning.
Supporting serendipity: Using ambient intelligence to augment user exploration for data mining and web browsingBeale, R., International Journal of Human Computer Studies, 65, 5, 421-433, 2007
AbstractSerendipity is the making of fortunate discoveries by accident, and is one of the cornerstones of scientific progress. In today's world of digital data and media, there is now a vast quantity of material that we could potentially encounter, and so there is an increased opportunity of being able to discover interesting things. However, the availability of material does not imply that we will be able to actually find it; the sheer quantity of data mitigates against us being able to discover the interesting nuggets.
This paper explores approaches we have taken to support users in their search for interesting and relevant information. The primary concept is the principle that it is more useful to augment user skills in information foraging than it is to try and replace them. We have taken a variety of artificial intelligence, statistical, and visualisation techniques, and combined them with careful design approaches to provide supportive systems that monitor user actions, garner additional information from their surrounding environment and use this enhanced understanding to offer supplemental information that aids the user in their interaction with the system.
We present two different systems that have been designed and developed according to these principles. The first system is a data mining system that allows interactive exploration of the data, allowing the user to pose different questions and understand information at different levels of detail. The second supports information foraging of a different sort, aiming to augment users browsing habits in order to help them surf the internet more effectively. Both use ambient intelligence techniques to provide a richer context for the interaction and to help guide it in more effective ways: both have the user as the focal point of the interaction, in control of an iterative exploratory process, working in indirect collaboration with the artificial intelligence components.
Each of these systems contains some important concepts of their own: the data mining system has a symbolic genetic algorithm which can be tuned in novel ways to aid knowledge discovery, and which reports results in a user-comprehensible format. The visualisation system supports high-dimensional data, dynamically organised in a three-dimensional space and grouped by similarity. The notions of similarity are further discussed in the internet browsing system, in which an approach to measuring similarity between web pages and a user's interests is presented. We present details of both systems and evaluate their effectiveness.
Slanty DesignBeale, Russell, Communications of the ACM (CACM), 50, 1, 21-24, 2007
AbstractThis new take on usability yields desirable (and the absence of undesirable) user behavior, even as it furthers grander corporate goals.
2006
Nature Inspired Creative Design - Bringing Together Ideas From Nature, Computer Science, Engineering, Art, DesignSchnier, Thorsten, Yao, Xin, Beale, Russell, Hendley, Bob, Adaptive Computing in Design and Manufacture, Proceedings of the Seventh International Conference (ACDM 2006) The Institute for People Centred Computation, 237-240, 2006
AbstractThis paper presents an account of the nature inspired
design research network. It discusses the potential
benefits of researching and adopting nature inspired
approaches in design. It summarises the topics
discussed in the network, which include evolution,
growth and development, emergence and self
organization, robustness, natural structures, and human
design behaviour and performance; and it reports on
the activities of and experiences with the network.
The role of emotion in human-computer interaction
Peter, C, Crane, E, Beale, R, Interfaces , Winter, 69, 1351-119X, 2006
Engaging with Emotions – the Role of Emotion in HCI.
Peter, C, Crane, E, Axelrod, L, Beale, R, Proceedings of the HCI 2006 Conference, Volume 2, 270-272, British Computer Society, ISSN 1470-5559, 2006
人机交互(第三版).北京:电子工业出版社 (Man-machine interaction (the third edition). Beijing: Electronics industry publishing house)
Dix, Alan, Finlay, Janet, Abowd, Gregory, Beale, Russell, 2006
Embodied Interfaces: The Next Generation of HCI?
Creed, C, Beale, R, Workshop on The Next Generation of HCI, in cooperation with the Conference on Human Factors in Computing Systems (CHI2006), ACM, 2006
Multiple and Extended Interactions with Affective Embodied AgentsCreed, C, Beale, R, Workshop at HCI 2006: Engaging with Emotions - The Role of Emotion in HCI, 2006

Engaging Experiences with Emotional Virtual Therapists
Creed, Chris, Beale, Russell, International Design and Engagability Conference @ NordiCHI, 2006
Agent Abuse: The Potential Dangers of Socially Intelligent Embodied AgentsCreed, Chris, Beale, Russell, What is the Next Generation of Human-Computer Interaction? ACM CHI Workshop, ACM, 2006
AbstractResearch into developing socially intelligent embodied agents has increased over the last decade with the main focus being on how they can enhance humancomputer interaction. However, little research has concentrated on the potential they have to manipulate our behavior for unethical purposes. A discussion is provided highlighting the main dangers associated with embodied agents. Suggestions for reducing these risks are then provided, along with a brief discussion regarding the need for further research.
Managing online music: attitudes, playlists, mood and colourBeale, Russell, Voong, Michael, Proceedings of HCI 2006, 2, Springer-Verlag, 2006 AbstractThe movement of music from physical discs to digital resources managed
on a computer has had an effect on the listening habits of users. We
present the results of a survey to quantify these changes, and identify
problems with the creation and management of playlists, a mechanism
which users use to organize and guide their listening experiences. We
describe the design of a system to help automate the creation of playlists,
using colour associations to guide the choice of music. We demonstrate
that there is a reasonable degree of consistency between user’s
associations of colour and music, despite their personal views that
everyone will be different, and evaluate the system with a set of users.
Knowledge through EvolutionBeale, Russell, Pryke, Andy, Advances in Applied Artificial Intelligence, 234-250, Idea Group Inc (IGI), 2006
AbstractThis chapter argues that a knowledge discovery system should be interactive, should utilise the best in artificial intelligence (AI), evolutionary, and statistical techniques in deriving results, but should be able to trade accuracy for understanding. Further, it needs to provide a means for users to indicate what exactly constitutes “interesting”, as well as understanding suggestions output by the computer. One such system is Haiku, which combines interactive 3D dynamic visualization and genetic algorithm techniques, and enables users to visually explore features and evaluate explanations generated by the system. Three case studies are described which illustrate the effectiveness of the Haiku system, these being Australian credit card data, Boston area housing data, and company telecommunications network call patterns. We conclude that a combination of intuitive and knowledge-driven exploration, together with conventional machine learning algorithms, offers a much richer environment, which in turn can lead to a deeper understanding of the domain under study.
Nature-inspired Visualisation of Similarity and Relationships in Human Systems and BehavioursBeale, Russell, Hendley, Bob, Pryke, Andy, Wilkins, Barry, Information Visualization. Special Issue on Visual Analysis of Human Dynamics, 5, 4, 260-270, 2006
AbstractVisualisations of complex interrelationships have the potential to be complex and require a lot of cognitive input. We have drawn analogues from natural systems to create new visualisation approaches that are more intutive and easier to work with. We use nature-inspired concepts to provide cognitive amplification, moving the load from the user's cognitive to their perceptual systems and thus allowing them to focus their cognitive resources where they are most appropriate. Two systems are presented: one uses a physical-based model to construct the visualisation, while the other uses a biological inspiration. Their application to four visualisation tasks is discussed: the structure of information browsing on the internet; the structure of parts of the web itself; to aid the refinement of queries to a digital library; and to compare different documents for similar content.
How to enhance the experience without interfering with it?Beale, Russell, Big Issues in Mobile Learning: Report of a workshop by the Kaleidoscope Network of Excellence Mobile Learning Initiative, 10-14, 2006
AbstractThis workshop focussed on how to enhance the experience on learning and interacting without interfering with it. Is this possible? What do we understand by interference, and is it always bad? How can we design for optimal enhancement? These and other questions were explored by the participants.
