2017 Aspling, F., and Juhlin, O. (2017) Theorizing Animal-Computer Interaction as Machinations In The International Journal of Human-Computer Studies, Vol. 98, February 2017, pp. 135–149
Abstract: The increased involvement of animals in digital technology and user-computer research opens up for new possibilities and forms of interaction. It also suggests that the emerging field of Animal–Computer Interaction (ACI) needs to reconsider what should be counted as interaction. The most common already established forms of interaction are direct and dyadic, and limited to domesticated animals such as working dogs and pets. Drawing on an ethnography of the use of mobile proximity sensor cameras in ordinary wild boar hunting we emphasize a more complex, diffuse, and not directly observable form of interaction, which involves wild animals in a technological and naturalistic setting. Investigating human and boar activities related to the use of these cameras in the light of Actor-Network Theory (ANT) and Goffman's notion of strategic interaction reveals a gamelike interaction that is prolonged, networked and heterogeneous, in which members of each species is opposed the other in a mutual assessment acted out through a set of strategies and counter-strategies. We stress the role of theory for the field of ACI and how conceptualizations of interaction can be used to excite the imagination and be generative for design. Seeing interaction as strategies and acknowledging the existence of complex interdependencies could potentially inspire the design of more indirect and non-dyadic interactions where a priori simplifications of design challenges as either human or animal can be avoided.
Gaver, W., and Höök, K. (2017) In search of the elusive CHI design paper nteractions Interactions Homepage archive Volume 24 Issue 2, March + April 2017 Pages 22-23, ACM Press
Höök, K, Hummels, C, Isbister, K, Lim, Y, Jonsson, Marti, P, Segura, E., Mueller, F., Petersen, M, Sanches, P., Schiporst, T. , Ståhl, A., Svanaes, D., and Trotto, A. (2017) Soma-Based Design Theory Proceedings of CHI 2017, Denver, Colorado, USA
Abstract: Movement-based interaction design is increasingly
popular, with application domains ranging from dance,
sport, gaming to physical rehabilitation. In a workshop
at CHI 2016, a set of prominent artists, game designers,
and interaction designers embarked on a research
journey to explore what we came to refer to as “aesthetics
in soma-based design”. In this follow-up workshop,
we would like to take the next step, shifting from
discussing the philosophical underpinnings we draw
upon to explain and substantiate our practice, to form
our own interaction design theory and conceptualisations.
We propose that soma-based design theory
needs practical, pragmatic as well as analytical study –
otherwise the felt dimension will be missing. We will
consider how such tacit knowledge can be articulated,
documented and shared. To ground the discussion firmly
in the felt experience of our own practice, the workshop
is organised as a joint practical design work session,
supported by analytical study.
Kosmack Vaara, E. (2017) Exploring the Aesthetics of Felt Time Unpublished thesis manuscript, Doctoral Thesis No.6 2017, KTH, Royal Institute of Technology
Abstract: By building a felt time repertoire, designers can sensitively feed a sense of time into their design work. And this in turn can help them produce an interaction gestalt that is richer, more sensual. My research on this suggests that this is not entirely easy, however. One has to develop a ‘feel’ for time. My research exploration began when I worked on designing a biofeedback data system, Affective Health, struggling with the tension and division between clocktime and the users’ unceasingly changing, ‘felt’ experiences. By turning to artistic practice, of music and culinary arts, I hoped to find keys to this question. Through connecting interaction-design research to these practices, I could start unfolding possibilities of temporal aesthetics in interaction design. I point to a space where designers can expand their understanding of felt time and playfully explore the sense of time that interactive systems and physical materials can deliver. Through the aspects below I point to the importance of being sensitive to felt forms and expressions of time to approach the temporal gestalt in interaction.
Lampinen, A., and Brown, B. (2017) Market Design for HCI: Successes and Failures of Peer-to-Peer Exchange Platforms In Proceedings of CHI 2017, Denver, Colorado, USA.
Abstract: This paper explores an HCI approach to designing markets, with a primary focus on peer-to-peer exchange platforms. We draw on recent work in economics that has documented how markets function, how they can be evaluated, and what can be done to fix them when they fail. We introduce five key concepts from market design: thickness, congestion, stability, safety, and repugnance. These lend HCI an analytic vocabulary for understanding why markets may succeed or struggle. Building on prior empirical work, we apply these concepts to compare two well-known network hospitality platforms, Couchsurfing and Airbnb. As a second illustrative case, we use market design to shed light on the challenges experienced by smaller-scale peer- to-peer marketplaces for lending, renting, and selling physical goods. To conclude, we discuss how this kind of analysis can make conceptual, evaluative, and generative contributions to the study and design of exchange platforms and other socio-technical systems.
Lampinen, A., McMillan, D., Brown, B., Faraj, Z., Nemutlu Cambazoglu, D., and Virtala C. (2017) Friendly but not Friends: Designing for Spaces Between Friendship and Unfamiliarity Proceedings of the 8th International Conference on Communities and Technologies (C&T '17), Troyes, France.
Abstract: While urban life requires us to maintain a healthy social distance and anonymity from others, a recurring design goal has been to push against this anonymity and assist in the formation of communities. In contrast, our aim in this paper is to design for keeping others at a comfortable distance, without seeming rude or uncongenial. Building on findings from 20 interviews and two design workshops, we present three design explorations that illustrate opportunities to support a sense of friendly connection in local, communal spaces, without promoting the formation of friendship or other long-term engagements, or requiring the effort and commitment they would necessarily demand.
McGregor, M., and Tang, J. (2017) More to Meetings: Challenges in Using Speech-Based Technology to Support Meetings. In Proceedings of CSCW 2017, Portland, Oregon, USA.
Abstract: Personal assistants using a command-dialogue model of speech recognition, such as Siri and Cortana, have become increasingly powerful and popular for individual use. In this paper we explore whether similar techniques could be used to create a speech-based agent system which, in a group meeting setting, would similarly monitor spoken dialogue, pro-actively detect useful actions, and carry out those actions without specific commands being spoken. Using a low-fi technical probe, we investigated how such a system might perform in the collaborative work setting and how users might respond to it. We recorded and transcribed a varied set of nine meetings from which we generated simulated lists of automated 'action items', which we then asked the meeting participants to review retrospectively. The low rankings given on these discovered items are suggestive of the difficulty in applying personal assistant technology to the group setting, and we document the issues emerging from the study. Through observations, we explored the nature of meetings and the challenges they present for speech agents.
McMillan, D., Brown, B., Lampinen, A., McGregor, M., Hoggan, E., and Pizza, S. (2017) Situating Wearables: Smartwatch Use in Context In Proceedings of CHI 2017, Denver, Colorado, USA.
Abstract: This paper studies how context influences smartwatch use. Drawing on 168 hours of video recordings of smartwatch use, we explore the effects of the presence of others, activity, location and time of day on 1,009 instances of use. Watch interaction is significantly shorter when the user is in conversation, than when alone. Activity also exerts influence–with significantly longer watch use while eating than when socialising or performing domestic tasks. One surprising finding is that length of use is similar at home and work. We note that usage peaks around lunchtime, with an average of 5.3 watch uses per hour throughout a day. We supplement these findings with qualitative analysis of the videos, focusing on how use is modified by the presence of others, and the lack of impact of watch glances on conversation. Watch use is clearly a context-sensitive activity, and in discussion we explore how smartwatches could be designed taking this into consideration.
Nylander, S., and Tholander, J. (2017) Community-Based Innovation among Elite Orienteers In proceedings of the 8th International Conference on Communities & Technologies
Abstract: We have studied a form of community innovation within the sport of orienteering, which in the Nordic countries consist of a closely knit group with a strong sense of community. This study shows how the processes for developing new technologies are driven by a strong sense of idealism, with little or no commercial motivation. Thus, this represents a kind of community development and sharing with a number of unique characteristics. While the community is central to participants’ endeavours of developing their systems, the participants are not representative of the typical member. On the contrary, they are examples of a minority that put in significant efforts of contributing to the larger group. What we argue is unique about the case we have presented is that the technology development starts out from a few number of highly motivated individuals that through limited collaboration with others builds technologies that get extensive proliferation and use within the community.
Rostami, A., McMillan, D., Márquez-Segura, E., Rossito, C., and Barkhuus, L. (2017) Bio-Sensed and Embodied Participation in Interactive Performance In Proceedings of TEI 2017, Yokohama, Japan.
Abstract: Designing for interactive performances is challenging both in terms of technology design, and of understanding the interplay between technology, narration, and audience
interactions. Bio-sensors and bodily tracking technologies afford new ways for artists to engage with audiences, and for audiences to become part of the artwork. Their deployment raises a number of issues for designers of interactive performances. This paper explores such issues by presenting five design ideas for interactive performance afforded by bio-sensing and bodily tracking technologies (i.e. Microsoft Kinect) developed during two design workshops. We use these ideas, and the related scenarios to discuss three emerging issues namely: temporality of input, autonomy and control, and visibility of input in relation to the deployment of bio-sensors and bodily tracking technologies in the context of interactive performances.
Simbelis, V. Vaara, E. Ferreira, P. Jaaksolahti, J. Höök, K (2017) Delete by Haiku: Poetry from Old SMS Messages In Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems
Abstract: The work draws on repurposing practices to inform design for deletion and handling of digital waste -- a way of letting go -- in graceful and aesthetically appealing ways.
Delete by Haiku is a mobile phone application that explores how deleting old text messages can become an enjoyable and creative practice by turning messages into haiku poetry. Through the application users interactively repurpose selected old text messages on their mobile phone into a haiku poem aided by a haiku-generating algorithm. By repeatedly pinching the selected messages they break apart into words that tumble down in a Tetris like manner. Gradually words are deleted until the remaining words find their position and form a haiku.
The video presents a walkthrough of how to interact with the application to select messages in various ways, how to apply "themes" to gain some control over the generation process, and eventually share created poems with others through social media.
Ståhl, A., Tholander, J., Laaksolahti, J., and Vaara, E. (2017) Being, Bringing and Bridging – Three Aspects of Sketching with Nature In Proceedings of DIS 2017, Edinburgh, Scotland.
Abstract: We articulate and reflect on the use of nature as a physical sketching material. We have closely documented explorations of various organic and non-organic materials found during excursions in a local forest and how we used them as resources in sketching. This serves as an exemplar case of how sketching in interaction design can be grounded in empirical explorations of nature. We discuss three examples of sketching based on explorations and experiences with elements and objects from a forest. Processes and characteristics of phenomena in nature such falling leaves, melting and freezing of snow, and perennial growth allowed us to expand our design repertoire and sketching skills, especially as new forms of representations and interactions. Based on this we outline three aspects of how nature can be included in sketching processes: being in nature, bringing nature to the lab, and bridging nature and interaction design.
Tsaknaki, V., and Fernaeus, Y. (2017) On the Surface of Things: Experiential Properties of the Use of Craft Materials on Interactive Artefacts In International Conference 2017 of the DRS Special Interest Group on Experiential Knowledge, EKSIG'17, Rotterdam, Netherlands
Abstract: Surface materials play a central role in the way we experience things. This is also the case with interactive artefacts, since the materials that are used for designing a surface or a casing will affect the ways in which the artefact will be physically interacted with and experienced as an object. In this paper we take a closer look at physical surfaces and study the experiential properties of different types of craft materials, which in our case are leather, textile, metal and wood. We look at how they influence the experience of interacting with an artefact by providing illustrative examples of interactive artefacts from our own design research, in which such materials have been used on their surface.
In order to do this we distinguish between three types of experiential properties based on Giaccardi and Karana’s materials experience framework (Giaccardi & Karana, 2015), and on Fernaeus et al. action-centric tangible interaction (Fernaeus, Tholander, & Jonsson, 2008). These are sensory experience, physical manipulation, and interactive behaviour. The purpose with our distinction between the three experiential properties is to illustrate possible ways in which a craft material can influence the interaction with an artefact, focusing on the sensorial experience craft materials offer, how they afford particular physical manipulations in regards to the ways they can be given shape, and finally how they can offer interactive qualities based on their abilities to conduct, to resist, or trigger. We end by reflecting on the three experiential properties and discussing emerging topics that should be further considered when craft materials are used on the surface of interactive artefacts, in regards to craft values but also the social and cultural situatedness of surfaces and consequently artefacts.
Tsaknaki, V., Fernaeus, Y., Rapp, E., and Solsona, J. (2017) Articulating Challenges of Hybrid Crafting for the Case of Interactive Silversmith Practice In Proceedings of Designing Interactive Systems, DIS'17, Edinburgh, United Kingdom.
Abstract: As interactive objects get embedded into different cultural contexts and take on more varied material forms, the relationship between interaction design and crafting practices in the physical domain is becoming increasingly interwoven. In this paper, we present an explorative project that involved intense collaborations between the areas of interaction design and silversmith practice. A main focus of the investigation concerned ways of surfacing conductive metals in interactive artefacts through the making of small, three-dimensional, and close-to-skin sensors. We reflect on insights made during this process, focusing on the challenges of combining the two knowledge areas on a level of materials, tools and techniques. In particular, we discuss qualities that silversmith crafting brings forth that can inform future directions of interaction design in terms of interaction gestalts, design values and hybrid crafting practices, more broadly.
Vallgårda, A., Boer, L., Tsaknaki, V., and Svanaes, D. (2017) Material Programming Interactions. Volume 24. Issue 2. March + April 2017. Pages 36-41, ACM Press.
Abstract: In the near future, smart materials will have computational power embedded in the form of graphene transistors or nanotubes. These will be the ultimate computational composites: materials that hold classic material qualities, such as structural durability, flexibility, texture, weight, and color, but that are also capable of sensing, actuating, and computing. Indeed, computers will not be things in and of themselves, but rather will be embedded into the materials that make up our surroundings. This also means that the way we interact with computers, and the way we program them, will change. Consequently, we ask what the practice of programming and giving form to such materials would be like. How would we be able to familiarize ourselves with the dynamics of these materials and their different combinations of cause and effect? Which tools would we need, and what would they look like? Would we program these computational composites through external computers and then transfer the code to them, or would the programming happen closer to the materials? In this article, we outline a new research program that floats between imagined futures and the development of a material programming practice.
Wang, J., Juhlin, O., and Hughes N. (2017) Fashion Film as Design Fiction for Wearable Concepts. In CHI ’17 Extended Abstracts on Human Factors in Computing Systems (Video Showcase). ACM, New York, NY, USA.
