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Deception and magic in collaborative interaction

Published: 10 April 2010 Publication History

Abstract

We explore the ways in which interfaces can be designed to deceive users so as to create the illusion of magic. We present a study of an experimental performance in which a magician used a computer vision system to conduct a series of illusions based on the well-known 'three cups' magic trick. We explain our findings in terms of the two broad strategies of misdirecting attention and setting false expectations, articulating specific tactics that were employed in each case. We draw on existing theories of collaborative and spectator interfaces, ambiguity and interpretation, and trajectories through experiences to explain our findings in broader HCI terms. We also extend and integrate current theory to provide refined sensitising concepts for analysing deceptive interactions.

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  • (2024)(Un)making AI Magic: A Design TaxonomyProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3641954(1-21)Online publication date: 11-May-2024
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    cover image ACM Conferences
    CHI '10: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
    April 2010
    2690 pages
    ISBN:9781605589299
    DOI:10.1145/1753326
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    Published: 10 April 2010

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    Author Tags

    1. ambiguity
    2. deception
    3. feedthrough
    4. interaction
    5. magic
    6. misdirection
    7. performance
    8. spectator interface
    9. trajectories

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    View all
    • (2024)(Un)making AI Magic: A Design TaxonomyProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3641954(1-21)Online publication date: 11-May-2024
    • (2023)Beyond Hiding and Revealing: Exploring Effects of Visibility and Form of Interaction on the Witness ExperienceProceedings of the ACM on Human-Computer Interaction10.1145/36042477:MHCI(1-23)Online publication date: 13-Sep-2023
    • (2023)Miracle Machine in the Making: Soulful Speculation with KabbalahProceedings of the 2023 ACM Designing Interactive Systems Conference10.1145/3563657.3595990(1740-1756)Online publication date: 10-Jul-2023
    • (2021)Moving Walls and Talking Floors: Design Considerations on Magical Media Architecture ExperiencesProceedings of the 5th Media Architecture Biennale Conference10.1145/3469410.3469431(194-199)Online publication date: 28-Jun-2021
    • (2021)Articulating Soma Experiences using TrajectoriesProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445482(1-16)Online publication date: 6-May-2021
    • (2021)Jays are sensitive to cognitive illusionsRoyal Society Open Science10.1098/rsos.2023588:8(202358)Online publication date: 18-Aug-2021
    • (2019)Otherworld: Ouija Board as a Resource for DesignProceedings of the Halfway to the Future Symposium 201910.1145/3363384.3363388(1-4)Online publication date: 19-Nov-2019
    • (2019)Mise-UnseenProceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology10.1145/3332165.3347919(777-789)Online publication date: 17-Oct-2019
    • (2019)Sensory Alignment in Immersive EntertainmentProceedings of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290605.3300930(1-13)Online publication date: 2-May-2019
    • (2018)Why game designers should study magicProceedings of the 13th International Conference on the Foundations of Digital Games10.1145/3235765.3235788(1-8)Online publication date: 7-Aug-2018
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