Dr Charles Martin
project-presentation.mp4why? expressive, artistic experiences can be drivers for HCI.
Movement towards studying tools to support creativity.
there is a move from routine work and productive concerns to human and creative ones.” (Edmonds, 2018)
Expression and creativity let us get inside the process of an interaction. People are interested in expressive experiences, leading to critique and understanding.
Shneiderman (2007) posits principles for developing CSTs
Week 8 said to raise a research question until it “covers many people”. So why study a handful of experts? Because the chain runs the other way:
The sample is narrow on purpose. The claim is about what the interface can support, not about the population of artists. A tool that meets artist spec meets standard spec; the reverse does not hold.
Why this work matters: the boundary is where the next everyday interface comes from. Lanier was improvising on virtual instruments with a glove in 1992; consumer VR took another 25 years.
Much expressive-interface research is people studying their own practice. HCI calls these first-person methods: “qualitative research approaches that turn to the researcher as the subject of inquiry” (Desjardins et al., 2021).
PhaseRings came from your lecturer’s own practice; the cube AR instrument (coming up) used autobiographical design.
Careful: first-person is not “I liked it”. The editors ask for authenticity, ethics and rigour: documentation, sustained use, and saying plainly what a sample of one can claim. It shows what is possible, not what is typical.
Mapping sensed gestures to an expressive output that is fed back to the user.
The interaction itself is expressive, and the output is an expression as well. We consult Composing Interactions (Baalman, 2022) as a resource.
Why is mapping an important consideration?
Considering a performer performing making gestures on a stage, which gestures effect changes in the output medium of sound, which can be heard by the performer and audience in the real, physical environment.
Baalman (2022) expands the mapping process into a cycle.
how is output from one connected to input? what happens in each step?
Drawing with hands, moving, scaling, erasing (a pair of kitchen tongs) (Schkolne et al., 2001)
App for making short (5s) musical performances with a sketch (video and info). (Martin & Torresen, 2020)
The New Interface for Musical Expression (NIME) research community.
Jordà’s group at Pompeu Fabra made a synthesiser into a tangible tabletop: pucks, a camera underneath, projected lines showing what feeds what (Jordà, 2010).
Jordà’s retrospective, with an expert commentary by your lecturer: (Jordà, 2017).
Ge Wang had an iPhone: mic, multitouch, accelerometer. The efficient design is tap-a-note: instant, easy to learn, hard to get wrong.
Careful: everything that made Ocarina work would count as a defect in week 8! The effort and the errors were the point, and that’s this week’s topic.
How can we perform music on big touchscreens?
cube system: authentic design for a head-mounted AR musical instrument (Y. Wang & Martin, 2022)
Autobiographical design (Desjardins et al., 2021) to compare three interface candidates

Interactive machine learning in one sentence: the human is in the training loop, and the loop is fast enough to feel like tuning an instrument.
The Reactable and Ocarina are the success stories. What happened to everything else?
Morreale and McPherson wrote to the authors of every NIME 2010 to 2014 paper introducing an instrument; 70 of 97 replied (Morreale & McPherson, 2017). Of 51 built for prolonged performance:
Top reasons: “I don’t have the opportunity at the moment” (22), “I turned my attention to building other DMIs” (14).
McPherson, Morreale and Harrison compared instruments from NIME, HCI, and Kickstarter (McPherson et al., 2019).
The test: longevity. Not “liked it for an hour” but “still playing it two years later”. Where does your project sit on that survey in 2028?
From gestures to body (embodied) movements. Pictured: the CO/DA system (Françoise et al., 2022).
Putting expressive interactions into public places. Pictured: Bellyhorn by Dianne Verdonk.
Dinosaur Choir: Adult Corythosaurus (Brown & Gajewski, 2025)
Careful: playful installed interaction can lead to unwanted behaviour! Noise from folks exiting civic pubs!
Pictured: the Phox Ears listening helmet by Kleinberger et al. (2015)
Think: can silly or playful ideas turn into interesting interactions? Can we use play to examine more serious HCI concepts?
It’s fun to make the world more fun.
Can an amusement ride be controlled by breath?
“Breath Control of Amusement Rides” (Marshall et al., 2011)
There has been interest in incorporating AI into creative interaction since computing began.
Recent work often focuses on current genAI breakthroughs, e.g. Autolume visual generator system and Reprising Elements performance (2023) — pictured.
Computational creativity helps create new ideas in three ways (Boden, 1998)
Creativity and technology: a sociotechnological perspective (Bown, 2021).
Cobbie system (Lin et al., 2020)



Think: which of these would your final project’s evaluation let you claim?
For the final project you need to record and upload a presentation video. The specification is:
Do: You can do this easily with Powerpoint, so let’s give it a try.
Who has a question?