The report is in three main sections. The first details the structure of the workshop, so that
others running similar events can adapt and develop the structure used here. The second
summarises the main discussions, whilst the final part summarises the key findings from the
day.
e-learning: painkiller or headache?
Beale, Russell, BCS Annual Review, 2006
HCI Case studies and issues: a perspective
Beale, Russell, HCI Educators workshop: Yellow Book, 2006
Ambient Art: Creative Information RepresentationBeale, Russell, Human Technology: Special Issue on Culture, Creativity and Technology, 3 , 1 , 34-53, 2006
AbstractAmbient art is the aesthetic presentation of information, using artistic techniques
to achieve a pleasing image that also contains hidden depths, where exposure to it over time
allows a viewer to understand something about the information sources that it represents.
This paper reviews the artistic and computational background of ambient systems, and
presents two case studies of systems developed by our research team, from their initial
design to the experiences of the people encountering them. The first case presents a photo
mosaic of images based on the news headlines coupled with a structured picture based on
the weather; the second presents stylistic perspectives on activity in a public space. Both are
evaluated and demonstrate that different forms of aesthetically pleasing displays can convey
information to viewers.
Improving Internet Interaction: From theory to practiceBeale, Russell, Journal of the American Society for Information Science and Technology. Perspectives on Search User Interfaces: Best Practices and Future Visions, 57, 6, 829-833, 2006
AbstractThe Internet is a medium for education, entertainment,
communication, and personal expression. User behavior
has developed three main modalities for using thismedium
effectively—searching, browsing, and monitoring—which
are supported to different degrees by conventional tools.
Understanding the nature of the interaction allows us to
design and implement a system called Mitsukeru to support
browsing behaviors, while retaining the free-form
movements between other interaction styles. The system
uses agent-based modeling and look-ahead to provide
informative yet nonintrusive guidance to the user, and is
described in detail.
Oh, referee!Beale, Russell, Interfaces, Spring, 66, 5, 2006 
Issues in designing for e-scienceBeale, Russell, Workshop on Usability Design for e-Science, 2006
AbstractE-Science offers a special set of challenges for interactive systems designers. Whilst e-science has many different
meanings, its key characteristics are that it deals with science that is distributed, asynchronous, and involves
multiple participants (whether they be scientists or data gatherers). This makes it inherently different to desktop
systems for single or a few users, and so we need to consider whether existing design approaches are adequate. This
paper outlines three areas in which e-science and usability combine in interesting ways.
Mobile blogging: experiences of technologically led designBeale, R, CHI Experience Reports, ACM, 2006
AbstractWe discuss the details of the architecture, design, and acceptability of a system created to support mobile blogging, called SmartBlog. The process of blogging is often an instant-response mode of writing that provides its own challenges for systems that aim to support it.SmartBlog was developed from a technologically inspired design approach towards creating new artifacts, which we outline.
2005
Supporting Pervasive Learning Environments: Adaptability and Context Awareness in Mobile Learning (poster)Antti Syvanen, Russell Beale, Mike Sharples, Mikko Ahonen, Peter Lonsdale, IEEE International Workshop on Wireless and Mobile Technologies in Education (WMTE 2005), IEEE, 2005
AbstractIn the mobile learning context, it is helpful to consider context awareness and adaptivity as two sides of the same coin. The purpose of the adaptivity and context awareness is to better support a variety of learners, given that they may have very different skills and motivations to learn in varying contexts. The recent research on adaptivity and context awareness has turned towards supporting pervasive environments and this is coupled with the increasing trend in seeing learning environments from an informal learning perspective. Introducing mobility to learning in a meaningful way emphasizes the role of the contextual factors, and learning as an informal activity. In this paper are presented experiences of developing an adaptive and context aware mobile learning system, with examples of other systems underlining the development towards supporting pervasive learning environments. We then consider approaches for the future development of systems supporting pervasive learning environments.
Interactive Comprehensible Data MiningPryke, Andy, Beale, Russell, Lecture Notes in Computer Science, LNCS/LNAI 3345, 48-65, 3-540-24466-2, 2005
AbstractIn data mining, or knowledge discovery, we are essentially faced with a mass of data that we are trying to make sense of. We are looking for something 'interesting'. Quite what 'interesting' means is hard to define, however – one day it is the general trend that most of the data follows that we are intrigued by – the next it is why there are a few outliers to that trend. In order for a data mining to be generically useful to us, it must therefore have some way in which we can indicate what is interesting and what is not, and for that to be dynamic and changeable.
Using context awareness to enhance visitor engagement in a gallery spaceLonsdale, P, Beale, R, Proceedings of HCI 2005, 1, 101-111, Springer-Verlag, 2005
AbstractContext-awareness can greatly enhance the usability of mobile devices by
making it possible for users to continue with other activities without
having to pay too much attention to the device. At the same time contextaware
applications can provide timely support for user activities by
responding to changes in the user’s state and acting accordingly. We
describe our work on developing a generic context awareness
architecture that is being deployed in a gallery space to enhance learner
engagement with the gallery exhibits. Our system makes use of
contextual information to determine what content should be displayed on
the device. Users can also navigate this content by explicitly changing
their context in the dimensions of physical location and dwell time.
Visitors have the opportunity to physically interact with the abstract
information layer that is overlaid on the gallery space. The system also
actively encourages movement in the gallery by identifying links between
paintings. We describe our architecture, implementation, and the design
challenges faced in deploying this system within a gallery.
Using Emotion Simulation to Influence User Attitudes and BehaviourCreed, C, Beale, R, The Role of Emotion in HCI: workshop at HCI 2005, 2, Springer-Verlag, 2005 
Ambient Intelligent Data MiningBeale, Russell, Pryke, Andy, Advances in Applied Artificial Intelligence, 21 pages, IGI Press, 2005 
Using modelling to put HCI design patterns to workBeale, Russell, Bordbar, Behzad, HCI International. 11th International Conference on Human-Computer Interaction, Lawrence Erlbaum Associates, Inc (LEA)., 2005
AbstractIt is recognised that creating effective, usable interactive systems is a highly non-trivial task. One approach to supporting developers and designers is through the use of HCI design patterns - this is now recognised as an effective way to produce usable systems. Design patterns capture the key elements of a design, providing a library of approaches that are known to work, though most design patterns are at best only semi-formal, providing outline structures that are filled in with discursive text and/or images.
In this paper we present a UML/OCL model of design patterns that captures not only the characteristics of the system but also its interface representation, and provide examples of how it can be used. This approach is shown to be flexible and very powerful.
We focus on modelling a design pattern at a high level of abstraction, producing a template, or metamodel representation, from which specific UML instantiations can be refined. This approach immediately captures the relationships between similar designs, showing the connections between related conceptual elements. The approach goes further, however; from a specific UML model, we can derive code that implements the relevant design pattern. The role of OCL is to represent constraints on the model, allowing us to define more tightly the behaviour and representational aspects of the design pattern.
This paper discusses the reasoning behind the approach and our initial results in modeling design patterns using UML.
