• Figure 2. Listening
to a story in Rider
Spoke (copyright
Blast Theory).
In addition to this series of works
by Blast Theory, our book also
documents works by other creative
practitioners, such as explorations
of biosensing and thrill by Brendan
Walker in his Thrill Laboratory, the
Anywhere mobile city walk by Willi
Dorner, and the Savannah mobile-learning game by Futurelab, in association with the BBC and HP.
May + June 2012
interactions
Rider Spoke (2007) further explored
the nature of mobile engagement
with the city, in this case by asking
participants to draw on locations as
inspiration for personal stories. In a
deliberately isolating and contemplative experience, cyclists explored a
city at night, recording a series of
stories, leaving them at key locations, and then listening to the stories of others (Figure 2).
A text-messaging adventure game
for mobile phones, Day of the Figurines
(2006), took a quite different tack,
exploring complex temporal rela-
tionships between real and virtual
worlds. The experience was designed
to be slow, with 24 hours of a narra-
tive set in a fictional town unfolding
over 24 days in the lives of the play-
ers, who sent just a few text mes-
sages each day. In this case, our eth-
nographic studies revealed the chal-
lenges of managing highly episodic
engagement, especially how players
had to account for interruptions and
changing patterns of phone use with
family, friends, and colleagues.
Studying Mixed-Reality
Performance as HCI
Beyond being landmark examples
of an emerging form of artistic
practice, these various mixed-reality performances also provide
vehicles for research. HCI researchers have been actively involved in
their design and implementation,
often touring with them through
the first few performances as they
visit different venues and helping
refine them until they are stable
enough to continue their touring