Abstract: NA
2016 Wang, J., Juhlin, O., Thornquist, C., Blomgren, E., Kägo, E., Bågander, L., Takahashi, M., Meier F. (2016) Design space of the new materials in fashionable wearables. Workshop. In Proceedings of MUM2016, Florence, Italy.
Abstract: NA
Aspling, F., Wang, J., and Juhlin, O. (2016) Plant-Computer Interaction, Beauty and Dissemination. In Proceedings of ACI'16, Milton Keynes, U.K.
Abstract: We inquire into ways of understanding plant interaction through a triangulation of four approaches: a multispecies ethnography of people’s ordinary practices and doings in relation to sakura trees during their short blossoming season; readings of theoretical works on human-plant relations and plants’ urge to spread; a systematic review of how plants are involved in computing and computer systems; and finally a review study on how cherry blossoms are used in design and architecture. We bring these together and propose to discuss the involvement of florae in computer systems and design items through the lens of understanding plant interaction as temporally extended dissemination and agency to spread. The design intent within Animal-Computer Interaction (ACI) has been to develop systems where non-human species are seen as “users”. If such an approach is applied to plants, then we need to frame research in a direction that aims to give us an understanding of what these sorts of users are doing. Since the most successful forms of dissemination are hedonic, we argue that researchers should focus more specifically on system design that supports aesthetic interaction, rather than supporting abstract contemplation, as has been common within Human-Computer Interaction (HCI).
Bergström, I., and Jonsson, M. (2016) Sarka: Sonification and Somaesthetic Appreciation Design. Proceedings of the 3rd International Symposium on Movement and Computing.
Abstract:
We often take for granted that we have immediate access to our perception and experience of and through our bodies. But inward listening is a demanding activity and thus not easy to learn to perform or design for. With the Sarka mat we want to support the ability to direct attention by providing sound feedback linked to the weight distribution and motion intensity of different parts of the body, and to provide an exemplar for how such design may be conducted. The process of Sarka's creation is informed by Somaesthetic Appreciation Design. We discuss how a sonic feedback signal can influence listeners, followed by how we, in this design, worked to navigate the complex design space presented to us. We detail the design process involved, and the very particular set of limitations which this interactive sonification presented.
Bergström, I., Blackwell, A. F. (2016) The Practices of Programming. IEEE Symposium on Visual Languages and Human-Centric computing.
Abstract: How diverse are the ways that programming is done? While a variety of accounts exist, each appears in isolation, neither framed in terms of a distinct practice, nor as one of many such practices. In this work we explore accounts spanning software engineering, bricolage/tinkering, sketching, live coding, codebending, and hacking. These practices of programming are analyzed in relation to ongoing research, and in particular HCI’s ‘practice turn’, offering connections to accounts of practice in other contexts than programming. The conceptualization of practice helps to interpret recent interest in program code as craft material, and also offers potential to inform programming education, tools and work as well as future research.
Brown, B., Bleecker, J., D’Adamo, M., Ferreira, P., Formo, J., Glöss, M., Holm, M., Höök, K., Banka Johnson, E-C., Kaburuan, E., Karlsson, A., Kosmack-Vaara, E., Laaksolahti, J., Lampinen, A., Leahu, L., Lewandowski, L. (2016) The IKEA Catalogue: Design fiction in academic and industrial collaborations. In Proceedings of Group 2016, Sanibel Island, FL, USA.
Abstract: This paper is an introduction to the “Future IKEA Catalogue”, enclosed here as an example of a design fiction produced from a long standing industrial-academic collaboration. We introduce the catalogue here by discussing some of our experiences using design fiction` with companies and public sector bodies, giving some background to the catalogue and the collaboration which produced it. We have found design fiction to be a useful tool to support collaboration with industrial partners in research projects – it provides a way of thinking and talking about present day concepts, and present day constraints, without being overly concerned with contemporary challenges, or the requirements of academic validation. In particular, there are two main aspects of this we will discuss here, aspects that are visible in the enclosed catalogue itself. The first is the potential of design fiction as a sort of ‘boundary object’ in industry and academic collaboration, and second the role of critique. After this introduction to the paper we enclose the output of our collaboration in the form of the catalogue itself.
Brown, B., Weilenmann, A., McMillan, D., and Lampinen, A. (2016) Five Provocations for Ethical HCI Research In Proceedings of CHI 2016, San José, CA, USA
Abstract: We present five provocations for ethics, and ethical research, in HCI. We discuss, in turn, informed consent, the researcher–participant power differential, presentation of data in publications, the role of ethical review boards, and, lastly, corporate-facilitated projects. By pointing to unintended consequences of regulation and oversimplifications of unresolvable moral conflicts, we propose these provocations not as guidelines or recommendations but as instruments for challenging our views on what it means to do ethical research in HCI. We then suggest an alternative grounded in the sensitivities of those being studied and based on everyday practice and judgement, rather than one driven by bureaucratic, legal, or philosophical concerns. In conclusion, we call for a wider and more practical discussion on ethics within the community, and suggest that we should be more supportive of low-risk ethical experimentation to further the field.
Carlson, S., Holm, M., Formo, J., Laaksolahti, J., Tholander, J., Karlsson, A., et al. (2016) Welcome to the smartest city in the world Stockholm City Design Fiction
Abstract: This brochure is the result of a number of workshops and discussions that have taken place during the spring and summer of 2016. It is a collaboration between the Mobile Life Centre, the city of Stockholm, Ericsson research and Boris Design. It is a co-creation with co-workers from Stockholm city's departements, school children and the partner companies of Mobile Life. The brochure has been sent to us from the future. It describes a fictive Stockholm in a near future and the purpose is to create thoughts about a possible future with digital solutions and discussions about what a smart city could look like.
Dillahunt, T., Lampinen, A., O'Neill, J., Terveen, L., and Kendrick, C. (2016) Does the Sharing Economy do any Good? In Proceedings of the 19th ACM Conference on Computer Supported Cooperative Work and Social Computing Companion, pp. 197-200. ACM, 2016.
Abstract: Despite the benefits offered by sharing economy, researchers have identified several challenges preventing disadvantaged groups (e.g. low socioeconomic status, un(der)employed and/or users from emerging regions) from receiving the same level of benefits as those from advantaged populations. This panel brings researchers from the sharing economy and mobile crowdsourcing space whose research has identified unique challenges for underserved populations. We consider the opportunities offered by these platforms to disadvantaged communities and examine to what extent these platforms instead may recreate disadvantage, as well as the workarounds communities employ to make these platforms work for them. We examine the opportunities for the CSCW community to address these challenges going forward.
Ferreira, P., and Höök, K. (2016) The Case for Play in the Developing World: Lesons from Rah Island, Vanuatu. In Indigenous People and Mobile Technologies, Evelyn Dyson, L., Grant, S. and Hendriks, M.
Abstract: NA
Gloss, M., McGregor, M., Brown, B. (2016) Designing for Labour: Uber and the On-Demand Mobile Workforce In Proceedings of CHI 2016, San Jose, California, USA
Abstract: Apps allowing passengers to hail and pay for taxi service on their phone– such as Uber and Lyft–have affected the livelihood of thousands of workers worldwide. In this paper we draw on interviews with traditional taxi drivers, rideshare drivers and passengers in London and San Francisco to understand how “ride-sharing” transforms the taxi business. With Uber, the app not only manages the allocation of work, but is directly involved in ‘labour issues’: changing the labour conditions of the work itself. We document how Uber driving demands new skills such as emotional labour, while increasing worker flexibility. We discuss how the design of new technology is also about creating new labour opportunities – jobs – and how we might think about our responsibilities in designing these labour relations.
Häkkilä, J. Juhlin O., Boll S., Colley, A. (2016) The Role and Impact of Aesthetics in Designing Mobile Devices Forthcoming in Proc Mobile HCI 2016, Extended Abstracts
Abstract: NA
Hirskyj-Douglas, I., Read, J., Juhlin, O. Väätäjä, H., Pons, P., Hvasshovd. S-O. (2016) Where HCI meets ACI. Workshop. In Proceedings of NordiCHI 2016, Göteborg, Sweden.
Abstract: NA
Höök, K., Jonsson, M.,Ståhl, A., and Mercurio, J. (2016) Somaesthetic Appreciation Design In Proceedings of CHI 2016, San José, California, USA.
Abstract: We propose a strong concept we name Somaesthetic Appreciation based on three different enquiries. First, our own autobiographical design enquiry, using Feldenkrais as a resource in our design process, bringing out the Soma Carpet and Breathing Light applications. Second, through bringing in others to experience our systems, engaging with and qualitatively analysing their experiences of our applications. In our third enquiry, we try to pin down what characterizes and sets Somaesthetic Appreciation designs apart through comparing with and analysing others’ design inquiries as well as grounding them in the somaesthetic theories.
We propose that the Somaesthetic Appreciation designs share a subtleness in how they encourage and spur bodily inquiry in their choice of interaction modalities, they require an intimate correspondence – feedback and interactions that follow the rhythm of the body, they entail a distinct manner of making space shutting out the outside world
– metaphorically and literally – to allow users to turn their attention inwards, and they rely on articulation of bodily experiences to encourage learning and increased somatic awareness.
Jonsson, M., Ståhl, A., Mercurio, J., Karlsson, A., Naveen, R. and Höök, K. (2016) The aesthetics of heat: Guiding Awareness with Thermal Stimuli In Proceedings of Tangible, Embedded and Embodied Interaction (TEI), Eindhoven, February 14-17
Abstract: In this paper we discuss the design process and results from a design exploration on the use of thermal stimuli in body awareness exercises. A user-study was performed on an interactive prototype in the form of an interactive heat mat. The paper brings forth an alternative understanding of heat as a design material that extends the common understanding of thermal stimuli in HCI as a communication modality to instead bring the aesthetic and experiential properties to the fore. Findings account for felt body experiences of thermal stimuli and a number of design qualities related to heat as a design material are formulated, pointing to experiential qualities concerning the felt body, subjectivity and subtleness as well as material qualities concerning materiality, inertia and heat transfer
Juhlin, O., Zhang, Y., Wang, J., and Andersson, A. (2016) Fashionable Services for Wearables – Inventing and Investigating a New Design Path for Smart Watches. In Proceedings of NordiCHI 2016, Göteborg, Sweden.
Abstract: With the advent of wearable devices equipped with publicly
visible screens, we argue for the need to apply fashion
thinking in designing their visual expression. The screen
provides endless variations of visual expression, beyond
traditional clothing. The topic motivates us to investigate
the potential of assembling “fashion thinking” with services
generation, to create new forms of use that wearers will
adore, as they do with clothes. Disregarding fashion
thinking in wearable design might lead to user
dissatisfaction and missed opportunities. In an explorative
design study we triangulate three methods i.e. a small study
on the use of smart watches in dressing practices; an
invention and design of a service called “Watch for
Figuracy”, with a watch face contextually dependent on the
wearer’s dressed ensemble, and an initial user feedback
study. Altogether they indicate the potential of fashion
wearable hybrids and shortcomings in utilizing color theory
for matching the watch face to the outfit.
Kristina Höök, Martin Jonsson, Anna Ståhl, Jakob Tholander, Toni Robertson, Patrizia Marti, Dag Svanaes, Marianne Graves Petersen, Jodi Forlizzi, Thecla Schiphorst, Katherine Isbister, Caroline Hummels, Sietske Klooster, Lian Loke, George Khut (2016) Move to be Moved Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems Pages 3301-3308
Abstract: Movement-based design is reaching critical mass in HCI, and we can start to identify strategies, similarities and differences in how it is approached. Similarities may include, for example, a strong first person perspective on design, emphasising movement, somatics and aesthetic sensibilities of the designer, as well as starting from the premise that our bodily ways of being in the world are shaped by the ecologies of people, cultural practices and the artefacts we create and use. Different classes of systems are starting to emerge, such as spurring somaesthetic appreciation processes using biofeedback loops or carefully nudging us to interact with our own movements; engaging us in affective loops where the technology takes on a stronger agency, attempting to pull participants into particular experiences; extending on our senses and perception -- even creating new senses through technology; social interactions, engaging us to jointly explore movement or touch; even endowing machines with their own "somatics", exploring our relationship to technology; as well as engaging in larger political issues around the body, such as gender perspectives, or challenging the mind-body divide.
Lampinen, A. (2016) Hosting Together via Couchsurfing: Privacy Management in the Context of Network Hospitality International Journal of Communication, 10(2016), 1581–1600
Abstract: Practicing network hospitality—that is, taking part in the processes wherein users of hospitality exchange services, connect, and interact with one another online and offline—is commonly approached as a dyadic interaction between a host and a guest. In contrast, this article elaborates on communication privacy management theory in the context of network hospitality based on an interview study of how multiperson households regulate access to their domestic sphere as they welcome visitors via Couchsurfing, an online hospitality exchange service. The findings depict how multiperson households (1) establish privacy rules related to hosting, (2) cooperate to control interior and exterior privacy boundaries, and (3) manage privacy with the help of physical and temporal boundaries. The study contributes to communication privacy management theory by applying it to the study of network hospitality and providing insight into how privacy management unfolds as a cooperative process within multiperson households in settings where networked media are used to arrange social encounters that raise questions of physical space and territoriality.
Lampinen, A. (2016) Why we need to examine multiple social network sites In Communication and the Public, first published on November 21, 2016 as doi:10.1177/2057047316681171
Abstract: The hyper-concentration of research on mainstream social media sites like Facebook and Twitter comes at the cost of lesser emphasis on, if not the exclusion of, other platforms and practices. How might our conceptualizations of social media and social interaction change if we were to explore a wider range of systems to enrich our theorizing? This piece considers three examples of how looking beyond the usual suspects may broaden our understanding of how social media sites play into privacy management, identity work, and interpersonal relationships. I argue that our theorizing of social media and the practices that surround them gains strength from exploring varied sites of study.
Lampinen, A., and Cheshire, C. (2016) Hosting via Airbnb: Motivations and Financial Assurances in Monetized Network Hospitality In Proceedings of CHI 2016, San José, CA, USA
Abstract: We examine how financial assurance structures and the clearly defined financial transaction at the core of monetized network hospitality reduce uncertainty for Airbnb hosts and guests. We apply the principles of social exchange and intrinsic and extrinsic motivation to a qualitative study of Airbnb hosts to 1) describe activities that are facilitated by the peer-to-peer exchange platform and 2) how the assurance of the initial financial exchange facilitates additional social exchanges between hosts and guests. The study illustrates that the financial benefits of hosting do not necessarily crowd out intrinsic motivations for hosting but instead strengthen them and even act as a gateway to further social exchange and interpersonal interaction. We describe the assurance structures in networked peer-to-peer exchange, and explain how such assurances can reconcile contention between extrinsic and intrinsic motivations. We conclude with implications for design and future research.