Usability - a new slantBeale, Russell, Interfaces, Spring, 62, 5, 2005 
emailBeale, R, Interfaces, Summer, 63, 5, 2005 
Presenting appropriate information - a case study
Beale, Russell, New Zealand Journal of Sports Medicine, 33, 2, 62-63, 2005
Mobiles for Social Interaction
Beale, Russell, Convivo workshop (unpublished), 2005
Art, Design and Interaction (unpublished)
Beale, Russell, Workshop on The Theory and Practice of Experience Design, Digital Arts and Culture Conference, 2005
Heavy weather
Beale, R., BCS ITNOW, 34, 2005
Russell Reflects: Having fun, or taking professional development OpportunitiesBeale, R., Usability News, 2005 
Mobile blogging: supporting social communicationBeale, R., Human-Computer Interaction, IASTED, 2005
AbstractCreating and maintaining blogs is an increasingly common activity, in which users share personal thoughts and observations via the web. We want to understand whether users want to blog when out and about, and have designed and developed a mobile blogging client that allows users to share their experiences via their mobile phone, and have integrated it with the multimedia and networking capabilities of the device to provide a flexible, powerful, personal system. We discuss and evaluate the system and its design.
Mobile blogging: supporting informal mobile learningBeale, R., MLEARN 2005, 2005
AbstractReflective practice is recognised as a useful tool to support a wide variety of learning opportunities and approaches (Schon, 1983), providing a period of reflection on action and drawing out key lessons learned. Supporting such introspection about learning is as useful in mobile learning; potentially, even more so in informal, unstructured scenarios that often occur in a mobile setting, where a deeper understanding of the things learnt comes about after the event and not during it. Weblogs have been used to support reflective practice, but often there is a long delay between experiencing a learning episode whilst out and about, and being able to record the key elements of it and reflect on it. To address this problem, we have developed a mobile blogging client that runs on a smartphone, which allows the learner to record the event at the time, using the phone’s multimedia capabilities – photos, sound, text and so on, and to enter their thoughts and impressions and reflections immediately, and post these to their blog. This approach captures the more immediate stream-of-consciousness style that is prevalent in blogging (Nardi et al., 2004 , Nardi, Schiano and Gumbrecht, 2004 ), and produces a system that is always available and therefore supports the immediate, ad-hoc nature of mobile learning experiences more effectively. This paper discusses the design and architecture of the system, discusses it in relation to other more limited approaches (Nokia, 2003, Gratton, 2004), and reports on its use in mobile blogging.
University HCI—Squeezed Into Where?Beale, Russell, ACM , September-October, 15-16, 2005
AbstractI’m a passionate advocate of HCI, whether it be forcing it into the curriculum,
trying to get my computer science colleagues to mention relevant aspects of it in
their software engineering, project management or distributed systems modules, or
by championing specific HCI modules within a computing course. I also appear to be
a failing passionate advocate.
Rise up, revolt!Beale, Russell, ACM , September-October, 42-44, 2005 
Modern art and design
Beale, Russell, Interfaces, 2005
Information Fragments for a Pervasive WorldBeale, Russell, Proceedings of the 23rd annual international conference on Design of communication: documenting & designing for pervasive information (ACM SIGDOC'05), 48-53, ACM Press, 2005
AbstractIs the second paragraph dead? Technology and users are tending to create and consume information in ever decreasing chunks, forcing content creators to create shorter fragments of text and other media. This paper examines this phenomenon, and provides examples of where and why this is happening. It examines the role of metadata, and how this can be used to provide effective, personalized communication in a fragmented digital world.
Would Software Patents Be All Bad?Beale, Russell, ITNOW - BCS Computer Bulletin. Point/counterpoint, 2005 
Using blogs to support reflective practice in HCIBeale, R, 8th HCI Educators Workshop (HCIEd-8), LTSN, 2005 AbstractBlogs have become very popular recently[1, 2], as a fast, easy to use way of sharing your thoughts with others on the internet. Because of their web-based nature, they encourage external referencing to other sites, and communities of interest grow up, sharing information and opinions[3, 4]. They have recently become of interest to educationalists, who see their potential as tools for supporting student sharing of information, for engaging them with the subject by using cool new technology and relating their work to the outside world, and, by the very nature of the blogging activity, supporting reflective practice[5].
To investigate this, we studied 160 students on an HCI course over a semester, who were asked to use blogging as a tool for their learning. Students were asked to work in groups of five to produce a shared blog that referred to things in the real world that were related to HCI, usability, and the specific topics they were studying. In addition, they used the blogs to record information on a specialist topic that they were being asked to research and present.
The aim of the blogs was to be formative, not summative, though a small number of marks were assigned to this activity to ensure participation. We present the results of our evaluation of their blogging activities in two forms:
Quantitative: number of postings, size of postings, number of internal references, number of external references, number of comments, and so on
Qualitative: quality of writing, relevance to material, evidence of learning, evidence of progression to deeper levels of understanding, evidence of reflective learning.
We also put these results into the wider context of the web-directed learning approach first discussed at this workshop last year[5, 6]. In addition, we have just completed a final year HCI course, whose design and style has been influenced by the second year course discussed above. We discus how these influences have manifested themselves, the changes made for a more advanced course, and the lessons learned. We also look at how effective and efficient the overall approach is, and highlight the key factors that make it successful, and the main advantages and disadvantages of the approach.
Supporting social interaction with the smartphone – designing pervasive systemsBeale, Russell, IEEE Pervasive Computing, PCSI-0105-1104, April-June 2005, 4, 2, 35-41, 2005
AbstractThe smart phone offers communication, connectivity, content consumption, and content creativity.This powerful device is both personal, containing private information, and public, providing a digital link to the rest of the world. The author has designed, built, and evaluated several systems thatsupport social interaction, enhancing the relationships and communication between individuals andgroups. He illustrates how the smart phoneýs capabilities can be manipulated to augment traditionalinteractions and develop new interactions. Pervasive systems become powerful when they improve people's lives; the smart phone's support of social interactions can help achieve this goal.
Ambient art: information without attentionBeale, Russell, HCI International. 11th International Conference on Human-Computer Interaction, Lawrence Erlbaum Associates, Inc (LEA), 2005
AbstractArt explores and expresses our aesthetic relation to our environment and ourselves. However, since the rise of photography, the value ascribed to art’s representative power has waned and in its place are explorations of the poetics of each piece, the way in which an object’s materiality intervenes in the space (and time) in which it is sited, authorship, the role of the viewer and so on. In 2D media, these subjects have been explored in many ways. Mark Rothko, concerned with the search for the sublime, created vast modernist works than aimed to stupefy the viewer into a response to the hidden ‘divine’. Picasso’s light paintings subverted the photograph’s modus operandi by generating an image over time, rather than in a single snapshot instant. Many artists working in video explore directly the way in which time and image can interact.
These concerns offer themselves uniquely to the development of a ‘new’ medium – an exploration of the way in which ambient information can be represented in a visual, 2D (or perhaps 3D) format. In technologically enhanced modern life, there are many pieces of information relating to the environment, the workplace, the tasks and requirements of users that we can collect, collate and represent - but how do we visualise them? In particular, 2D representations that are aware of individuals and alter their properties according to the relationships between them are interesting. We are not focused on providing a direct mapping between information and representation, but on the creation of a representation of what might be termed the ‘mood’ of a place, and in the modifications that occur as users interact indirectly with the artefact. This brings the viewer into direct interaction with the artwork, something that has been carried out by digital artists within a gallery or studio environment, but which has not yet transgressed the boundaries of the gallery walls. This defines ambient art: representations of complex environmental and user information that reflect their surroundings as well as simply being displayed in them.
This paper presents the rationale for exploring ambient art, details the basic technical infrastructure, and discusses our experiences with using the system.
