© 2014

Interactive Experience in the Digital Age

Evaluating New Art Practice

  • Linda Candy
  • Sam Ferguson
  • Provides unique insights into the incorporation of evaluation into interactive art practice from different perspectives including HCI

  • Includes case studies and examples of testing the research methods

  • Examines the way in which digital technologies are impacting a diversity of creative disciplines


Part of the Springer Series on Cultural Computing book series (SSCC)

Table of contents

  1. Front Matter
    Pages i-xii
  2. Linda Candy, Sam Ferguson
    Pages 1-10
  3. Ernest A. Edmonds
    Pages 11-23
  4. Linda Candy
    Pages 25-48
  5. Andrew Johnston
    Pages 49-62
  6. Scott L. Simon
    Pages 63-73
  7. Oliver Bown, Petra Gemeinboeck, Rob Saunders
    Pages 75-90
  8. Lian Loke, George Poonkhin Khut
    Pages 91-108
  9. Roger Mills, Kirsty Beilharz
    Pages 109-122
  10. Chek Tien Tan, Sam Ferguson
    Pages 139-152
  11. Derek Reilly, Fanny Chevalier, Dustin Freeman
    Pages 153-168
  12. Ximena Alarcón-Díaz, Kira Askaroff, Linda Candy, Ernest A. Edmonds, Jane Faram, Gillian Hobson
    Pages 187-208
  13. Stephen Barrass, Ana Luisa Sanchez Laws
    Pages 209-219
  14. Deborah Turnbull, Matthew Connell
    Pages 221-241
  15. Back Matter
    Pages 261-267

About this book


The use of interactive technology in the arts has changed the audience from viewer to participant and in doing so is transforming the nature of experience. From visual and sound art to performance and gaming, the boundaries of what is possible for creation, curating, production and distribution are continually extending. As a consequence, we need to reconsider the way in which these practices are evaluated.


Interactive Experience in the Digital Age explores diverse ways of creating and evaluating interactive digital art through the eyes of the practitioners who are embedding evaluation in their creative process as a way of revealing and enhancing their practice. It draws on research methods from other disciplines such as interaction design, human-computer interaction and practice-based research, and adapts them to develop new strategies and techniques for how we reflect upon and assess value in the creation and experience of interactive art.


With contributions from artists, scientists, curators, entrepreneurs and designers engaged in the creative arts, this book is an invaluable resource for both researchers and practitioners, working in this emerging field.


Digital Media Art Evaluation Interaction Practice

Editors and affiliations

  • Linda Candy
    • 1
  • Sam Ferguson
    • 2
  1. 1.Faculty of Engin. & Inform. TechnologyUniversity of TechnologySydneyAustralia
  2. 2.Faculty of Engin. & Inform. TechnologyUniversity of TechnologySydneyAustralia

Bibliographic information

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“The book investigates a broad range of artistic forms, enabling technologies, and evaluation methods, putting forward an interdisciplinary research agenda relating HCI and digital art. … this book is a timely publication that can be highly beneficial to practitioners and researchers engaged in the creative arts.” (Evangelia Kavakli, Computing Reviews, June, 2015)