Lampinen, A., and Lehmuskallio, A. (2016) Teachers' Experiences of Boundary Turbulence: The Case of Wilma in Finnish Schools Extended abstract presented at AoIR 2016, the annual conference of the Association of Internet Researchers.
Abstract: NA
Lampinen, A., Bellotti, V., Cheshire, C., and Gray, M. L. (2016) CSCW and the “Sharing Economy”: The Future of Platforms as Sites of Work, Collaboration and Trust In Proceedings of CSCW 2016, San Francisco, CA, USA
Abstract: This workshop provides opportunities for community building and in-depth discussion of research directions on the “sharing economy” within CSCW. The workshop is structured around reviewing work done so far on sharing/platform economies, thinking through how that body of research fits together with longstanding CSCW concerns, and working toward a shared research agenda. The workshop’s theme is the future of platforms as sites of work, collaboration and trust. We will explore how this new domain of research could help shift forward broader conceptual and theoretical efforts within CSCW, and how, on the other hand, we might more effectively utilize prior work to inform our research agenda and efforts in this emerging sub-area of CSCW. Our one-day workshop is led by four researchers and supported by an international program committee. It will accommodate up to 25 participants.
Mancini C., Lawson S., Juhlin O. (2016) Animal-Computer Interaction: the Emergence of a Discipline. In Journal of Human Computing Systems IJHCS Special Issue on Animal-Computer Interaction, Elsevier
Abstract: This Special Issue is motivated by the rapid development, in recent years, of a multidisciplinary field of research and practice that has become known as Animal-Computer Interaction (ACI). The issue has two aims; the first is to acknowledge such a development, tracing its motivations in the scientific interests and concerns of the interaction design and other communities of research and practice. This is set against a broader cultural background that has seen a reassessment of the relation between humans and other animals in the face of major social, scientific and environmental transformations. The second aim of this special issue is to bring to the fore the challenges faced by ACI researchers and practitioners, but also the opportunities open to them, and to the field, and to trace a roadmap towards the development of ACI as a discipline around core aims and values. In this respect, the contributions contained in this special issue illustrate the field’s state-of-the-art and surface key questions and challenges that ACI researchers are grappling with, as well as the ways in which these might be addressed. At the same time, they highlight the gaps that still exist in the field and directions for further work that might continue to develop ACI as a discipline.
McGregor, M., Lampinen, A., Brown, B. (2016) Platform Labour: Algorithms Versus Business Ethics In Proceedings of CSCW 2016, San Francisco, California, USA.
Abstract: We reflect on algorithm-driven platforms, drawing on our prior work on the new work practices that these algorithms enable. We present these reflections on motivations and experiences of using peer-to-peer exchange and on-demand service platforms with the aim of sparking discussion of some of the thornier issues that have emerged in the course of our work. For the purposes of this workshop in particular, we ask whether the current focus on ethical algorithms obfuscates more controversial matters of business ethics and values.
McMillan, D., Engström, A., Lampinen, A., and Brown, B. (2016) Data and the City In Proceedings of CHI 2016, San José, CA, USA
Abstract: We consider how data is produced and used in cities. We draw on our experiences working with city authorities, along with twenty interviews across four cities to understand the role that data plays in city government. Following the development and deployment of innovative data-driven technology projects in the cities, we look in particular at collaborations around open and crowdsourced data, issues with the politicisation of data, and problems in innovating within the highly regulated public sphere. We discuss what this means for cities, citizens, innovators, and for visions of big data in the smart city as a whole.
Mudassar A. Mughal (2016) Live Mobile Video Interaction Doctoral Thesis in Computer and System Sciences at Stockholm University
Abstract: The convergence of inexpensive video-enabled mobile phones, high-speed mobile data networks and ubiquitous sensing devices opens up a new design space called “live mobile video interaction”. It gives rise to a new genre of applications concerning live mobile video production, which can be seen as an instance of the said space. In this work we are particularly interested to explore potential technical challenges and opportunities presented by “live mobile video interaction”. We started our investigation by studying two existing prototypes from the said genre i.e. the Instant Broadcasting System (IBS) and the Mobile Vision Mixer (MVM). We studied their applicability for amateur users of collaborative mobile video production tools and the problems caused by inherent communication delays in the Internet. We acquired initial user feedback and conducted technical tests on Instant Broadcasting System (IBS) and Mobile Vision Mixer (MVM). Our results indicate that lack of synchronisation among video streams causes problems for directors in such systems that were not present in professional systems. We also identified two distinct video production modes depending on visual access of the director to the event that is being filmed. Based on our study we proposed technical design suggestions and indications on how to solve the synchronisation problems in respective mixing modes. We also proposed an algorithm for frame-rate exclusive synchronisation management of live streams in a collaborative mobile production environment. We further probed the design space using the research through design method, which resulted in a fully functional prototype system called “Livenature” that would incite an emotional connection that exists between people and the places they cherish. Further investigation of Livenature allowed us to produce detailed studies about experiential and technical aspects of the system, thus revealing phenomenological and technical dimensions of the design space.
Nylander, S. and Tholander, J. (2016) Drifting Off Course – how Sports Technology Can Use Real-Time Data to Add New Dimensions to Sports In proceedings of MUM 2016, Rovaniemi, Finland. ACM Press.
Abstract: We have built Drift, an application that measures and provides feedback on how far from the ideal path an orienteer has deviated, to study how sports apps can draw on real-time data to enrich sports activities. Orienteering is an outdoor navigation sport requiring mental skills and fast running through the terrain. Participants appropriated deviation into their practice and found new ways it could integrate with common orienteering practice. Interaction around deviation provided possibilities for new forms of sporting practice and social interactions. Deviation as a measure allowed this because it was highly specific and well-grounded in a specific skill of the sport. We believe this use of data in real time has the possibility of supporting and renewing sports activity as well as offering new opportunities for design.
Pizza, S., Brown, B., McMillan, D., and Lampinen, A (2016) Smartwatch in vivo In Proceedings of CHI 2016, San José, CA, USA
Abstract: In recent years, the smartwatch has returned as a form factor for mobile computing with some success. Yet it is not clear how smartwatches are used and integrated into everyday life differently from mobile phones. For this paper, we used wearable cameras to record twelve participants’ daily use of smartwatches, collecting and analysing incidents where watches were used from over 34 days of user recording. This allows us to analyse in detail 1009 watch uses. Using the watch as a timepiece was the most common use, making up 50% of interactions, but only 20% of total watch usage time. The videos also let us examine why and how smartwatches are used for activity tracking, notifications, and in combination with smartphones. In discussion, we return to a key question in the study of mobile devices: how are smartwatches integrated into everyday life, in both the actions that we take and the social interactions we are part of?
Šimbelis, V., and Lundström A. (2016) Synthesis in the Audiovisual CHI Interactivity, Extended Abstract, CHI 2016, San Jose, California, USA.
Abstract: The S T R A T I C audiovisual project is based on the phenomenon that occurs when filming a pulsating light – lines appear on the screen. The thickness, color and movement of these lines are directly related to the frequency of the sound. In other words, the sound generates the visuals in real-time. The visuals are examined by the use of shutter speed and frame rate of a camera. In this project we explore the interactive potential through our live performances and the space for aesthetic expression by synthesizing the audio and the visuals. The project relates to the genre of visual music and abstraction in the arts and creates a synesthetic experience for the audience. We find it highly relevant to CHI since it concerns aspects of materiality at the intersection of the analog and the digital.
Šimbelis, V., Ferreira, P., Vaara, E., Laaksolahti, J., and Höök, K. (2016) Repurposing Bits and Pieces of the Digital In Proceedings of CHI 2016, San Jose, California, USA.
Abstract: Repurposing refers to a broad set of practices, such as recy-cling or upcycling, all aiming to make better use of or give new life to physical materials and artefacts. While these practices have an obvious interest regarding sustainability issues, they also bring about unique aesthetics and values that may inspire design beyond sustainability concerns. What if we can harness these qualities in digital materials? We introduce Delete by Haiku, an application that trans-forms old mobile text messages into haiku poems. We elab-orate on how the principles of repurposing – working on a low budget, introducing chance and combining the original values with the new ones – can inform interaction design in evoking some of these aesthetic values. This approach changes our views on what constitutes “digital materials” and the opportunities they offer. We also connect recent debates concerning ownership of data with discussions in the arts on the “Death of the Author.”
Ståhl, A., Jonsson, M., Mercurio, J., Karlsson, A., Höök, K., and Banka Johnson, E-C. (2016) The Soma Mat and Breathing Light In Extended Abstract of CHI 2016, San José, California, USA.
Abstract: We present the experience of using the prototypes
Soma Mat and Breathing Light. These are designed with
a somaesthetic approach to support a meditative bodily
introspection. We use light and heat as modalities to
subtly guide participants to turn their gaze inwards, to
their own bodies. People trying our prototypes reports
on a feeling of relaxation, softer movements, and an
increased awareness of their own breathing.
Stark, L., King, J., Page, X., Lampinen, A., Vitak, J., Wisniewski, P., Whalen, T., and Good, N. (2016) Bridging the Gap between Privacy by Design and Privacy in Practice In Proceedings of CHI 2016, San José, CA, USA
Abstract: While there has been considerable academic work over the past decade on preserving and enhancing digital privacy, little of this scholarship has influenced practitioners in design or industry. By bringing together leading privacy academics and commercial stakeholders, this workshop builds on previous gatherings at ACM conferences and in the broader privacy community. Workshop attendees will address the ‘privacy by design’ implementation problem, and will work together to identify actionable methods and design heuristics for closing the gap between academic research and industry solutions for protecting user privacy in the design of systems, digital products and services.
Tholander, J., and Nylander, S. (2016) Measures for collaborative running. in workshop Wearable for Sports. Ubicomp 2016. Heidelberg.
Abstract: NA
Tsaknaki, V., and Fernaeus, Y. (2016) Expanding on Wabi-Sabi as a Design Resource in HCI. In Proceedings of CHI 2016, San Jose, CA, USA.
Abstract: The material foundations of computer systems and interactive technology is a topic that gained an increased interest within the HCI community during the last years. In this paper we discuss this topic through the Japanese concept of Wabi-Sabi, a philosophy that embraces three basic realities of the material world: ‘nothing lasts’, ‘nothing is finished’, and ‘nothing is perfect’. We use these concepts to reflect on four unique interactive artefacts, which all in different ways embrace aspects of Wabi-Sabi, in terms of their design gestalt, materiality, but also in terms of use practices. Further, we use our analysis to articulate three high-level principles that may help addressing the long-term realities faced in physical interaction design, and for the design of interactive systems in general.
Tsaknaki, V., Cohn, M., Boer, L., Fernaeus, Y., and Vallgårda, A. (2016) Things Fall Apart: Unpacking the Temporalities of Impermanence for HCI Workshop paper in Proceedings of NordiCHI 2016, Göteborg, Sweden.
Abstract: NA
Vallgårda, A., Boer, L., Tsaknaki, V, and Svanaes, D. (2016) Material Programming: a New Interaction Design Practice. WIP. In Proceedings of DIS'16, Brisbane, Australia.
Abstract: We propose the notion of material programming as a new practice for designing future interactive artifacts. Material programming would be a way for the interaction designer to better explore the dynamics of the materials at hand and through that familiarity be able to compose more sophisticated and complex temporal forms in their designs. As such it would blur the boundaries between programming and crafting these new smart and computational materials. We envision a material programming practice developed around physical tools (e.g. Fig 1) that draw on bodily skills and experiences (Fig 2) while enabling actions performed directly on the material with immediate effects (no program vs. execution mode). Finally, the tools would enable one layer of abstraction and as such encompass the potential of the computational materials but not that of possibly adjacent computers, which could run more complex algorithms.
Vallgårda, A., Boer, L., Tsaknaki, V., and Svanaes, D. (2016) Material Programming: a Design Practice for Computational Composites In Proceedings of NordiCHI 2016, Göteborg, Sweden.
Abstract: NA
Wang, J., Juhlin, O., Blomgren, E., Bågander, L., Kägo, E., Meier, F., Takahashi, M., Thornquist, C. (2016) Design space of the new materials for fashionable wearables In Proceedings of the MobileHCI Adjunct
Abstract: NA
Zhang, Y. and Juhlin, O. (2016) The “life and death” of great Finnish fashion phones: A periodization of changing styles in Nokia phone design between 1992 and 2013 Mobile Media & Communication, doi: 10.1177/2050157916654510
Abstract: Visual aesthetics is an essential part of our experience of mobile devices, but the ways in which it is accounted for in design have largely been overlooked. We investigate whether an aesthetization of mobile design is taking place and, if so, how it is being pursued through institutional practices in organizations. We conduct a visual analysis of all Nokia phone releases between 1992 and 2013 complemented by an interview series with key actors. The study reveals a continuous increase in aesthetic variation between 1998 and 2008, which is visible in the variation of colors, forms, and materials. The period between 2003 and 2008, which we term the “Grand” period, marks the peak of aesthetization of Nokia’s devices. It exhibits great variation, and is visibly similar to aesthetics in the fashion industry. With the introduction of the slate form, we see a decrease in visual variation between 2009 and 2013. The interviews reveal how the visual design was driven by organizational strategies, such as customer segmentation in general, and an orientation toward the fashion industry, for example, in the creation of a fashion segment. The study reveals how aesthetic variation is weaved into a complex innovation system with sometimes conflicting demands deriving from, for instance, technology and user interaction.
Zhang, Y., (2016) Tech Fashion: Fashion Institutionalization in Digital Technology Dissertation, Dep. of Computing and Systems Sciences, Stockholm University
Abstract: NA
Zhang, Y., and Juhlin, O. (2016) Fashion in Mobile Phone Design – The Emergence of Beautification, Desirability and Variation through Institutional Collaboration Fashion Practice: The Journal of Design, Creative Process & the Fashion Industry, Vol. 8, Issue 1, 2016, pp.63-84.