2004
Ambient Art, Advanced MSc Project
Witchett, Daniel, School of Computer Science, University of Birmingham, UK, 2004
Ambient Art: An Implementation of a Distributed Web Services Architecture
Shuster, J, BSc Project Report, School of Computer Science, University of Birmingham., 2004
Ambient Intelligence for Serendipitous SciencePryke, Andy, Beale, Russell, Lost in ambient intelligence? ACM CHI Workshop, 4 pages, ACM, 2004 
Spatial and context awareness for mobile learning in a museumLonsdale, Peter, Byrne, William, Beale, Russell, Sharples, Mike, Barber, Chris, KAL CSCL Workshop on "Spatial Awareness and Collaboration", 2004
AbstractThe MOBIlearn project aims to develop a re-usable architecture for delivering mobile learning experiences.
A key component of this architecture is a context-awareness subsystem that is intended to tailor the content
and options made available to a learner, depending on their current situation, preferences, and learning history.
The context awareness subsystem has been developed alongside a hierarchical model of context, and has
been subjected to formative evaluation. A major input to the context awareness system comes from an
ultrasound tracking system that has been developed at the University of Birmingham. This tracking system is
being deployed along with the context awareness system to support learners in a visit to an art museum. The
system is intended to offer not only content but also recommendations of collaborative activities based on
physical and contextual proximity We describe our system and outline our plans for evaluation in the museum
setting.
Towards a dynamic process model of contextLonsdale, Peter, Beale, Russell, Proceedings of Ubicomp 2004 workshop on Advanced Context Modelling, Reasoning and Management., 2004
AbstractThe complex usage of mobile devices coupled with their
limited resources in terms of display and processing
suggests that being able to understand the context of the
user would be beneficial. In this paper we present a model
that describes context as a dynamic process with historic
dependencies. This model allows us to i) build a useful,
understandable context-aware system in collaboration with
content creators and stakeholders; ii) describe this set-up
with other system developers; iii) represent the current
context state to users and allow them make changes where
necessary.
Context awareness for MOBIlearn: creating an engaging learning experience in an art museumLonsdale, Peter, Barber, Chris, Sharples, Mike, Byrne, William, Arvanitis, Theo, Brundell, Patrick, Beale, Russell, Mobile learning anytime everywhere: Proceedings of MLEARN 2004, 115-118, CRATOS, 1 85338 855 6, 2004
AbstractThe MOBIlearn project aims to develop a
reusable architecture for delivering mobile
learning experiences. A key component of this
architecture is a context-awareness subsystem
that is intended to tailor the content and options
made available to a learner, depending on their
current situation, preferences and learning
history. The context-awareness subsystem has
been developed alongside a hierarchical model of
context, and has been subjected to formative
evaluation. With reference to our context model,
preliminary user trials and input from museum
staff, we describe the planned deployment of
this system in an art museum learning scenario.
HCI Educators Workshop - curriculum development (organisers)
Englefield, Paul, Beale, Russell, MacKinnon, Lachlan, McEwan, Tom, McManus, Barbara, Rosbottom, John, HCI 2004, 2004
Interazione uomo-macchina (Human-Computer Interaction, Italian translation)Dix, Alan, Finlay, Janet,, Abowd, Gregory,, Beale, Russell, 600, McGraw-Hill, 2004 
An investigation into the measurement of driver impairment at the roadside using a Logitech Digital PenDavies, Sam, Beale, Russell, Tiplady, Brian, Dixon, PR, 17th International Conference on Alcohol, Drugs and Traffic Safety, 2004
AbstractThe prevalence of drugs in modern society has increased dramatically in recent years and consequently a growing proportion of the population is now likely to drive under the influence of drugs. It is well documented that alcohol and drugs can act alone and in combination to impair cognitive functions, especially those related to driving. Due to this increasing problem, the Police Scientific Development Branch has been tasked with producing a device that is capable of screening driver impairment at the roadside.
While driving simulators and on-the-road assessments of driving performance can be used to record impairment, these procedures tend to be costly and impractical for wide-scale application. A portable, reliable, cost-effective device manufactured for roadside use is needed to aid police officers in detecting impairment in drivers.
Pen and paper impairment tests are extensively used in medical trials to gauge a subject’s level of impairment due to a treatment. Tests such as the Gibson Spiral Maze, where subjects are instructed to use a stylus to trace a path through a maze as rapidly and as accurately as possible, are well documented and are proven methods of measuring impairment in human subjects. The downfall, however, of these tests are the prolonged marking times and the dependency on the maker’s interpretation of the rules. This lack of consistency is an overriding factor why these tests are not practicable for roadside use. To combat such problems some traditional pen and paper tests have been computerised for use on a PC. This, however, creates a new problem as the user’s ability to interact with a machine is also being assessed.
Pen and paper is nearly 4,000 years old and is still a popular and convenient method of recording information. Using a new stylus device that digitally stores the xy co-ordinates a pen traverses, a computer program has been created to accurately, efficiently and consistently calculate a subject’s score from a traditional pen and paper test. Anoto Group AB is a Swedish hi-tech company with unique solutions for transmission of hand-written text from paper to digital media, scanning of printed text and intelligent camera surveillance. All products are based on digital camera technology and image processing in real time. The new technology works by using Anoto Functionality and a sophisticated Logitech pen with in-built memory, processor and IR camera. As the subject writes onto a page the pen records the movements, which are then transmitted to a computer to calculate the users score.
This paper describes how the technology has been applied to well established paper and pen tests in order to develop a screening test for driver impairment which may be used at the roadside. This form of impairment testing should not discriminate against or intimidate any member of the general public as a computerised test may do.
Determining location in context-aware
mobile learningByrne, Will, Lonsdale, Peter, Sharples, Mike, Baber, Chris, Arvanitis, Theodoros, Brundell, Patrick, Beale, Russell, Mobile learning anytime everywhere: Proceedings of MLEARN 2004, 43-45, CRATOS, 1 85338 855 6, 2004
AbstractContext-aware mobile learning systems rely on
the availability of information about a mobile user.
One of the most obvious aspects of context is
location (Small, Smailagic and Siewiorek 2000),
and several methods exist to determine a user’s
position, varying not just in the accuracy of the
information they provide, but also in the extent to
which they intrude on the user’s experience.
Issues with intrusiveness also arise when this
information is used. For instance, a user may
not necessarily want content in their browser
automatically updated whenever they
change position, or when they are busy with
other activities.
This paper describes the ongoing development
of a testbed to explore some of these methods
and issues by modelling a mobile learning
scenario involving a visit to an art gallery. A user
with a mobile device will have the most relevant
content made available as he or she moves
around the gallery.
Evolutionary approaches to visualisation and knowledge discoveryBeale, Russell, Pryke, Andy, Hendley, Robert J, Computer Human Interaction, Lecture Notes In Computer Science, 3101, 30-39, Springer-Verlag, 2004
AbstractHaiku is a data mining system which combines the best properties of human and machine discovery. An self organising visualisation system is coupled with a genetic algorithm to provide an interactive, flexible system. Visualisation of data allows the human visual system to identify areas of interest, such as clusters, outliers or trends. A genetic algorithm based machine learning algorithm can then be used to explain the patterns identified visually. The explanations (in rule form) can be biased to be short or long; contain all the characteristics of a cluster or just those needed to predict membership; or concentrate on accuracy or on coverage of the data.
This paper describes both the visualisation system and the machine learning component, with a focus on the interactive nature of the data mining process, and provides case studies to demonstrate the capabilities of the system.
