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Creators/Authors contains: "Hamilton, Bill"

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  1. While normative – “good” – game design and user experiences have been established, we look to games that challenge those notions. Intentional frustration and failure can be worthwhile. Through a reflexive thematic analysis of 31 games we identify how intentionally non-normative design choices lead to meaningful experiences. Working within the established Mechanics Dynamics Aesthetics (MDA) Game Design Framework, we lay out themes to design Shitty User Experiences (SUX). We contribute SUX MDA themes for designers and researchers to counter the status quo and identify new forms of play and interaction. 
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    Free, publicly-accessible full text available April 25, 2026
  2. Search and rescue (SAR) teams are the first to respond to emergencies. This could include finding lost hikers, shoring buildings, or aiding people post-disaster. SAR combines orienteering, engineering, field medicine, and communication. Technology use in SAR has been changing with the proliferation of information communication technologies; so, we ask, how are established and emerging technologies used in SAR? Understanding how responders are adopting and adapting these technologies during SAR missions can inform future design and improve outcomes for SAR teams. We interviewed SAR volunteers to contextualize their experiences with technology and triangulated with additional questionnaire data. We discuss how technology use in SAR requires an intersection of expert knowledge and creative problem solving to overcome challenges in the field. 
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  3. Radianti, J.; Dokas, I.; LaLone, N.; Khazanchi, D. (Ed.)
    Search and rescue (SAR) teams are the first to respond to emergencies. This could include finding lost hikers, shoring buildings, or aiding people post-disaster. SAR combines orienteering, engineering, field medicine, and communication. Technology use in SAR has been changing with the proliferation of information communication technologies; so, we ask, how are established and emerging technologies used in SAR? Understanding how responders are adopting and adapting these technologies during SAR missions can inform future design and improve outcomes for SAR teams. We interviewed SAR volunteers to contextualize their experiences with technology and triangulated with additional questionnaire data. We discuss how technology use in SAR requires an intersection of expert knowledge and creative problem solving to overcome challenges in the field. This research contributes an understanding of the constraints on and implications for future SAR technologies and SAR operators’ creativity in emergent situations. 
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  4. Game map interfaces provide an alternative perspective on the worlds players inhabit.compared to navigation applications popular in day-to-day life, game maps have different affordances to match players' situated goals. To contextualize and understand these differences and how they developed, we present a historical chronicle of game map interfaces. Starting from how games came to involve maps, we trace how maps are first separate from the game, becoming more and more integrated into play until converging in smartphone-style interfaces. We synthesize several game history texts with critical engagement with 123 key games to develop this map-focused chronicle, from which we highlight trends and opportunities for future map designs. Our work contributes a record of trends in game map interfaces that can serve as a source of reference and inspiration to game designers, digital physical-world map designers, and game scholars. 
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  5. Autonomous robotic vehicles (i.e., drones) are potentially transformative for search and rescue (SAR). This paper works toward wearable interfaces, through which humans team with multiple drones. We introduce the Virtual Drone Search Game as a first step in creating a mixed reality simulation for humans to practice drone teaming and SAR techniques. Our goals are to (1) evaluate input modalities for the drones, derived from an iterative narrowing of the design space, (2) improve our mixed reality system for designing input modalities and training operators, and (3) collect data on how participants socially experience the virtual drones with which they work. In our study, 17 participants played the game with two input modalities (Gesture condition, Tap condition) in counterbalanced order. Results indicated that participants performed best with the Gesture condition. Participants found the multiple controls challenging, and future studies might include more training of the devices and game. Participants felt like a team with the drones and found them moderately agentic. In our future work, we will extend this testing to a more externally valid mixed reality game. 
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  6. Composite wearable computers combine multiple wearable devices to form a cohesive whole. Designing these complex systems and integrating devices to effectively leverage their affordances is nontrivial. To inform the design of composite wearable computers, we undertook a grounded theory analysis of 84 wearable input devices drawing from 197 data sources, including technical specifications, research papers, and instructional videos. The resulting prescriptive design framework consists of four axes: type of interactivity, associated output modalities, mobility, and body location. This framework informs a composition-based approach to the design of wearable computers, enabling designers to identify which devices fill particular user needs and design constraints. Using this framework, designers can understand the relationship between the wearable, the user, and the environment, identify limitations in available wearable devices, and gain insights into how to address design challenges developers will likely encounter. 
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  7. Our objective is to explore distributed forms of creativity that arise in play to help guide and foster supportive research, game design, and technology. This workshop seeks to bring together researchers, game designers, and others to examine theories of creativity and play, game design practices, methods for studying creativity in play, and creative play experiences. Participants will present work, video prototype, discuss topics, and contribute to outcomes. 
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