Abstract: We study if and how fashion values, such as beautification, desirability through symbolic interaction, and high variation, are increasingly visible in mobile phone design. We unpack such possible inter-linkages by interviewing eight representatives of both industries. Their comments allow us to discuss whether a process of fashionalization is underway and, if so, how it is taking place. Our findings indicate that fashion values are visible in the design of mobile phones and are accounted for in design. Fashionalization can thus be seen as emanating from institutions related to clothing that extend to and become shared with the mobile industry, such as a shared dependency on trend agencies for color selection and joint events. This interaction, ad hoc and heterogeneous, resists being modeled as a “system,” which has been suggested as a way to explain institutional work within clothing fashion. Drawing on Barbara Czarniawska’s institutional theory, we propose conceptualizing the emerging institutional work in terms of “action nets.” This concept makes visible flexible, situated, and ad hoc activities rather than stable and fixed organizational entities.
2015 Anna Ståhl (2015) Designing for Interactional Empowerment US-AB
Abstract: This thesis further defines how to reach Interactional Empowerment through design for users. Interactional Empowerment is an interaction design program within the general area of affective interaction, focusing on the users’ ability to reflect, express themselves and engage in profound meaning-making.
This has been explored through design of threes systems eMoto, Affective Diary and Affective Health, which all mirror users’ emotions or bodily reactions in interaction in some way. From these design processes and users’ encounters with the system I have extracted one experiential quality, Evocative Balance, and several embryos to experiential qualities. Evocative Balance refers to interaction experiences in which familiarity and resonance with lived experience are balanced with suggestiveness and openness to interpretation. The development of the concept of evocative balance is reported over the course of the three significant design projects, each exploring aspects of Interactional Empowerment in terms of representing bodily experiences in reflective and communicative settings. By providing accounts of evocative balance in play in the three projects, analyzing a number of other relevant interaction design experiments, and discussing evocative balance in relation to existing concepts within affective interaction, we offer a multi-grounded construct that can be appropriated by other interaction design researchers and designers. To illustrate evocative balance early on, the screenshots in the figure below is supposed to portray anger using evocative form elements that we are familiar with. To the left we can see an example where the evocative elements are unbalanced, evoking experiences of romance through portraying a rose. To the right the same expression is more evocatively balanced in its design.
This thesis aims to mirror a designerly way of working, which is recognized by its multigroundedness, focus on the knowledge that resides in the design process, a slightly different approach to the view of knowledge, its extension and its rigour. It gives a background to the state-of-the-art in the design community and exemplifies these theoretical standpoints in the design processes of the three design cases. This practical example of how to extend a designer’s know
ledge can work as an example for design researchers working in a similar way.
Aspling, F., Juhlin, O., and Chiodo, E. (2015) Smelling, Pulling, and Looking: Unpacking Similarities and Differences in Dog and Human City Life In Proceedings of the 2nd International Conference on Animal-Computer Interaction, in conjunction with ACE’15 (ACM). Iskander, Malaysia.
Abstract: The problem of understanding animals, e.g., what they want and what they are doing, are recurrent matters for the emerging field of animal-computer interaction (ACI). We focus on animals in the city by bridging the field with urban studies and open up for new design opportunities in terms of the possibilities of new digital technology to re-configure animal city life. We present an ethnomethodological video analysis of the negotiations and interactional work between two leashed pugs and a handler walking down a street. We unpack similarities and differences between the two species in terms of their interests and intentions in an urban environment through a detailed examination of the moments in the walk when the leash is pulled taut. We show how a strained leash can result from a conflict between the dog’s attentiveness towards other dogs by smelling and looking, and the human’s urge to move along. We propose design directions supporting the dogs’ wants and needs by accessing the handler with information on the dogs’ curiosities in other dogs by visualizing the invisible scent-universe of the dogs and encourage dog-dog interaction.
Bergsmark M., and Fernaeus Y. (2015) From Patchwork to Appliqué: Reflections from an Interaction Design Remake. In Proceedings of TEI 2016, Eindhoven, the Netherlands.
Abstract: We present a case in which an existing tangible system and its core design values has been used to create a new variation with available standard technology exactly one decade later. We reflect on how the new technological setup fundamentally changed the interaction in terms of electronic media and behavior, as well as regarding perception, physical manipulation, and overall social activity. The new design is discussed in terms of transformations of practice, which shifted our conceptual understanding of the interaction from the metaphor of making a patchwork to that of an appliqué.
Brown, B. (2015) IKEA Design Fiction Vinnova Final Presentation
Abstract: This catalogue is the result of a VINNOVA funded research collaboration between Mobile Life, the Near Future Laboratory & Boris Design. It visualizes what form a potential IKEA catalogue might take in 2030. It is a design fiction and not an official view or visualization from IKEA or its associated companies.
Brown, B., and Juhlin, O. (2015) Enjoying Machines MITpress
Abstract: The dominant feature of modern technology is not how productive it makes us, or how it has revolutionized the workplace, but how enjoyable it is. We take pleasure in our devices, from smartphones to personal computers to televisions. Whole classes of leisure activities rely on technology. How has technology become such an integral part of enjoyment? In this book, Barry Brown and Oskar Juhlin examine the relationship between pleasure and technology, investigating what pleasure and leisure are, how they have come to depend on the many forms of technology, and how we might design technology to support enjoyment. They do this by studying the experience of enjoyment, documenting such activities as computer gameplay, deer hunting, tourism, and television watching. They describe technologies that support these activities, including prototype systems that they themselves developed.
Brown, B., McGregor, M., McMillan, D. (2015) Searchable Objects: Search in Everyday Conversation CSCW 2015. ACM Press, Vancouver, Canada.
Abstract: This paper examines mobile internet search, presenting search not as a process of information retrieval, but as part of conversation and talk. Through video extracts of mobile search we explore how mobile phones are interwoven into talk, and how searchers manage the participation of other conversationalists alongside the search itself. We introduce the notion of a 'searchable object' -- an object that arises in conversation that can be searched for online -- and document how such an object occasions a search. In turn we discuss the differing roles of the device 'driver' and 'passenger', and how participation is managed through questions and narration. Rather than search being solely about getting correct information, conversations around search may be just as important. We conclude by critiquing some of the pessimistic views of interaction around mobile phones and their use in ordinary life and talk.
Elblaus, L., Tsaknaki, V., Lewandowski, V., and Bresin, R. (2015) Nebula: An Interactive Garment Designed for Functional Aesthetics In Proceedings of CHI 2015, Seoul, South Korea
Abstract: In this paper we present Nebula, a prototype for examining the properties of textiles, fashion accessories, and digital technologies to arrive at a garment design that brings these elements together in a cohesive manner. Bridging the gap between everyday performativity and enactment, we aim at discussing aspects of the making process, interaction and functional aesthetics that emerged.
Abstract: Nebula is an interactive prototype used to examine the properties of textiles, fashion accessories, and digital technologies to arrive at a garment design that brings these elements together in a cohesive manner. Bridging the gap between everyday performativity and enactment, Nebula is part of a longer project addressing aspects of the making process, interaction, and functional aesthetics. The studs seen on the garment are the endpoints of a live electronic circuit. When the garment moves, the studs touch and create connections that are used to envelope the wearer in an electronic soundscape.
Faraj, Z. (2015) Playfulness as a motivational tool: Using play to develop for an enhanced perception of swapping reusable goods. Master’s thesis in Media Technology, School of Computer Science and Communication at Royal Institute of Technology (KTH).
Abstract: This paper examines the field of playful design as a tool to affect and enhance the
reception of a mundane activity. The management of swapping reusable household
goods between neighbors is explored by designing playful components to enhance the
experience. A pilot field study was carried out to observe recycling areas, in conjunction
to 20 interviews being conducted regarding their point of views on recycling habits and
their perception on their own local recycling area.
The results show a clear indifferent attitude towards recycling and the environment
surrounding the recycling area. However the interviewees were predominantly
optimistic to the idea of swapping reusable goods with neighbors for its well-known
advantages. Concerns were expressed on the practical efficiency and organization of
such an activity, as well as on the shameful label perceived by using pre-used goods.
A hybrid mobile application prototype was developed as one suggestion on how to
incorporate playful design in a way that takes into consideration the needs and concerns
of the users for swapping goods.
Future research includes carrying out case studies on such playful applications for the
current intended uses to gather insight on how they are utilized by potential users.
Relevant are also empirical studies on how playful design as a tool may be used and its
impact on users to get rid of perceived negative labels.
Ferreira P. (2015) Why Play? Examining the Roles of Play in ICTD In Proceedings of Critical Alternatives 2015, Aarhus, Denmark
Abstract: The role of technology in socio-economic development is at the heart of ICTD (ICTs for development). Yet, as with much Human Centered technology research, playful inter- actions with technology are predominantly framed around their instrumental roles, such as education, rather than their intrinsic value. This obscures playful activities and under- mines play as a basic freedom. Within ICTD an apparent conflict is reinforced, opposing socio-economic goals with play, often dismissed as trivial or unaffordable. Recently a slow emergence of studies around play has led us to pro- pose a framing of it as a capability, according to Amartya Sen, recognizing and examining its instrumental, construc- tive, and constitutive roles. We discuss how play unleashes a more honest and fair approach within ICTD, but most importantly, we argue how it is essentially a basic human need, not antithetical to others. We propose ways for the recognition and legitimization of the play activity in ICTD.
Ferreira, P., McGregor, M., and Lampinen, A. (2015) Caring for Batteries: Maintaining Infrastructures and Mobile Social Contexts MobileHCI
Abstract: This paper advances
the study of
batteries in everyday life
.
We
p
rovid
e
a situated understanding of smartph
one battery
ca
re
b
ased on a
qualitative user study
involving
device
logging
and behavioral tracking
to support
our
inquiry
.
Our
findings depict
how caring for batteries
fits
into everyday
routines, the work that is done to prepare and maintain an
infrastructure that sup
ports
mobile energy
needs, and the
ways in which
batteries are
monito
red and preserved.
Moreover, they illustrate
what happens when
everyday
routines are disrupted
and when
planning or infrastructure
fail
s
, causing
flat batteries
and the need to apply
mech
anisms for coping. We build on these insights to
propose shifting
the
research
focus from user and device
centric approaches
towards
more
contextualized
understanding
s
of
situated practices. We conclude by
discussing the implications of our findings
for tw
o
increasingly important topics
within HCI,
personal
informatics
and the Internet of Things (IoT).
Höök, K. (2015) Report: Building Folkhemmet with the Internet of Things Vinnova Final Presentation
Abstract: We see an opportunity to brand Sweden as an IoT-nation. The Swedish standards, values, participatory processes and the overall Scandinavian design model could help place Sweden on the map, once again making Sweden into a testbed and innovation hub in the world.
Höök, K., Laaksolahti, J. (2015) Människan och maskinen Museerna och besökarna 2050 : en framtidsantologi från Riksutställningar, Volante förlag, ISBN: 9789187419645
Abstract: Den här boken handlar om dem, om framtidens besökare och deras förväntningar, beteenden och drömmar. Riksutställningar har bett 17 visionarer från olika expertområden att närma sig framtiden utifrån sina perspektiv, som rymmer alltifrån vår tids normkritik till megatrender som digitalisering, automatisering och urbanisering.
Kartan de tecknar visar hur museernas uppdrag att spegla nutiden, minnas historien och öppna dörrar mot framtiden har potential att spela en central roll genom de kommande decenniernas samhällsförändringar.
Att sjunga långsiktighetens och minnets lov, och samtidigt befinna sig i ständig rörelse, är en utmaning. I denna antologi står det klart att det är med besökaren i centrum som utmaningen behöver bemötas
Höök, K., Ståhl, A., Jonsson, M., Mercurio, J., Karlsson, A., and Johnson, E. C. (2015) Somaesthetic design COVER STORY: Somaesthetic design. interactions 22, 4 (June 2015), 26-33.
Ikkala, T., and Lampinen, A. (2015) Monetizing Network Hospitality: Hospitality and Sociability in the Context of Airbnb In Proceedings of the 18th ACM Conference on Computer Supported Cooperative Work & Social Computing (pp. 1033-1044). ACM.
Abstract: NA
Juhlin, O. (2015) Digitizing Fashion – Software for Wearable Devices Featured article in IX Interactions May 2015
Abstract: NA
Lampinen, A. (2015) Networked Privacy Beyond the Individual: Four Perspectives to ‘Sharing’ In Proceedings of Critical Alternatives 2015, the 5th decennial Aarhus conference. Aarhus, Denmark.
Abstract: NA
Lampinen, A. (2015) Deceptively Simple: Unpacking the Notion of “Sharing” In Social Media + Society 1(1)
Abstract: This essay approaches social media by addressing the deceptively simple notion of “sharing.” While “sharing” is central to how activities taking place on social media get discussed, the word does not necessarily help us get our analytical work about social media done. It is at risk of turning into one of those words that mean little because we try to make them mean too many things at once. While it remains relevant to address and analyze discourses surrounding the notion of “sharing,” it is important to be critical about them. Sharing is not a monolith. Sharing is diverse. Sharing serves the economic interests of big corporations. Perhaps most importantly, referring to activities as “sharing” is political and value-laden.
Lampinen, A., Bellotti, V., Monroy-Hernández, A., Cheshire, C., and Samuel, A. (2015) Studying the “Sharing Economy”: Perspectives to Peer-to-Peer Exchange In Proceedings of CSCW EA 2015, Vancouver, Canada.
Abstract: NA
Lampinen, A., Huotari, K., and Cheshire, C. (2015) Challenges to Participation in the Sharing Economy: The Case of Local Online Peer-to-Peer Exchange in a Single Parents’ Network In Interaction Design and Architecture(s) Journal - IxD&A, N.24, 2015, pp. 16-32.
Abstract: This paper depicts an initiative to deploy an online peer-to-peer exchange system for a community network of single parents – a group of people in need of goods, services, and social support in their local neighborhoods. We apply participant observation and semi-structured interviews to uncover key issues that can hinder the emergence of sharing
practices in local community networks of this type. Our study illustrates how pressures related to single parenthood can impede opportunities to engage in peer-to-peer exchange, even when community members view the social and material benefits of participation as desirable and necessary. This complicates the prevalent narrative that local peer-to-peer exchange systems are an accessible and convenient alternative to traditional markets. Moreover, we discuss our collaboration with the community as well as the developers of the
sharing platform, highlighting the challenges of user-centered design in the sharing economy.