Experiences in creating an online community for children with cystic fibrosis
Beale, Russell, Newton, Tina, Engagability and Design Conference, 2004
Models for mobile context awarenessBeale, Russell, Lonsdale, P, Sharples, M, AISB Quarterly, 117, 2004 
Engaging larger HCI classes with a mixture of methods and resourcesBeale, Russell, Lonsdale, P, HCI Educators' Workshop, LTSN, 2004
AbstractWe describe our efforts to engage a large HCI class using a
variety of teaching styles, methods, and resources. With
larger classes, practical work to illustrate key HCI issues
becomes less feasible. This course was run using a series
of short, primer lectures in combination with student
presentations and a number of web-based resources
(including a weblog, bulletin board, and web links). Many
students found this approach beneficial, and they gained a
lot. Overall, the course was a success, but some students
still expected a more traditional lecture-based course, and
did not make the best use of the resources we offered. We
consider the implications and possibilities for using a
variety of methods for teaching HCI to larger groups and
give some pointers to ways in which this approach can be
improved.
Mobile context aware systems: The intelligence to support tasks and effectively utilise resourcesBeale, Russell, Lonsdale, Peter, Mobile Human-Computer Interaction - Mobile HCI 2004, Lecture Notes in Computer Science, 3160, 240-251, Springer-Verlag, 2004
AbstractThe complex usage of mobile devices coupled with their limited resources in terms of display and processing suggests that being able to understand the context of the user would be beneficial. In this paper we present a model that describes context as a dynamic process with historic dependencies. We also describe software architecture to support this model, and evaluate its effectiveness in a mobile learning scenario. Preliminary results from our evaluation suggest important issues for consideration in the continuing development of context aware systems and interfaces, including the need for appropriate representation of contextual data to the user, and maintaining a balance between effective support and intrusion.
Integrating Situated Interaction with Mobile Awareness
Beale, Russell, Jones, Matthew, AISB Quarterly, 117, 4, 2004
Integrating Situated Interaction with Mobile AwarenessBeale, Russell, Jones, Matthew, Mobile learning anytime everywhere: Proceedings of MLEARN 2004, 25-26, CRATOS, 1 85338 855 6, 2004
AbstractThis paper describes the design and
implementation of an intelligent messaging
system to allow students and lecturers to
communicate better with each other when
office-based interactions fail.
Standing up to Falling Down - Using the Familiar to Catch the UnusualBeale, Russell, Davies, Sam, OZCHI, 9 pages, 2004
AbstractDetecting impairment is particularly difficult in people, and is especially important if they are in charge of a vehicle.
We describe how we have augmented the familiar and unchallenging medium of pen and paper by using a digital
pen coupled with established paper tests in order to develop a screening device for driver impairment which may be
used at the roadside. This form of impairment testing does not isolate or intimidate any member of the general public
as a computerized test may do, and proves to be highly acceptable and accurate. Results presented show that
impairment can be detected, but that the current tests are not discriminatory enough.
Engaging with browsing: designing for unobtrusive assistance.
Beale, Russell, Engagability and Design Conference, 2004
Internet ubiquity or social inequality?Beale, Russell, Interfaces, Summer, 59, 5, 2004 
Ferraris and FiestasBeale, Russell, Interfaces, Autumn, 60, 5, 2004 
University timetable programBeale, Russell, Interfaces, Winter, 61, 5, 2004 
BCS HCI Group has new Chair at the HelmBeale, R., Usability News, 2004 
Personal time and temporal impositionBeale, Russell, ACM CHI Workshop on Time Design, ACM, 2004
AbstractWe introduce the concept of personal social time, which is
not directly related to clock time, and varies from person to
person, task to task, context to context. We look at how
communication causes large changes in personal
timescales, and how the degree of imposition of one party's
personal time on another is part of the characteristic
defining features of a communication system. With this
understanding, we can demonstrate why text messaging
should be expected to be useful.
Designing architectures to support mobile learningBeale, Russell, International Conference on Computers in Education, 1433-1439, 2004
AbstractModern technologies support us learning in an ever-increasing
number of situations, and mobile learning is moving from the feasible to
the accessible. We identify some key characteristics for systems that
support the user, and then go on to describe a software architecture that
supports system intelligence and has all the necessary features to provide
mobile learners with timely, simple, and relevant information.
Social Circles and Intersections: Creating a Peer-Based Supportive Community OnlineBeale, Russell, OZCHI, 9 pages, 2004
AbstractIn this paper, we present a design study that describes how we used a web-based bulletin board system to support
children who suffer from cystic fibrosis. Their illness tends to make them feel socially isolated, and face-to-face group
meetings are not possible, and hence we looked to the internet to provide a suitable infrastructure for us to build a
supportive community dedicated to this patient group, which could provide support, information and a social meeting
place of which they could feel an important part of. We discuss the design issues that faced us in trying to create such a
community for this group of users.
I bought my parents a computer for ChristmasBeale, Russell, Interfaces, 58, 2004
AbstractI bought my parents a computer for Christmas a couple of years ago. When you do that, you know you are also offering them free access to a 24/7 helpline, but I'm getting fewer calls now than I did initially. If you think computers have actually become easy to use, buy your parents one.
BCS HCI Group has new Chair at the HelmBeale, Russell, Usability News, 2004 
Russell Reflects: The Usability of CHIBeale, Russell, Usability News, 2004 
Washington Post Style Invitational, extendedBeale, Russell, Usability News, 2004 
Russell Reflects: How the Web is ChangingBeale, Russell, Usability News, 2004 
Russell Reflects: Too many Remotes, too little Control?Beale, Russell, Usability News, 2004 
Wireless Learning Community HubBeale, Russell, Proceedings of MLEARN, 23-24, CRATOS, 1 85338 855 6, 2004
AbstractIt is often argued that in everyday society our sense of community is being eroded. This is particularly
relevant for learners, who may find that they have fewer opportunities to interact with colleagues and so
become isolated in their learning activities. Whilst it may be true that less people spend time chatting on street
corners or in coffee rooms, the decline of human interaction is overstated since they have often shifted their
communication to digitally-enabled routes. [more in article]
Engaging with browsing: designing for unobtrusive assistance
Beale, Russell, Engagability and Design Conference, 2004
2003-2005
Website: HCI Commentary - thoughts and issues related to human-computer interactionBeale, Russell, 2003-2005 
2003
A technical review of mobile computational devices
Sharples, M, Beale, Russell, Journal of Computer Assisted Learning, 19, 3, 392-395, 2003
Human-Computer InteractionDix, Alan, Finlay, Janet, Abowd, Gregory, Beale, Russell, 834, Prentice-Hall, 2003
AbstractMuch has changed since the first edition of Human-Computer Interaction was published. Ubiquitous computing and rich sensor-filled environments are finding their way out of the laboratory , not just into movies but also into our workplaces and homes. The computer has broken out of its plastic and glass bounds providing us with networked societies where personal computing devices from mobile phones to smartcards fill our pockets and electronic devices surround us at home and work. As the distinctions between the physical and the digital, and between work and leisure start to break down, human-computer interaction is also changing radically.
The excitement of these changes is captured in this new edition, which also looks forward to other emerging technologies. However, the book is firmly rooted in strong principles and model independent of the passing technologies of the day: these foundations will be the means by which today's students will understand tomorrow's technology.
The third edition of Human-Computer Interaction can be used for introductory and advanced courses on HCI, Interaction Design, Usability or Interactive Systems Design. It will also prove an invaluable reference for professionals wanting to design usable computing devices.