Lehtinen, V., Raita, E., Wahlström, M., Peltonen, P., and Lampinen, A. (2015) Mediated community from an intergroup perspective: A literature review In Internet Science (pp. 145-159). Springer International Publishing.
Abstract: NA
McMillan, D., Loriette, A., and Brown, B. (2015) Repurposing Conversation: Experiments with the Continuous Speech Stream In Proceedings of CHI 2015, Seoul, Korea.
Abstract: Voice interaction with mobile devices has been focused on hands-free interaction or situations where visual interfaces are not applicable. In this paper we explore a subtler means of interaction -- speech recognition from continual, in the background, audio recording of conversations. We call this the 'continuous speech stream' and explore how it could be repurposed as user input. We analyse ten days of recorded audio from our participants, alongside corresponding interviews, to explore how systems might make use of extracts from this stream. Rather than containing directly actionable items, our data suggests that the continuous speech stream is a rich resource for identifying users' next actions, along with the interests and dispositions of those being recorded. Through design workshops we explored new interactions using the speech stream, and describe concepts for individual, shared and distributed use.
McMillan, D., McGregor, M., and Brown, B. (2015) From in the Wild to in Vivo: Video Analysis of Mobile Device Use. MobileHCI
Abstract: The explosion of mobile applications and services presents challenges for evaluation and user study. One successful approach has been to deploy instrumented applications, logging their use over long periods of time. We present an expansion of this by remotely recording video and audio of use, while also capturing device and app context. In vivo combines five data collection techniques – screen recording, ambient audio recording, wearable cameras, data logging and distributed remote uploads. This data provides a range of insights and we discuss examples from previous work which reveal interaction design issues where interface confusions or task mismatches occur. We see how apps are integrated into ongoing activity and environment (such as how maps are used in situ), and how recorded conversations around and about apps may be used for evaluation purposes. We conclude by arguing that this combinative method helps us to move from considering app use in isolation, to studying app use in interaction.
Medhi-Thies, I., Ferreira, P., Gupta, N., O'Neill, J. and Cutrell, E. (2015) KrishiPustak: A Social Networking System for Low-Literate Farmers In Proocedings of CSCW 2015, Vancouver, Canada
Abstract: With the wide penetration of mobile internet, social networking (SN) systems are becoming increasingly popular in the developing world. However, most SN sites are text heavy, and are therefore unusable by low-literate populations. Here we ask what would an SN application for low-literate users look like and how would it be used? We designed and deployed KrishiPustak, an audio-visual SN mobile application for low-literate farming populations in rural India. Over a four month deployment, 306 farmers registered through the phones of eight agricultural mediators making 514 posts and 180 replies. We conducted interviews with farmers and mediators and analyzed the content to understand system usage and to drive iterative design. The context of mediated use and agricultural framing had a powerful impact on system understanding (what it was for) and usage. Overall, KrishiPustak was useful and usable, but none-the-less we identify a number of design recommendations for similar SN systems.
Morgan G. A., Brown, B., Fels. S. S., Lindtner, S., Rosner, D., K., and Vertegaal, R (2015) 10 Years of alt.chi: Reflections and Outlook In Proceedings of CHI 2015, Seoul, Korea.
Abstract: NA
Mughal, M.A., Juhlin, O., Engström, A. (2015) Dynamic delay handling in mobile live video production systems European Patent Office EP20120186600
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Nylander, S., Tholander, J., Mueller, F., Marshall, J. (2015) HCI and Sports - introduction to special topic section ACM interactions march/april 2015
Abstract: Sports are an important part of many people’s lives. They are rewarding and motivating, but people appreciate them for a variety of reasons: Sports are personal and social, are fun but have health benefits, and can also be both enjoyable and painful. While motivation, fun, and sociality are elements often used as starting points in interaction design, we argue that for many athletes, these elements are already present and do not need to be specifically designed for. In this special section we have selected work that complements such an approach by focusing on novel viewpoints on interaction design in sports.
Šimbelis, V., and Lundström A. (2015) S T R A T I C: Performing the Sampling Rate In Proceedings of ACE 2015, Medini, Malaysia.
Abstract: Through our audio-visual project, S T R A T I C, we explore a particular technique the sampling rate, which refers to the visual appearance of line patterns. The connection of the audio and the visual is at the core and the project explores it through the visual-music technique. The S T R A T I C is using hardware, which captures frequencies of the produced sounds and directly generates light. Then the light and a camera compose the responsive colorful line patterns, which appear through the sampling rate phenomenon. The artist duo is playing synthesizers and by visually responding to the produced light patterns they perform live audio-visual performances. So the music is played in responding to the real-time visual appearances.
The audio-visual performance is played in a real-time and creates evocative, noisy and sometimes relaxing atmosphere. We propose to experience such audio-visual perfor-mance at the ACE 2015 Creative Showcase.
Solsona Belenguer, J. (2015) Engineering through Designerly Conversations with the Digital Material: The Approach, the Tools and the Design Space KTH Royal Institute of Technology, 2015. , xvi, 89 p.
Abstract: The role of IT devices and technology in our everyday lives is growing. The commercial availability of sensor and wireless communications technologies has led to an increase in the number of systems utilizing these to provide compelling experiences. Designing embedded systems is challenging, as the properties involved are often hard to observe, touch, and experiment with. Being that these technologies can inspire, drive, or limit design processes, methods and tools must be developed to create a shared knowledge for multidisciplinary design teams. This thesis focuses on how engineers can better communicate their knowledge of digital materials to non-expert technology designers and multidisciplinary design teams.
In particular, this thesis focuses on a class of embedded systems that we have named Proxessories. Proxessories consist of sensors, actuators, and wireless communication together forming accessories placed on or around the body that communicate with other devices, acting as accessories to other devices and objects. The goal of this research is to contribute new approaches and tools to help engineers convey their technological knowledge while working within a multidisciplinary design team. To accomplish this, the emerging topic of materiality in interaction design is introduced and used to discuss how an engineering perspective can be altered to cater to processes wherein digital materials are utilized as a design resource to create a better understanding of their experiential properties.
The research method of this work falls broadly under the header Research through Design (RtD). That is, this work claims that through designing a range of Proxessory applications, a set of tools and methods can be extracted to better support the dialogue between engineers and other competencies in a multidisciplinary design team.
This thesis results in providing an engineering design approach that is instantiated and materialized through hardware and software tools. The first tool, Inspirational Bits, is an approach where bits and pieces of technology are revealed to a multidisciplinary design team in a playful manner, exposing them to the interactive, dynamic properties of digital materials. The second tool, the rFlea, is an Arduino-based board, with an inbuilt ultra-low power wireless connection, the size of a coin cell battery. rFlea can connect wirelessly to another rFlea or existing tablets and mobile phones by means of pre-made libraries. The third tool, Insbits Studio is a cloud-based visual programming platform that can connect to the rFlea, adding cloud services abilities and connections to Internet of Things products and services. Together these three tools point to a novel philosophy of how to approach engineering. Instead of solving a given problem, engineers must open the design space and expose the material properties and affordances in such a manner that the team can experience them in the early phases of a design project.
Tholander, J., Nylander, S. (2015) Snot, Sweat, Pain, Mud, and Snow - Performance and Experience in the Use of Sports Watches In proceedings of CHI 2015, Seoul, South Korea.
Abstract: We have conducted interviews with ten elite and recreational athletes to understand their experiences and engagement with endurance sport and personal and wearable sports technology. The athletes emphasized the experiential aspects of doing sports and the notion of feeling was repeatedly used to talk about their activities. Technology played both an instrumental role in measuring performance and feeding bio-data back to them, and an experiential role in supporting and enhancing the sport experience. To guide further interaction design research in the sports domain, we suggest two interrelated ways of looking at sports performances and experiences, firstly through the notion of a measured sense of performance, and secondly as a lived-sense of performance.
Tsaknaki, V., Fernaeus, Y., and Jonsson, M. (2015) Precious Materials of Interaction: Exploring interactive Accessories as Jewellery Items Nordes 2015: Design Ecologies, Stockholm, Sweden
Abstract: In this paper we present a series of design explorations on the theme of wearable and mobile technology through the lens of jewellery design. This is done by looking at properties of traditional fine jewellery in terms of material considerations and crafting processes, as well as considerations related to patterns of wear and interaction. By using jewellery as a point of departure, both theoretically and practically, we discuss four topics: a) the gestalt of electronic artefacts versus jewellery design, b) material preciousness, c) interactive properties of physical materials, and d) jewellery usage as an inspiration for new interactive designs.
Vallgårda, A. and Fernaeus, Y. (2015) Interaction Design as a Bricolage Practice TEI ’15, ACM Press (2015), 173–180.
Abstract: With this paper we propose bricolage as an interaction design practice. We make the case that bricolage promotes design qualities that are specifically tuned to tangible and material computing practices in that it is highly sensible towards the unstable physical world and proposes a nonhierarchical negotiation of forms. We further show how bricolage can aid design results with strong and rich
cultural and material grounding. Finally, we argue how bricolage and mythical thinking can be proponents for new
ways of thinking and using technology.
Vitak, J., Wisniewski, P., Page, X., Lampinen, A., Litt, E., De Wolf, R., Gage Kelley, P., and Sleeper, M. (2015) The Future of Networked Privacy: Challenges and Opportunities In Proceedings of CSCW EA 2015, Vancouver, Canada.
Abstract: NA
Wang, J., Mughal, M. and Juhlin, O. (2015) Beyond Liveness: Experiencing a Cherished Place in the Home Proceedings of TVx 2015, Brussels, Belgium
Abstract: Liveness, as discussed in HCI and in media studies, focuses on an intriguing and beloved experiential quality that can influence new forms of video applications. We suggest a shift from accounts of liveness in “events” to liveness in ambient media for home décor by designing a system called TransLive that exploits the “magic” of mediatizing the “now” at a distant and cherished place. We present an interview study including four families, who experienced the system for two weeks each in a concept apartment setting. It shows how immediacy and unpredictability provide compelling experiences. Authenticity and engagement, which are previously considered as inherent qualities in live media, instead occur in the context of use. Finally, the experience of transcendence triggered by slow and continuous video streams open up a new design space of liveness. Thus, not only do we take inspiration from liveness theory, but we also need to redefine it.
Zhang, Y. (2015) Constructing Swedish Fashion Identity Fashion Theory: the Journal of Dress, Body and Culture, Aug.10, 2015
Zhang, Y., and Juhlin, O. (2015) Using Crowd-Sourcing to Solve the Fitting Problems in Online Fashion Sales In Proceedings of Global Fashion Management Conference 2015, Florence, Italy
Abstract: Consumers struggle to find clothes that are fit. This is a problem that has been accentuated with the increasing online sales. It is the largest contribute to sales returns and make customer return about every third item they buy. a few companies have provided a number of solutions to the fitting problem. We investigate a new approach, called “Figuracy”, where people get suggestions on the garments that are fit by crowd sourcing their existing clothing items and then matching wardrobes among members in the community.We did an initial user study on the system. The results show that this idea gained great interests among participants. However, they expressed their uncertainties towards how the system would work. Although the application failed to provide new recommendations based on matching, the user study allows us to see the feedback of the potential users so that we could improve the system. In all, the study provides an example on how to investigate critical topics in online fashion through the so-called design research.
2014 Brown, B., McGregor, M., McMillan, D. (2014) 100 Days of iPhone Use: Understanding the Details of Mobile Device Use Proceedings of MobileHCI 2014, Toronto, Canada.
Abstract: Internet connected mobile devices are an increasingly ubiquitous part of our everyday lives and we present here the results from unobtrusive audio-video recordings of iPhone use -- over 100 days of device use collected from 15 users. The data reveals for analysis the everyday, moment-by-moment use of contemporary mobile phones. Through video analysis of usage we observed how messages, social media and internet use are integrated and threaded into daily life, interaction with others, and everyday events such as transport, delays, establishment choice and entertainment. We document various aspects of end-user mobile device usage, starting with understanding how it is occasioned by context. We then characterise the temporal and sequential nature of use. Lastly, we discuss the social nature of mobile phone usage. Beyond this analysis, we reflect on how to draw these points into ideas for design.
Cheok A, Juhlin O, Mancini C Wang J., et al (2014) The First International Congress on Animal Human Computer Interaction, “Expanding boundaries beyond human” AHCI 2014 In ACE 2014
Abstract: So far, mainly humans have benefited from internet communications...
Our aim is to allow animals to also benefit and be part of the 21st century age of internet, games and enabling technologies. Our research will bring about radical new methods and systems for internet communication between species.
The fundamental motivation of our research is to improve animal welfare. For example, a large percentage of dogs suffer from separation anxiety while being separated from their human companion masters during work or travel. Sport animals such as horses also are animals which can suffer from lack of contact with humans. Production animals such as pigs and cows, suffer from welfare problems related to the lack of interesting, exploratory, and vivid stimuli. This could be solved by offering suitable enrichment such as modifying the environment of the animals, and improving their animal welfare and biological functioning.
Digital technology is increasingly applied to support human-animal interaction, which is not so surprising given people’s strong relation to pets and nature [5]. There is also a growing market for various types of digital technologies to support Animal Human Computer Interaction. The commercial relevance of the emerging area can be seen in the many technologies marketed to canine owners. These consist of devices for training animals, taking care of them, as well as surveillance of them.
Our aim is to establish a new forum for research which invent and investigate how animals could be more extensively part of the 21st century age of internet, games and enabling technologies.
. Previous research on human-animal interaction contains technical research on species-appropriate computer-mediated interaction [2, 3] as well as studies on everyday interaction between humans and dogs. We hope the establishment of a conference on this topic which will bring about better understanding, radical new methods and systems for internet communication between species. Human-animal interaction is at best an emerging theme within human computer interaction. The research in this area has been limited, making it difficult to understand the experience of such new technologies and what to design next.
We aim to improve the understanding of the interaction between humans and animals. The relationship between human and non-human animals is a longstanding concern within anthropology and related disciplines, challenging distinctions between culture and nature, humans and non-humans [1, 5]. This include improving on humans’ concern for animals.
Within the HCI field, there are several systems oriented projects that investigate how to digitally enable interaction between humans and animals [2, 3, 4]. This research makes visible the specific challenges that need to be addressed when facing animal interaction capabilities, such as the inadequacy of text based interaction. The systems developed will need to investigate multi-sensory interaction and allow a large variation of our five senses, i.e. audition, vision, haptic, gustation, and olfaction, to be conveyed as mixed reality communication media between humans and animals.
The methods used are equally challenging and needs to be addressed. They need to account for uncertainties and complexities both in understanding humans and animals, and the type of novel system approaches.
In all, the animal human computer interaction conference intends to join emerging researchers in an area that promises to be fun, useful, vibrant and very surprising.
Fernaeus, Y. and Vallgårda, A. (2014) Ajna: negotiating forms in the making of a musical cabinet DIS’14, ACM (2014)
Abstract: Ajna is a musical cabinet made from a rich composition of acoustic materials and designed to perform digitally composed music. In this paper, we aim to unpack the design as well as key aspects of the design process that lead up to this unique artwork. We base our analysis on interviews with its two creators as well as on observations of Ajna performing in different contexts. From the perspective of interaction design, we first analyse the process of its making through the negotiations between physical form, temporal from, and the interactive gestalts. Lastly, we place these negotiations in a larger picture of bricolage as a design approach. Based on this we then discuss the qualities of bricolage in interaction design.
Fernaeus, Y., Murer, M., Tsaknaki, V., and Solsona Belenguer, J. (2014) Handcrafting Electronic Accessories Using ‘Raw’ Materials In Proceedings of TEI 2014, Munich, Germany
Abstract: In this studio we explore the design of interactive electronic accessories made from natural materials such as wood, copper, silver, wool and leather. A set of handcrafted sensor components along with easy to use sensor boards that connect with example smartphone software, will be utilized as a toolkit for the studio activities. Participants will, through hands-on activity, create with, learn about and discuss the role of natural materials in the design of wearable interactive designs.
Höök, K. (2014) Affective Computing In: Soegaard, Mads and Dam, Rikke Friis (eds.). “The Encyclopedia of Human Computer Interaction, 2nd Ed.”. Aarhus, Denmark: The Interaction Design Foundation. http://www.interaction-design.org/encyclopedia/affective_computing.html
Abstract: As Human-Computer Interaction (HCI) and Interaction Design moved from designing and evaluating work-oriented applications towards dealing with leisure-oriented applications, such as games, social computing, art, and tools for creativity, we have had to consider e.g. what constitutes an experience, how to deal with users’ emotions, and understanding aesthetic practices and experiences. Here I will provide a short account of why in particular emotion became one such important strand of work in our field.
I start by describing the wave of research in a number of different academic disciplines that resurrected emotion as a worthy topic of research. In fact, before then one of the few studies of emotion and emotion expression that did not consider emotion as a problem goes back as far as to Darwin’s “The Expression of the Emotions in Man and Animals” in 1872 (Darwin, 1872). After Darwin, much attention in the academic world was focused on how emotion is problematic to rational thinking.
The new wave of research on emotion spurred ideas both amongst AI-researchers and HCI-researchers. In particular, the work by Rosalind Picard with her book on “Affective Computing” opened a viable research agenda for our field (Picard, 1997). But as with any movement within HCI, there will be different theoretical perspectives on the topic. A counter reaction to Picard’s cognitivistic models of emotion came from the work by Sengers, Gaver, Dourish and myself (Boehner et al 2005,Boehner et al 2007, dePaula & Dourish 2005, Gaver 2009, Höök, 2008, Höök et al., 2008). Rather than pulling on a cognitivistic framework, this strand of work, Affective Interaction, draws upon phenomenology and sees emotion as constructed in interaction – between people and between people and machines.
While the work in these two strands on designing for emotion has contributed a lot of insights, novel applications, and better designs, both have lately come to a more realistic design aim where emotion is just one of the parameters we have to consider. Instead of placing emotion as the central topic in a design process, it is now seen as one component contributing to the overall design goal. In particular, it becomes a crucial consideration as we approach design for various experiences and interactions.
Höök, K. (2014) Commentary on: Shusterman, Richard (2012): Somaesthetics . In: Soegaard, Mads and Dam, Rikke Friis (eds.). “The Encyclopedia of Human Computer Interaction, 2nd Ed.”. Aarhus, Denmark. The Interaction Design Foundation. http://www.interaction-design.org/encyclopedia/somaesthetics.html
Abstract: NA
Juhlin, O., Engström, A., Önnevall, E. (2014) Long Tail TV (revisited): From (ordinary) camera phone use to Pro-Am video production In Proceedings of CHI 2014, Toronto Canada
Abstract: NA
Mancini, C, Juhlin O. Cheok A et al, (2014) Animal-Computer Interaction: Pushing Boundaries beyond ‘Human’ Workshop, NordiCHI’14, 27th October 2014, Helsinki
Abstract: While traditionally animal technology has been the concern of other disciplines, more recently the HCI community has begun to take a keen interest in computer interactions involving animals, particularly in the context of human-animal interactions, concomitantly with a growing market of various types of digital technologies aimed at animals and their humans.
An increasing body of work originating from within the HCI community is shaping an emerging discipline, which – by analogy with HCI – has been dubbed Animal-Computer Interaction (ACI) and comprises: studying the interaction between animals, technology and humans in naturalistic settings; developing user-centered technology that supports animals and interspecies relationships; informing user-centered approaches to the design of technology intended for animals.
Although ACI-related work is increasing, interested researchers have until now had limited opportunities to gather as a community to discuss ACI-related themes and future directions for developing ACI as a discipline. This one-day workshop aims to bring together researchers who have worked or are interested in ACI, from within HCI or other relevant disciplines. Workshop activities (including short presentations, group design exercises and plenary discussions) aim to encourage participants’ active engagement, facilitating the collaborative exploration of questions relevant to ACI.
We invite position papers (up to four pages in ACM extended abstract format) on theories, applications and practices related, for example, to: interaction modalities for diverse sensorial apparatuses, cognitive capabilities, and ergonomic characteristics; methodologies potentially useful for researching, designing or evaluating multispecies technology; ethical frameworks and approaches possibly appropriate for working with human and other animals.
Mentis, H., Höök, K., Mueller, F., Isbister, K., Poonkhin Khut, G., and Robertson, T. (2014) Designing for the Experiential Body Panel at CHI 2014, Toronto, Canada.
Abstract: The goal of this panel is to reflect on the past and discuss the present and future of designing for an experiencing body in HCI. The motivation is to discuss
the full range of rich body/movement-based experiences and how the CHI community can embrace
and extend these perspectives on designing for the body. The panelists and audience will be asked to share their perspectives on what has most influenced thought in designing for the body, how new sensing technologies are crafting the HCI perspective, and where they see this line of research and design heading
in the next ten years.
Mentis, H., Laaksolahti, J., Höök, K. (2014) My Self and You: Tension in Bodily Sharing of Experience ACM Transactions on Computer-Human Interaction (TOCHI), Volume 21, Issue 4
Abstract: There is a growing interest in designing systems for sharing experience through bodily interaction. To explore this design space, we built a probe system we named the Lega. In our 2-month-long research design process, we noted that the users’ attention was set on their own reflective experience, rather than attending to the person(s) with which they were sharing their experience. To explain these findings, we present an inductive analysis of the data through a phenomenological lens to pinpoint what causes such behavior. Our analysis extends our understanding of how to design for social embodied interaction, pointing to how we need to embrace the tension between self-reflection and shared experience, making inward listening and social expression visible acts, accessible to social construction and understanding. It entails experiencing our embodied self as others experience us in order to build a dialogue.
Mueller, F., Marshall, J., Khot, R.A., Nylander, S., Tholander, J. (2014) Jogging with Technology. Special Interest Group, in Extended Abstracts of CHI, Toronto, Canada.
Abstract: technologies to support sports activities. Examples are heart rate monitors for cyclists, jogging apps on mobile phones and GPS sports watches for extreme sports. Despite consumer popularity, there is little knowledge about how they should be designed in order to support the exertion activity. Based on CHI’13’s success of conducting a special interest group outdoors, we propose jogging with technology to discuss sports-support interactive systems and investigate what future opportunities and challenges exist.
Mughal, M. A., Wang, J. Juhlin, O. (2014) Juxtaposing mobile webcasting and ambient video for home décor Proceedings of the 13th International Conference on Mobile and Ubiquitous Multimedia (MUM'14)
Mughal, M.A. Zoric, G. Juhlin, O. (2014) Frame Rate Exclusive Sync Management of Live Video Streams in Collaborative Mobile Production Environment In Proc. MoVid2014, Singapore
Abstract: We discuss synchronization problem in an emerging type of mul- timedia applications, called live mobile collaborative video pro- duction systems. The mobile character of the production system allows a director to be present at the site where he/she can see the event directly as well as through the mixer display. In such a situ- ation production of a consistent broadcast is sensitive to delay and asynchrony of video streams in the mixer console. In this paper, we propose an algorithm for this situation called “frame rate ex- clusive sync manager”, which draws on existing reactive source control synchronization techniques. It relies solely on frame-rate control and maintains synchronization between live video streams while ensuring minimal delay by dynamically adapting the frame- rate of the camera feeds based on synchronization offset and net- work bandwidth health. The algorithm is evaluated by simulation which indicates algorithm’s capability of achieving increased synchronization among live streams
Mullane, A., Laaksolahti, J., Svanæs, D. (2014) Wearable probes for service design In Proceedings of ServDes 2014, Lancaster, UK
Abstract: Probes are used as a design method in user-centred design to allow end-users to inform design by collecting data from their lives. Probes are potentially useful in service innovation, but current probing methods require users to interrupt their activity and are consequently not ideal for
use by service employees in reflecting on the delivery of a service. In this paper, we present the "wearable probe", a probe concept that captures sensor data without distracting service employees. Data captured by the probe can be used by service employees to reflect and co-reflect on the service journey, helping to identify opportunities for service evolution and innovation.
Nylander, S. and Tholander, J. (2014) Designing for movement - the case of sports. In proceedings of International workshop on movement and computing. ACM Press.
Abstract: We have identified six themes we identified as interesting for future work in movement based interaction design for sports: the central position of the subjective feeling, the core of sports is enough, feeling did not prevent injury, non-interpretive representations, the shortcomings of logging biodata, and temporality of feedback. The themes are grounded in technical explorations for golf and running and a set of interviews with athletes. Here, we outline findings from our work to illustrate these themes.
Nylander, S., Jacobsson, M., Tholander, J. (2014) RunRight – Real-Time Visual and Audio Feedback on Running. Interactivity, in Extended Abstract of CHI, Toronto, Canada.
Abstract: RunRight is a system that gives two different kinds of feedback for runners. First, it creates a visualization of the running movement based on acceleration in vertical and horizontal direction. Second it gives audio feedback on the rhythm. These two types of feedback are valuable when exploring how to design technology that supports athletes in learning how a desired movement should feel.
Nylander, S., Kent, A., Tholander, J. (2014) SwingSound – Experiencing the Golf Swing through Sound. Interactivity, in Extended Abstract of CHI, Toronto, Canada.
Abstract: SwingSound is a system that creates an audio mirror of your golf swing in real time, in order to explore various dimensions of interaction design in sports, such as feedback, representation, and multimodality. At CHI interactivity we will allow the audience to practically try out this system by hitting golf balls into a net, thereby re-experiencing their golf swing in a new modality.
Nylander, S., Tholander, J., Mueller, F., Marshall, J. (2014) HCI and Sports. Workshop proposal, in Extended Abstracts of CHI 2014, Toronto, Canada.
Abstract: Sport is an area in which the number of available computing devices is growing rapidly. However, HCI has so far devoted rather little attention to the sports domain. This workshop aims to form a community around sports by gathering existing activity in the HCI domain, thus starting a discussion on what HCI can contribute to the sports domain, as well as what HCI can gain from studying sports.
Önnevall, E. (2014) Television Practices: Ethnography, Television and User Practices Licentiate thesis in Human-Machine Interaction, Stockholm University, Sweden.
Abstract: This thesis explores television practices in a time when new technology has made it possible to interact with and create your own TV content. The work is focused on how user practices need to be understood in a context of chan- ging technology. The practices studied also show the relevance of ethno- graphic methods, and especially the wide spectrum of these different meth- ods within the field of Human-Computer Interaction. We distinguish be- tween sociologically informed ethnography and anthropological ethnogra- phy. Two questions are addressed: how can new forms of television practices be understood by means of different ethnographic methods, and, on a wider level, what method can we use for analysing methods in ethnographic re- search? Because ethnographic methods are qualitative, we have also chosen to use an open and qualitative approach when analysing them. Through comparing our different methods – their data and findings on one specific topic – we have discovered the differences between the methodological ap- proaches.
Perry, M., Juhlin, O., Engström A., (2014) Dealing with time, just in time: sense-making and clip allocation in multi-person, multi-stream, live TV production in Broth, M. Laurier E. and Mondada (eds.) Studies of Video Practices: Video at Work, Routledge 2014
Abstract: Multi-camera television production teams face a number of major difficulties when working to broadcast live video. One of these is how TV production teams work with and across time, or at least, how they integrate historic and real-time visual content in their broadcasts. This historic material may be older information from previous games, but more often in live sports TV, it is recorded material that may have been recorded minutes or just seconds prior to its insertion into the live video feed broadcast. Teams need to do a great deal of sense-making in selecting visual feeds from multiple cameras, made all the more complex when multiple streams of recently recorded content (instant replay footage) is able to be edited and available for use within seconds of the original action of interest itself taking place. When multiple instant replay operators are all working simultaneously to generate interesting and relevant content that is competing with content from the (also potentially relevant and interesting) real-time camera streams, the problem of selection becomes all the more complex. This is the case confronting live broadcast teams in contemporary sports TV.
Šimbelis, V., Lundström, A., Höök, K., Solsona Belenguer, J., Lewandowski, V. (2014) Metaphone: Machine Aesthetics Meets Interaction Design In Proceedings of CHI 2014, Toronto, Canada.
Abstract: Through our art project, Metaphone, we explored a particu- lar form of aesthetics referred to in the arts tradition as ma- chine aesthetics. The Metaphone machine collects the par- ticipant’s bio-data, Galvanic Skin Response (GSR) and Heart Rate (HR), creating a process of movement, painting and sound. The machine behaves in machine-like, aestheti- cally evocative ways: a shaft on two large wheels rotates on the floor, carrying paint that is dripped onto a large sheet of aquarelle paper on the floor according to bio-sensor data. A soundscape rhythmically follows the bio-sensor data, but also has its own machine-like sounds. Six commentators were invited to interact with the machine. They reported a strangely relaxing atmosphere induced by the machine. Based on these experiences we discuss how different art styles can help to describe aesthetics in interaction design generally, and how machine aesthetics in particular can be used to create interesting, sustained, stylistically coherent interactions.