Finding the right stuffBeale, Russell, ACM CHI: Search Interfaces workshop, ACM, 2003
AbstractThis position paper presents a perspective on the problems of finding information on the internet. The context of the interaction and the nature of the internet make the search activity very different in the electronic space compared to the physical world. We identify some of the behaviours commonly encountered in search situations, and identify the issues that arise. We also present an overview of a system developed to help resolve those problems.
Challenges in the expanding world of interaction
Beale, Russell, British HCI Group HCI Educators' Workshop, LTSN, 2003
Artificial Intelligence makes you go faster (poster)
Beale, Russell, Human Performance in Sailing. Proceedings of the 1st world conference on Human performance in sailing (incorportating the 4th European Conference on Sailing and Sports Medicine and the 3rd Australian Sailing Science Conference), 0-473-09133-X, 2003
Information processing for optimum performance (poster)
Beale, Russell, Human Performance in Sailing. Proceedings of the 1st world conference on Human performance in sailing (incorportating the 4th European Conference on Sailing and Sports Medicine and the 3rd Australian Sailing Science Conference), 0-473-09133-X, 2003
Presenting appropriate information: a case study.
Beale, Russell, Human Performance in Sailing, ISBN 0-473-09133-X., 2003
The ultimate interface: virtually there?Beale, Russell, BCS Interfaces, 57, 2003 
Information superhighway or back street hustle?Beale, Russell, BCS Interfaces, 57, 5, 2003 
Challenges in the expanding world of interaction
Beale, Russell, BCS Interfaces, 55, Summer, 10, 2003
Virgin Toilet poses interesting questionsBeale, Russell, Usability News, 2003 
Moneyclaim Online is an e-Government Success StoryBeale, Russell, Usability News, 2003 
Radio 4 gets interactiveBeale, Russell, Usability News, 2003 
When Present can mean Virtually AbsentBeale, Russell, Usability News, 2003 
Highly intelligent, well-connected, and mobile - the perfect assistant?
Beale, Russell, Media-tech 2003, 8, 2003
Intelligence, Mobility and Learning: invited plenaryBeale, Russell, International Symposium on E-Learning, 8 pages, 2003
AbstractWe learn things all the time - whether we are reminding ourselves of something we once knew but have forgotten, are extending our knowledge of a familiar topic, or tackling something new, we undertake learning in a variety of places and settings. Learning is not restricted to classrooms and formal education - it can occur on an ad hoc basis, often 'just-in-time', and covers the spectrum of human experience, from science and language through culture and art to sport, gardening and DIY. We are now in a phase where modern technology allows us to provide electronic support for learning; technological advances have moved us on from the mobile computing paradigms of "anywhere, anytime" access to information and resources towards ubiquitous computing, which we can characterise as "everywhere, everytime".
The list of technologies that power our progression is large, and still-growing (802.11a-g, bluetooth, 3G, GPRS, etc.), and is supported by a raft of software implementations (J2ME, J2SE, .net, …) and theories (OO programming, extreme programming, agent-based systems). These can be coupled with ever-decreasing sizes of portable device with increasing power, from the mobile phone to the handheld computer to the notebook to portable heads-up displays: all of these allow us to envisage, design and deliver systems to meet the needs of these technologically-aware users. However, we need to understand what these needs actually are, and identify the characteristics of systems that will effectively support such approaches.
2002
Design Guide for Developers of Educational SoftwareBeale, Russell, Sharples, Mike, 1-34, British Educational Technologies and Communications Agency (BECTA), 2002
AbstractThis guide is intended mainly for developers of educational software and websites, it should also
help users (teachers and students) to evaluate educational software and to give feedback to the
software developers.
Ease of use can be split into three aspects:
• Usability (can people use the software effectively and efficiently to perform a task?),
• Usefulness (does it improve teaching and learning?)
• Desirability (do people enjoy using it?).
This guide is primarily about usability. Designing and assessing the usefulness of educational
systems is a complex topic, beyond the scope of a short report. Desirability depends on usability
(the user will not enjoy a system they can’t use) but it also involves issues such as motivation,
fashion, marketing, and peer pressure. Good software is all of these things, and whilst the
guidelines presented here focus on usability, they assist the wider issues as well.
aQtiveSpace
Beale, Russell, Dix, Alan, Wood, Andrew, Pryke, Andy, Shabir, Nadeem, Leavesley, Justin, Braithwaite, Wil, aQtive Limited, 2002
onCue
Beale, Russell, Dix, Alan, Wood, Andrew, Pryke, Andy, Shabir, Nadeem, Leavesley, Justin, Braithwaite, Wil, aQtive Limited, 2002
Website: Early Learning Centre: critique and redesign
Beale, Russell, (confidential), 2002
Website: International e-trading system - Swiss bank
Beale, Russell, (identity confidential), 2002
Website: Outdoor Education Centre, Upton Warren.
Beale, Russell, Worcestershire County Council, 2002
Mitsikeru - intelligent browsing
Beale, Russell, aQtive Limited, 2002
Contextual information presentation for optimal learning: initial study
Beale, Russell, European Workshop on Mobile and Contextual Learning, 66, The University of Birmingham, UK, ISSN 1463-9408, 2002
2001-2002
Website: LetsBuyIt.comBeale, Russell, 2001-2002 
2000
Architectures to make Simple Visualisations using Simple Systems
Dix, Alan, Beale, Russell, Wood, Andrew, Proceedings of Advanced Visual Interfaces (AVI), 51-60, ACM Press, 2000
1999
Narcissus: visualising informationHendley, Robert J, Drew, N S, Wood, Andrew, Beale, Russell, Readings in information visualization: using vision to think., 503-511, Morgan Kaufmann Publishers Inc., 1999 
Software Interface Agent
Beale, Russell, Dix, Alan, Wood, Andrew, 9915692.9, 1999
Simple Web Tools for an Easy lifeBeale, Russell, The Active Web, ISBN 1 897898 45 2., 1999
AbstractIn a modern University, traditional teaching methods are hard to sustain. There are an increased number of students from a wider spectrum of intellectual ability taking more courses. Educators have increasing pressures on their time to both prepare and present material, whilst institutions have resource limitations. To deliver the appropriate material, we require educational techniques that are student-centred, offering flexible learning, that are involving, and maximise the exposure of students to different approaches to information dissemination and presentation. The web offers itself as a medium, tool and platform to deliver such new material, and has seen increasing use over the past few years. However, to take advantage of this technology, we require new tools that can help us exploit it to the full. This paper explores the design and use of a few simple aids that all share the properties of providing dynamic information and content in the web environment to aid its use as an educational medium. The tools are not themselves complex since the focus has been on providing functionality as easily and as quickly as possible; however, they have proved themselves useful over the past few years of testing.
1998
Data Mining using Genetic Algorithms and Interactive Visualization
Pryke, Andy, Computer Science, University of Birmingham, 1998
Applying Connectionist Models to Information RetrievalCunningham, Sally-Jo, Holmes, Geoff, Littin, Jamie, Beale, Russell, Witten, Ian H, Brain-Like Computing and Intelligent Information Systems, Chapter 18. pp435-457, Springer Verlag, 9813083581, 1998
AbstractAdaptive information retrieval (IR) systems based on connectionist
architectures have captured the attention of researchers over the past decade. This
paper provides a review of connectionist IR research, including the major models
for connectionist document and query representation, techniques to enhance query
re-formulation, dynamic document routing (information filtering), and
connectionist techniques for document clustering.