Ståhl, A., Löwgren, J., and Höök, K. (2014) Evocative Balance: Designing For Interactional Empowerment In International Journal of Design, 2014, 8(1), 43-57
Abstract: We propose an experiential quality called evocative balance as key in designing for affective interaction that aims to empower users in and
through the interaction. Evocative balance draws on the dual meaning of the word “evoke” in characterizing the user’s sense that data and
actions evoke familiar recollections of lived experience, yet are still open enough to evoke multiple interpretations in an ongoing process
of co-constructive making of meaning. Our aim is to capture those experiences that resonate with our lived, everyday, social and bodily
experiences; those experiences that we can recognise in ourselves and, through empathy, in others. We elaborate on and substantiate the
meaning of this quality by means of retrospective reflection on three of our own design projects. This account provides detailed insights
on how to find the balance between openness and familiarity through design.
Sundström, P., Baumgartner, A., et. al. (2014) Gaming to Sit Safe: The Restricted Body as an Integral Part of Gameplay In Proceedings of DIS 2014
Abstract: This paper presents a design exploration of full-body interaction games played in cars. It describes how we have designed, implemented, and evaluated the core experiences of three different games, which were all aimed at making sitting properly more fun for players/children while travelling by car. By making the restricted body an integral part of gameplay, we hope to, as a side product of gameplay, bring about the best and also most safe body posture for young players/children travelling by car, i.e., sitting reasonably upright and still in their child seat with their head leaning back on the neck rest. Another outcome of this could also be an overall safer situation in the car, in that children not sitting still in their child seats while being driven might be stressful for the driver. By presenting the details of our design efforts in this particular design context, we hope to add also to the knowledge we, in HCI, have for how to design bodily experiences with technology at large.
Tamminen, S., Lampinen, A. and Lehtinen, V. (2014) Digitaalinen vuorovaikutus, muutos ja luottamus [Digital Interaction, Change, and Trust] In Myyry, L., Ahola, S., Ahokas, M., and Sakki, I. (eds.) Arkiajattelu, tieto ja oikeudenmukaisuus [Everyday Thinking, Knowledge, and Justice], University of Helsinki
Abstract: NA
Tholander, J., Laaksolahti, J., and Nylander, S. (2014) Experiencing art through kinesthetic dialogue In proceedings of DIS, ACM Press.
Abstract: From the analysis of how the Lega, a touch, motion, and location sensitive device that allows museum visitors to share their experiences, we identified kinaesthetic dialogue as an orienting concept for the understanding and the design of movement-based social interaction and experiences. It provides an analytical lens which captures critical aspects of kinaesthetic action in aesthetic experiences, as well as for better understanding of how users appropriate such artefacts in interaction. We believe that kinaesthetic dialog is a promising candidate for a meta-concept to capture interaction design knowledge in movement based technologies.
Tsaknaki, V., Fernaeus, Y., and Schaub, M. (2014) Leather as a Material for Crafting Interactive and Physical Artifacts In Proceedings of DIS 2014, Vancouver, Canada.
Abstract: Leather is a material used for the making of artifacts ever since early human history, and which can be used also in contemporary design for various types of interactive and electronic products. In this paper, we present a series of small scale explorations of leather, first as skin close interfaces for physical engagement, and secondly in terms of crafting using hand tools and a laser cutter. We reflect on our experiences along these two strands and discuss future possibilities of leather as a rich material for providing new types of interactive experiences. By discussing emerging topics related to traditional crafting processes and contemporary rapid fabrication with this material, we find a great potential of merging such processes and tools for future interaction design settings.
Tscheligi, M,. Isbister K., Höök, K., Obrist M., Busch M., and Hochleitner C. (2014) “Touch me” Workshop on tactile User Experience Evaluation Methods Workshop, Extended Abstract CHI 2014
Abstract: In this workshop we plan to explore the possibilities and challenges of physical objects and materials for evaluating the User Experience (UX) of interactive systems. These objects should face shortfalls of current UX evaluation methods and allow for a qualitative (or even quantitative), playful and holistic evaluation of UX -- without interfering with the users' personal experiences during interaction. This provides a tactile enhancement to a solely visual stimulation as used in classical evaluation methods. The workshop serves as a basis for networking and community building with interested HCI researchers, designers and practitioners and should encourage further development of the field of tactile UX evaluation.
Unander-Scharin, C., Unander-Scharin, Å., Höök, K. (2014) The Vocal Chorder - Empowering Opera Singers with a Large Interactive Instrument In Proceedings of CHI 2014, Toronto, Canada.
Abstract: With The Vocal Chorder, a large interactive instrument to create accompaniment, opera singers can get more power over the performance. The device allows performers to interactively accompany themselves through pushing, leaning on and bending steel wires. The design was guided by the unique needs of the solo-singer, explored through autobiographical design and material explorations, some on stage, and later tested by other singers. We discuss how designing for opera and for the stage requires extraordinary durability and how opera performances can change with a bodily- oriented instrument such as The Vocal Chorder. Through a designerly exploration, we arrived at a device that offered (1) a tool for singers to take control over the rhythmical pace and overall artistic and aesthetic outcome of their performances, (2) an enriched sense of embodiment between their voice and the overall performance; and (3) a means to empower opera singers on stage.
Wang, J. (2014) Exploring the Alternative Means to Communicate Interaction Design Research In Proceedings of the Companion Publication on DIS 2014, ACM (2014), Vancouver, Canada.
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Wang, J., Juhlin, O., Banka-Johansson, E. C., (2014) Previsualization with Computer Animation (Previs): Communicating Research to Interaction Design Practice In Proceedings of OzCHI 2014, Sydney Australia
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Wang, J.,and Mughal, M.A. (2014) LiveNature: Connecting People with Their Cherished Places In Proceedings of the Companion Publication on DIS 2014, ACM (2014), Vancouver, Canada.
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2013 Aylett, R., Kriegel, M., Wallace, I., Márques Segura, E., Mercurio, J., Nylander, S., Vargas, P. (2013) Do I remember you? Memory and identity in multiple embodiments. In proceedings of RoMan 2013.
Abstract: This paper investigates user perceptions of continuous identity as agents migrate between different embodiments. It reports an experiment seeking to establish whether migrating or not migrating the interaction memory of the agent would affect the user’s perception of consistent agent identity over different embodiments. The experiment involved a treasure hunt in which a virtual agent migrated from a screen to a mobile phone in order to accompany a user while they searched for clues. A total of 45 subjects took part in three different conditions with 15 subjects in each. The outcome showed that the presence of memory affected the competence users ascribed to the virtual agent but had no significant effect on a strong perception of consistent identity across multiple embodiments.
Aylett, R., Kriegel, M., Wallace, I., Márquez Segura, E., Mercurio, J., Nylander, S. (2013) Memory and the Design of Migrating Virtual Agents. Extended abstracts AAMAS 2013
Abstract: This paper discusses an experiment examining the impact of interaction memory on user perceptions of a virtual agent with multiple embodiments and migration between them. The outcome showed users perceived agents with memory as more competent, but it had no significant effect on a strong perception of consistent identity across multiple embodiments.
Brown, B., McGregor, M., Laurier, E. (2013) iPhone in vivo: video analysis of mobile device use Proceedings of CHI ’13, Paris, France, ACM Press.
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Brown, B., McGregor, M., Laurier, E. (2013) Beyond recommendations: Local review websites and their impact Transactions on human computer interaction (TOCHI)
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Ferreira, P., and Sanches, P., and Weilenmann, A. (2013) Awareness, Transience andTemporality: Design Opportunities from Rah Island In Proceedings of INTERACT 2013, Cape Town, South Africa
Abstract: This paper deals with the implications of the socialness of private communication. Drawing upon ethnographic observations of first time mobile phone users in Rah, an island in Vanuatu, we revisit the debate on how the mo- bile phone reconfigures private and personal communication. Our observations show how the advent of the mobile phone disrupts and challenges existing prac- tices around how private communication is managed on the island. These ob- servations are used to open up a design space where we explore the socialness of personal, private communication. Drawing on the analysis, we discuss three directions for future thinking of mobile interaction design: (1) designing for spatial awareness; (2) designing for transience and (3) designing with temporal- ity. We expand on these to discuss the notion of digital patina, which we argue, is an exciting topic to explore for the design of personal, social communication.
Jacobsson, M., Fernaeus, Y., Cramer, H., and Ljungblad, S. (2013) Crafting Against Robotic Fakelore: On the Critical Practice of ArtBot Artists In the Proceedings of CHI 2013 (Alt.CHI), Paris, France
Abstract: We report on topics raised in encounters with a series of robotics oriented artworks, which to us were interpreted as a general critique to what could be framed as robotic fakelore, or mythology. We do this based on interviews held with artists within the community of ArtBots, and discuss how their approach relates to and contributes to the discourse of HCI. In our analysis we outline a rough overview of issues emerging in the interviews and reflect on the broader questions they may pose to our research community.
Juhlin, O., and Önnevall, E. (2013) On the Relation of Ordinary Gestures to TV Screens: General Lessons for the Design of Collaborative Interactive Techniques In Proceedings of CHI 2013, Paris, France.
Abstract: We present an interaction analysis based on ethnographic fieldwork of how physical movements, including gestures, are produced by viewers in front of television screens in a sports bar. Understanding ordinary life and specifically television watching in social situations will benefit the dis- cussion of the potential of gesture techniques for controlling interactive televisions in various locations. Challenges for system design include body movement recognition, since movements can have many different purposes and are di- rected simultaneously at the screen and co-viewers. More- over, gestures as elements of conversation are sometimes negotiated and overlapping. Since these ordinary move- ments are hard to automatically track and analyse, sug- gested systems might lead to demands on viewers to re- strain their accustomed movements and adapt them in ways that might be considered awkward. We also reveal new design opportunities that draw upon the ways viewers’ gestures are influenced by ongoing broadcast.
Juhlin, O., Engström, A., Toussi R., Adler M., (2013) Mobile vision mixer Patent, European Patent Office 10167720.1-1902/2403236
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Juhlin, O., Zhang, Y., Sundbom C., Fernaeus Y. (2013) Fashionable Shape Switching: Explorations in Outfit-centric Design in Proceedings of CHI 2013, Paris, France
Abstract: We present a design exercise illustrating how fashion practices and the fashion design process can be used to create new opportunities both in the mobile domain and in product design, as well as in wearable computing. We investigate the concept of outfit-centric design by extending the support for social and visual interaction with digital devices beyond the currently available shells and stickers, and drawing on the ways in which people vary their dress ensembles. We designed a set of mock-up samples in a local fashion style, as a first step in under-standing possible applications of the emerging technology of organic interfaces. Initial user feedback shows how fashion-conscious participants creatively experimented with the set’s variations of shape and color in outfits created from their personal wardrobes, which revealed the importance of the objects’ size and location on the body. It also points out that a lack of integration with the fashion system’s processes reduces the attractiveness of the samples.
Juhlin, Oskar, Zoric, Goranka, Engström, Arvid, Reponen, Erika (2013) Video interaction: a research agenda J Personal and Ubiquitous Computing, Springer London, p 1-8
Kosmack Vaara, E (2013) Kneading Time Poster presentation at IXDA 13, Poster, Toronto / January 27 - 31 2013
Abstract: In interaction design, one central challenge is to find and to explore the expressions of temporality such as for example rhythm pace and tempo. The framework presented here is focused on embodiment and time. We involved in the fascinating embodied process of sour dough baking to expand our temporal design space. The approach was to further develop a method called Aesthetic laborations (A-Lab). Through the sourdough process we could examine temporality from the perspectives of rest, rhythm and haptics in order to provide insights and inspiration in how we can manipulate the gestalt of temporality.
Laurier, E., B. Brown, H. Lorimer (2013) What it means to change lanes: actions, emotions and wayfinding in the family car Semiotica, Issue 191 (August 2012)
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Leahu, L., Cohn, M, and March, W. (2013) How Categories Come to Matter In Proceedings of CHI 2013, Paris, France.
Abstract: In a study of users' interactions with Siri, the iPhone personal assistant application, we noticed the emergence of overlaps and blurrings between explanatory categories such as "human" and "machine". We found that users work to purify these categories, thus resolving the tensions related to the overlaps. This "purification work" demonstrates how such categories are always in flux and are redrawn even as they are kept separate. Drawing on STS analytic techniques, we demonstrate the mechanisms of such "purification work." We also describe how such category work remained invisible to us during initial data analysis, due to our own forms of latent purification, and outline the particular analytic techniques that helped lead to this discovery. We thus provide an illustrative case of how categories come to matter in HCI research and design.
López Recio, D., Márquez Segura, E., Márquez Segura, L., and Waern, A. (2013) The NAO models for the elderly. In Proceedings of the 8th ACM/IEEE international conference on Human-robot interaction (HRI '13). IEEE Press, Piscataway, NJ, USA, 187-188.
Abstract: This paper highlights initial observations from a user study performed in an assisted living facility in Spain. We introduced the NAO robot to assist in geriatric physiotherapy rehabilitation. The NAO is introduced in order to take over one of the usual roles of the physiotherapist: modeling movements for the inpatients. We also introduced a virtual version of the NAO in order to see whether this role of modeling is equally effective in a screen-based modality. Preliminary results show the inpatients adjust their movements to the NAO, although they react differently to the virtual and the physical robot.
Márquez Segura, E., Moen, J., Waern, A., and Onco Orduna, A. (2013) The oriboos going to nepal: a story of playful encounters. In Proceedings of the 8th ACM/IEEE international conference on Human-robot interaction (HRI '13). IEEE Press, Piscataway, NJ, USA, 411-412.
Abstract: We created a fictional story about a bunch of interactive robot toys, the Oriboos, which travel to different schools where children interact and play with them. The story is based on two workshops done in Sweden and Nepal.
Márquez Segura, E., Waern, A., Moen, J., Johansson, C. (2013) The Design Space of Body Games: Technological, Physical, and Social Design. In Proceedings of CHI 2013, Paris, France.