Foreign Interactions
Beale, Russell, BCS Interfaces, 37, 23-26, 1998
Intelligent components for interactive multimedia
Beale, Russell, IEE Colloquium on Neural Networks in Interactive Multimedia Systems (Ref. No. 1998/446), 3-1 - 3-5, IEE, 1998
1997
Handbook of Neural Computation
Fiesler,Emile, Beale, Russell, Oxford University Press/Institute of Physics, 1997
Human-Computer Interaction - German edition
Dix, Alan, Finlay, Janet,, Abowd, Gregory,, Beale, Russell, 600, Prentice-Hall, 1997
Human-Computer Interaction - Greek translation
Dix, Alan, Finlay, Janet,, Abowd, Gregory,, Beale, Russell, 600, Prentice-Hall, 1997
Human-Computer Interaction - Chinese edition
Dix, Alan, Finlay, Janet,, Abowd, Gregory,, Beale, Russell, 600, Prentice-Hall, 1997
Human-Computer Interaction
Dix, Alan, Finlay, Janet,, Abowd, Gregory,, Beale, Russell, 600, Prentice-Hall, 1997
Visualising sequences of queries: a new tool for information retrievalBeale, Russell, McNab, Roger J, Witten, Ian H, IEEE Conf on Information Visualisation, 57-62, IEEE, 1997
AbstractThis paper describes a system that uses visualisation to assist a user in dealing with the information returned from a search engine. The user's queries, and the documents they return, are represented by a 3D spatial structure that shows their relationships and provides a way of accessing and exploring the documents retrieved. It is implemented to work with the New Zealand Digital Library, a set of large document collections that is available over the Web. The visualisation scheme is a Java applet that is updated dynamically whenever the user makes a new search, and can be browsed alongside the search engine
Preface
Beale, Russell, Fiesler, Emile, Handbook of Neural Computation, vii-viii, Oxford University Press and Institute of Physics, 1997
Handbook of Neural Computation (CD-ROM version, supplements)
Beale, Russell, Fiesler,Emile, Oxford University Press/Institute of Physics, 1997
Concept formation through evolution
Beale, Russell, Dix, Alan, Hendley, Robert J, Strategic Knowledge and Concept Formation, 173-180, 1 900703 01 7, 1997
1996
Agent-Based Interaction. PhD Thesis
Wood, A. M., School of Computer Science, University of Birmingham, UK, 1996
Swath bathymetry with GLORIALe Bas, Tim, Somers, Mike, Campbell, J.M., Beale, Russell, IEEE Journal of Oceanic Engineering, 21, 4, 545 - 553, 1996
AbstractFor many years, GLORIA has been producing sonar
images of the deep ocean floor. In the mid-198O's, the SeaMARC
II system came to prominence producing depth values as well
as sonar images. The basic method compares the phases of the
signals returning from the seafloor to two rows of transducers.
The phase differences are converted into angles of arrival and
together with the arrival times converted into range and depth
values. This capability has now been added to the GLORIA
system. The fact that GLORIA uses a 2-s FM pulse means the
backscattered reverberffation can come from a strip of seafloor
up to 1.5 km wide. To accommodate this, overlapping complex
FFT's are used to produce a time-frequency matrix for the
returning signals. In this matrix, a constant range feature appears
as a diagonal. Phases are then calculated using a least-mean-
squares estimate along diagonals. The main source of error and
bias is due to surface reflection, and this is taken into account.
The GLORIA swath bathymetry system was tested on two
cruises and it was possible to produce depth contours with a
good level of confidence. The total swath width was over eight
water depths and would have been greater with a more favorable
velocity profile. Comparison with other bathymetry data (such
as multibeam systems) showed excellent correlation, having a
standard deviation of only 4% of total water depth.
Remote Cooperation: CSCW Issues for Mobile and Teleworkers
Dix, Alan, Beale, Russell, 236, Springer-Verlag, 3-540-76035-0, 1996
So Near Yet So Far. Introduction.
Dix, Alan, Beale, Russell, Remote Cooperation: CSCW Issues for Mobile and Teleworkers, 1-10, Springer-Verlag, 1996
Information Requirements of Distributed Workers
Dix, Alan, Beale, Russell, Remote Cooperation: CSCW Issues for Mobile and Teleworkers, 113-143, Springer-Verlag, 1996
1995
HyperSpace: Web Browsing with VisualisationWood, Andrew, Beale, Russell, Drew, N S, Hendley, Robert J, Third International World-Wide Web Conference Poster Proceedings, 21-25, 1995
AbstractThe W3 is a vast collection of geographically distributed, essentially unorganised information, and whilst there is likely to be the answer to your question out there, it can be impossible to find it. Worse, once you have discovered relevant information, it is unclear where to go next to find further information, and even when you choose an interesting path, rediscovering one that you noticed earlier is difficult. Users become lost in the maze of hypertext links, and need support in navigating the web.
Social Surfing: Opening the World-Wide Web for Interaction
Wood, Andrew, Beale, Russell, ACM CHI'95 Research Symposium, ACM, 1995
Case study: Narcissus: Visualising InformationR. J. Hendley, N. S. Drew, A. M. Wood, R. Beale, IEEE InfoVis, 90-97, Computer Society Press, 1995
AbstractIt is becoming increasingly important that support is provided for users who are dealing with complex information spaces. The need is driven by the growing number of domains where there is a requirement for users to understand, navigate and manipulate large sets of computer based data; by the increasing size and complexity of this information and by the pressures to use this information efficiently. The paradigmatic example is the World Wide Web, but other domains include software systems, information systems and concurrent engineering. One approach to providing this support is to provide sophisticated visualisation tools which lead the users to form an intuitive understanding of the structure and behaviour of their domain and which provide mechanisms which allow them to manipulate objects within their system. The paper describes such a tool and a number of visualisation techniques that it implements.
Agent-based Interaction on the Internet
Beale, Russell, Wood, Andrew, ACM CHI'95 Research Symposium, ACM, 1995
River Management Software: A case study in interaction redesign
Beale, Russell, Hendley, Robert J, Knight, Donald, O'Garr, Gerry, McGuire, Matt, Samuels, Paul, IEE symposium on human-centred automation, 3-1 - 3-3, IEE, 1995
High-dimensional data compression
Beale, Russell, Harvey, Oliver, Proceedings of the Sixth Australian Conference on Neural Networks (ACNN'95), 1995
Combining Agents and Visualisation for large information spaces
Beale, Russell, Brayshaw, Michael C, Hendley, Robert J, Drew, N S, Wood, Andrew, Proceedings of CKBS-SIG workshop on Intelligent Agents and the Next Information Revolution, 1995
Concept Synthesis
Beale, Russell, Biddell, Michael, Underwater Defence Technology Conference (UDT), 1995
1994
Using Autonomous ``Trailblazing'' Agents for Online Data Collection.
Wood, Andrew, Beale, Russell, Workshop on Privacy and Security, CHI'94, ACM, 1994
GLORI-B Data Processing
Liu, Z. J., Naar, D. F., Beale, Russell, Somers, M, Demoustier, C., EOS: Trans. AGU, 75, 341, 1994
Agent-based InteractionBeale, Russell, Wood, Andrew, People and Computers IX, Proceedings of HCI '94, 239-245, Cambridge University Press, 0-521-48557-6, 1994
AbstractAgents are becoming widespread in a variety of computer systems and domains,
but often appear to have little in common with each other. In this paper we look
at different agent systems and identify what a generic agent should be composed
of. We also identify the characteristics of a task that make it worthy of an agentbased
approach. We then discuss the implications for the interaction of using
agents, that is, the notion of a balanced interface, and briefly look at how an
agent-based approach assists in two very different application domains.
Deep ocean bathymetric imaging with GLORI-BBeale, Russell, Somers, Michael L, First IEEE International Conference on Image Processing (ICIP), 1, 886-889, IEEE Computer Society, ISBN 0-8186-6950-0, 1994
AbstractThis paper describes the bathymetric imaging and processing of the GLORI
Pattern Recognition in Handheld Computing
Beale, Russell, Newton, Tina, CHI'94 Workshop, ACM, 1994
Neural Computing: an Introduction - German translation
Beale, Russell, Jackson, Tom, 255, Adam Hilger, 1994
Emergent Interaction
Beale, Russell, CHI'94 Research Symposium, ACM, 1994
Doing it forwards, undoing it backwards: high-dimension compression and expansion
Beale, Russell, Neural Information Processing Systems (NIPS). Workshop on the Inverse Mapping Problem, 1994
Groupware
Beale, Russell, Royal Society of Medicine, 1994
Paediatric Support System
Beale, Russell, First World Conference on Computational Health and Medicine, 1994
1993
GLORIA upgraded - phase difference bathymetry with a linear FM pulse of large BT product. (Abstract)
Somers, Michael L, Beale, Russell, Campbell, John M, Bishop, D.G., Harris, A.J.K., Le Bas, Timothy P., Huggett, Quentin J., Gray, A.J., EOS: Transactions Supplement, 74, 43, 342, 1993
GLORI-B and Geochemical Investigation of the Easter Seamount Chain: EPR to San Ambrosio Island
Naar, D. F., Liu, Z. J., Rappaport, Y., Batiza, R., Hagen, R., Hey, R., Nelson, R., Plake, T., Stefani, R., Schilling, J.-G., Kincaid, C., Xu, G., Poreda, R., Joseph, L., Jacobs, C., Beale, R., Bishop, D.G., Harris, A.J.K., Rusby, R., Fontignie, D., Woods, A., Kruse, S., Korenaga, J., Seama, N., Vergara, H., Guarda, R., EOS: Trans. Am Geophysics Union, 74, 672, 1993
GLORI-B / Sea Beam 2000 Survey of the Fastest Seafloor Spreading CenterHey, R.N., Martinez, F., Johnson, P.D., Korenaga, J., Somers M., Huggett.Q., Campbell,J., Le Bas,T., Beale,R., Rusby,R., Korenaga,J., Trans. Am. Geophys. Union, 74, 43, 1993 
Human-Computer Interaction
Dix, Alan, Finlay, Janet,, Abowd, Gregory,, Beale, Russell, 600, Prentice-Hall, 1993
GLORIA Processing
Beale, Russell, Somers, Michael L, AGU, 1993
Neural Networks and Pattern Recognition in Human-Computer Interaction
Beale, Russell, Finlay, Janet, SIGCHI Bulletin, ACM Press, 25, 2, 25-35, 1993
1992
Analysis of user behaviour as time seriesDix, Alan, Finlay, Janet, Beale, Russell, Proceedings of HCI'92: People and Computers VII, 429-444, Cambridge University Press, 1992
AbstractThe trace of user interactions with a system is the primary source of data for on-line user modelling and for many design and research experiments. This trace should really be analysed as a time series, but standard time series techniques do not deal well with discrete data and fuzzy matching. Techniques from machine learning (neural nets and inductive learning) have been applied to this analysis but these are limited to fixed size patterns and fail to deal properly with the trace as a time series. Many of the notations used to describe the system dialogue (e.g. CSP, production systems) and the user's behaviour (e.g. GOMS, grammars) can be regarded as describing non-deterministic finite state machines. Such a representation forms a key to using machine learning techniques, focussed on the state transitions.
Neural Networks and Pattern Recognition in Human-Computer Interaction
Beale, Russell, Finlay, Janet, 460, Ellis-Horwood, 1992
Pattern Recognition and Classification in Dynamic and Static User Modelling
Beale, Russell, Finlay, Janet, Neural Networks and Pattern Recognition in Human-Computer Interaction, 65-90, Ellis-Horwood, 1992
Recognising Postures and Gestures Using Neural Networks
Beale, Russell, Edwards, Alistair DN, Neural Networks and Pattern Recognition in Human-Computer Interaction, 163-172, Ellis-Horwood, 1992
Neural Network Task Identification for Distributed Working SupportBeale, Russell, Dix, Alan, Finlay, Janet, Proceedings of The Second Irish Neural Network Conference, 297-306, 1992 Abstract25-26th June 1992
Neural network task identification for distributed working support
Beale, Russell, Dix, Alan, Finlay, Janet, Neural Computing Research and Applications: Proceedings of the 2nd. Irish Neural Networks Conference, Adam Hilger, 1992
Contextualizing novel research in HCI.
Beale, Russell, Abowd, Gregory, Neural Networks and Pattern Recognition in Human-Computer Interaction, 21-36, Ellis-Horwood, 1992
ADAM: A rapid coding/decoding methodology
Beale, Russell, Proceedings of International Conference on Artificial Neural Networks (ICANN-92), 1992
Bounding the alphabet size of fixed weight block codes
Beale, Russell, Proceedings of International Conference on Artificial Neural Networks (ICANN-92), 1992
1991
Paging Associative Memories.
Beale, Russell, Jackson, Tom, Austin, James, In Proceedings of International Conference on Artificial Neural Networks. ICANN-91, 1991
Gestures and Neural Networks in Human-Computer Interaction
Beale, Russell, Edwards, Alistair DN, Proceedings of International Joint Conference on Neural Networks. IJCNN-91, IEEE, 1991
The Theory and Application of Associative Neural Architectures
Beale, Russell, Computer Science, York, 1991
The Associative Memory Toolkit and MAGIC Interface
Beale, Russell, Proceedings of International Conference on Artificial Neural Networks. ICANN-91, 1991
Users, systems and interfaces: a unifying framework for interaction
Abowd, Gregory, Beale, Russell, HCI'91: People and Computers VI, 73-87, Cambridge University Press, 1991
1990
Neural Computing: an Introduction
Beale, Russell, Jackson, Tom, 255, Adam Hilger, 1990
Neural Networks in HCI: a view of user modelling.
Beale, Russell, Finlay, Janet, IEE Colloquium on Neural Nets in Human-Computer Interaction. IEE Digest 1990/179, 7/1-7/4, IEE, 1990
Gestures and Neural Networks in HCI
Beale, Russell, Edwards, Alistair DN, IEE Colloquium on Neural Nets in Human-Computer Interaction. IEE Digest 1990/179, 5/1 - 5/4, IEE, 1990
1989
User Modelling by Classification: a neural-based approach
Beale, Russell, Finlay, Janet, Austin, James, Harrison, Michael, New Developments in Neural Computing, 103-110, IOP, 1989
User Modelling with a Neural System
Beale, Russell, Finlay, Janet, Proceedings of the Fourth International Symposium on Methodologies for Intelligent Systems (ISMIS) - Poster Sessions, 177-186, ORNL, 1989
GLORI-B
Somers, Mike, Beale, Russell, GLORI-B patent applied for,
Russell Beale's publications, last updated
20/08/2009
Web page with further information: usually with (c) protected pdf, accessible via institution/personal login
PDF available for direct download. Made available for ease of access: any differences will be minor, but the publisher's site provides the definitive version.