Abstract: The past decade has seen an increased focus on body movement in computer games. We take a step further to look at body games: games in which the main source of enjoyment comes from bodily engagement. We argue that for these games, the physical and social settings become
just as important design resources as the technology. Although all body games benefit from an integrated design approach, the social and physical setting become particularly useful as design resources when the technology has limited sensing capabilities. We develop our
understanding of body games through a literature study and a concrete design experiment with designing multiplayer games for the BodyBug, a mobile device with limited sensing capabilities. Although the device was designed for free and natural movements, previous games fell short in realizing this design ideal. By designing the technology function together with its physical and social context, we were able to overcome some of the device limitations. One of the games was subsequently incorporated in its commercial release.
McMillan, D., Morrison, A. & Chalmers, M. (2013) Categorised Ethical Guidelines for Large Scale Mobile HCI In Proceedings of CHI 2013, Paris, France, ACM Press.
Abstract: The recent rise in large scale trials of mobile software using ‘app stores’ has moved current researcher practice beyond available ethical guidelines. By surveying this recent and growing body of literature, as well as established professional principles adopted in psychology, we propose a set of ethical guidelines for large scale HCI user trials. These guidelines come in two parts: a set of general principles and a framework into which individual app store-based trials can be assessed and ethical concerns exposed. We categorise existing literature using our scheme, and explain how researchers could use our framework to classify their future user trials to determine ethical responsibility, and the steps required to meet these obligations.
Meschtscherjakov, A., Gschwendtner, C., Tscheligi, M. and Sundström, P. (2013) Co-designing for NFC and ATMs: an inspirational bits approach In Proceedings of MobileHCI 2013
Abstract: This paper addresses the field of mobile payment through Near Field Communication (NFC) and Automated Teller Machines (ATMs). We report how we used the Inspirational Bits method to inspire the design of novel NFC usage scenarios and application ideas for ATMs in a joint industry and academia project. We describe a set of small applications exposing different properties of NFC (henceforth, referred to as NFC-Bits) and how they informed and inspired collaborative design ideas for different use cases. The NFC-Bits reveal a broad range of NFC characteristics in a playful manner. We outline some of the developed use cases and describe features of MyPocketATM, an application stemmed from these ideas.
Mudassar Ahmad Mughal, Oskar Juhlin (2013) Context-dependent software solutions to handle video synchronization and delay in collaborative live mobile video production Personal and Ubiquitous Computing July 2013, p 1-13
Abstract: The advent of modern mobile phones, 3G networks, and live video streaming has made it possible to broadcast live video from mobile devices. This is now giving rise to a new class of applications which enable mobile collaborative live video production, in which groups of amateurs work together to provide a rich broadcast of events. We focus on new and expected synchronization problems that arise in these more complex systems when broadcasting live events because of the delays that often occur in streaming over internet and mobile networks. The problem has been investigated by acquiring initial user feedback, as well as conducting technical delay measurements of two examples of such systems and relating them to existing literature. We identified two types of technical problems which affect the mixing of the streams, namely the difference in delay in multiple streams, a.k.a. asynchrony among streams, and the delay between the event itself and its presentation in the mixer. These problems affect the mixing in various ways depending on whether or not the director has visual access to the unmediated event. This knowledge has then been used to inform the conceptualization of identifiable ways of handling delays and synchronization. We suggest the introduction of a software feature providing context-dependent delay, in which these requirements can be balanced differently to fit specific contexts of use. We specifically address the different types of mixing which occurs when the director, or mixer, only has access to the topic through the mobile media (“out of view”), as well as mixing in a context in which the topic also is physically present (“in-view”) in front of the mixer.
Nylander, S. (2013) Social media for life style change - social with whom, and why? CHI workshop on social media for change.
Abstract: We have interviewed members of three different Twelve Step programs about how they manage their recovery in a long term perspective. This data also provides insight in the social aspects of the Twelve Step program. We believe that HCI could be inspired for design of social media for lifestyle change by looking more closely at the Twelve Step program. For example the focus on sharing practical experience, creating groups with strong sense of identification as well as personal mentor relations.
Nylander, S., Tholander, J., Kent, A. (2013) Peripheral interaction for sports – exploring two modalities for real-time feedback Proceedings of the INTERACT workshop on Peripheral Interaction
Abstract: We believe that sports is a domain that would both provide valuable input to the area of peripheral interaction, as well as benefit from peripheral interaction itself. We present two pilot studies on peripheral interaction for cross-country skiing and golf using vibration feedback and audio feedback respectively. We believe the results of these initial studies are encouraging and aim to pursue the concept of peripheral interaction for the sports domain.
Obrist, M., Wright, P. C., Kuutti, K., Rogers, Y., Höök, K., Pyla, P. S., and Frechin, J-L. (2013) Theory and practice in UX research: uneasy bedfellows? In CHI ’13 Extended Abstracts on Human Factors in Computing Systems (CHI EA ’13). ACM, New York, NY, USA, 2433-2438. http://dl.acm.org/citation.cfm?doid=2468356.2468795
Abstract: We believe that it is time to talk about user experience and its theoretical roots as well as about the relationship between theory and practice in UX research. Although user experience is overused as a buzzword, it defines a main step change in the evolvement of the HCI field and deserves a proper (theoretical) attention. Within this panel we follow up on discussions on the theoretical foundations and the value of theory for HCI and UX research from over the last years. In particular we want to go a step further and strengthen the interdisciplinary dialogue on the relationship between theory and practice when talking about user experience. We invited panelists from academia and industry to join a fruitful dialogue talking about the different perspectives on user experience, theoretical roots, and the relevance of theory for practice and vice versa. Two moderators will ensure that the audience gets their beliefs and thoughts across to the panelists as well.
Oskar Juhlin and Alexandra Weilenmann (2013) Making sense of screen mobility: dynamic maps and cartographic literacy in a highly mobile activity In Proceedings of the 15th international conference on Human-computer interaction with mobile devices and services (MobileHCI '13). ACM, New York, NY, USA, 372-381
Abstract: Dynamic, digital maps are increasingly used in many set- tings. It is an emerging domain of technology extending on previous maps studies and positioning technology. We draw upon ethnographic field studies of collaborative hunting, where hunting dogs are tracked and their location made visible on digital maps. We discuss mobility of two differ- ent kinds. First, we refer to mobility as the practice of physical movements of hunters, dogs and prey. Second, we refer to the movement of symbolic objects on a digital map screen, i.e. screen mobility, and the interpretational work that the hunters do to make sense of it. Representations of motion on a screens, are of ongoing practical concern for the hunters. We show how they interpret such mobility in terms of accelerations, distance, trajectories and temporal alignments. The findings are used to revisit mobility theo- ries and populate them with new notions to inspire design in broad domains.
Osswald, S., Sundström, P., and Tscheligi, M. (2013) The Front Seat Passenger: How to Transfer Qualitative Findings into Design International Journal of Vehicular Technology
Abstract: While the field of automotive HCI research abounds in driver-focused design and studies of driver distraction, relatively little attention has been directed to the front seat passengers. A challenge for designers and researchers is the ideation through exploration of passenger experiences and needs and the question of how to integrate them in design solutions. In this paper, we ground an ideation exercise based on results of a probing study conducted at two petrol stations. A probing package for front seat passengers was designed and distributed in cooperation with a petrol station company. Approximately 700 customers were approached randomly and 90 probe packages were handed out. 30 probing packages were returned and a segment clustering and a qualitative analysis were performed. The results gave insights into the activities and needs of front seat passengers and were then used in a design workshop together with a group of industrial designers. A set of ideas for novel interface solutions for front seat passengers were developed such as the invisible engine (look through the motor block with a display-based camera system). We further discuss the challenges and shortcomings of how to interpret and express ideas when transferring qualitative research findings into design.
Perterer, N., Sundström, P., Meschtscherjakov, A., Wilfinger, D. and Tscheligi, M. (2013) Come drive with me: an ethnographic study of driver-passenger pairs to inform future in-car assistance In Proceedings of CSCW 2013, San Antonio, Texas, USA.
Abstract: There is today a large number of ADAS used while driving. These systems are mainly technology driven and most often fail to make use of the social nature and the collaborative mechanisms between driver-passenger pairs. To inform the development of future automotive user interface designs we need to develop a deeper understanding of collaboration in general. In addition, we need to develop an understanding of how, and in what way, other platforms (e.g., the mobile phones) are and will be used in combination with these systems while driving. This paper presents the results of a participative ethnographic study with nine driver-passenger
pairs recruited from two online car-sharing portals. Results are categorized in three areas: common ground as a base for successful in-car communication, types and strategies of front-seat passenger assistance, and lastly the impact of technology on collaboration.
Rost, M. (2013) Mobility is the Message: Experiments with Mobile Media Sharing Doctoral thesis in Man-Machine Interaction, Stockholm University, Sweden.
Abstract: This thesis explores new mobile media sharing applications by building, deploying, and studying their use. While we share media in many different ways both on the web and on mobile phones, there are few ways of sharing media with people physically near us. Studied were three designed and built systems: Push!Music, Columbus, and Portrait Catalog, as well as a fourth commercially available system – Foursquare. This thesis offers four contributions: First, it explores the design space of co-present media sharing of four test systems. Second, through user studies of these systems it reports on how these come to be used. Third, it explores new ways of conducting trials as the technical mobile landscape has changed. Last, we look at how the technical solutions demonstrate different lines of thinking from how similar solutions might look today.
Through a Human-Computer Interaction methodology of design, build, and study, we look at systems through the eyes of embodied interaction and examine how the systems come to be in use. Using Goffman’s understanding of social order, we see how these mobile media sharing systems allow people to actively present themselves through these media. In turn, using McLuhan’s way of understanding media, we reflect on how these new systems enable a new type of medium distinct from the web centric media, and how this relates directly to mobility.
While media sharing is something that takes place everywhere in western society, it is still tied to the way media is shared through computers. Although often mobile, they do not consider the mobile settings. The systems in this thesis treat mobility as an opportunity for design. It is still left to see how this mobile media sharing will come to present itself in people’s everyday life, and when it does, how we will come to understand it and how it will transform society as a medium distinct from those before. This thesis gives a glimpse of what this future may look like.
Rost, M., Barkhuus, L., Cramer, H., Brown, B. (2013) Representation and communication: Challenges in interpreting large social media datasets Proceedings of CSCW 2013 , Feb 23-27, San Antonio, Texas
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Sas, C,. Fratczak, T., Rees, M., Gellersen, H., Kalnikaite, V., Coman, A., and Höök, K. (2013) AffectCam: arousal- augmented sensecam for richer recall of episodic memories In Proceedings of CHI 2013 Extended Abstracts, Paris, France. http://dl.acm.org/citation.cfm?doid=2468356.2468542
Abstract: This paper describes the design and evaluation of AffectCam, a wearable system integrating SenseCam and BodyMedia SenseWear for capturing galvanic skin response as a measure of bodily arousal. AffectCam's algorithms use arousal as a filtering mechanism for selecting the most personally relevant photos captured during people's ordinary daily life, i.e. high arousal photos. We discuss initial findings showing that emotional arousal does improve the quality of memory recall associated with emotionally arousing events. In particular, the high arousal photos support richer recall of episodic memories than low arousal ones, i.e. over 50% improvement. We also consider how various phenomenological characteristics of autobiographical memories such as event, emotions, thoughts, place and time are differently cued by the AffectCam.
Siân Lindley, Robert Corish, Elsa Kosmack Vaara, Pedro Ferreira, Vygandas Simbelis (2013) Changing perspectives of time in HCI In Proceedings of CHI EA '13 CHI '13 Extended Abstracts on Human Factors in Computing Systems Pages 3211-3214
Abstract: The aim of this workshop is to unpack different ways of thinking about time, drawing a distinction between time as experienced, and time as counted by a ticking clock or measured by a computer algorithm. The concept of time is often taken for granted within HCI, yet highlighting the assumptions that underpin it could provide a resource for research and innovation. In this extended abstract, we illustrate how this is so.
Simbelis, V., and Höök, K. (2013) Metaphone: an artistic exploration of biofeedback and machine aesthetics In Proceedings of CHI 2013, Paris, France.
Abstract: The Metaphone is an interactive art piece that trans- forms biosensor data extracted from participants into colorful, evocative perceivable visual patterns on a big canvas. The biosensors register movement, pulse and skin conductance – the latter two relating to emotional arousal. The machine creates a traditional art form – colorful paintings – which can be contrasted with the pulsating, living body of the participants and the ma- chine-like movements of the Metaphone. Participants interacting with the machine get their own painting drawn for them – a highly involving activity spurring a whole range of questions around bio-sensing technolo- gies. The participants engaging with Metaphone have to agree to share their personal data, thereby expanding the interactive discourse while questioning the exten- sion of the body with the machine and involving partici- pants with public exposition of their inner worlds.
Tsaknaki, V. and Fernaeus Y. (2013) Explore wearable music players with focus on subculture and style WIP paper at TEI2013, Barcelona, Spain
Abstract: We present our current explorations on mobile interaction design grounded in subcultural expressions in dressing and in music listening practices. Based on a three weeks workshop with university students, we elaborate on our findings in the domain of wearable designs embedded with soft electronics, and future research directions.
Unander-Scharin, C., Höök, K., and Ludvig Elblaus, L. (2013) The throat III: disforming operatic voices through a novel interactive instrument. In Proceedings of CHI 2013 Extended Abstracts, Paris, France.
Abstract: Practitioner-led artistic research, combined with interactive technologies, opens up new and unexplored design spaces. Here we focus on the creation of a tool for opera-singers to dynamically disform, change and accompany their voices. In an opera composed by one of the authors, the title-role singer needed to be able to alter his voice to express hawking, coughing, snuffling and other disturbing vocal qualities associated with the lead role Joseph Merrick, aka "The Elephant Man". In our designerly exploration, we were guided by artistic experiences from the opera tradition and affordances of the technology at hand. The resulting instrument, The Throat III, is a singer-operated artefact that embodies and extends particular notions of operatic singing techniques while at the same time creating accompaniment. It therefore becomes an emancipatory tool, putting a spotlight on some of the power hierarchies between singers, composers, conductors, and stage directors in the operatic world.
Wiberg, M., Ishii, H., Dourish, P., Rosner, D., Vallgårda, A., Sundström, P., Kerridge, T., and Rolston, M. (2013) Materiality matters---experience materials Magazine Interactions Volume 20 Issue2, pp. 54-57
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Wilfinger, D., Meschtscherjakov, A., Tscheligi, M. and Sundström, P. (2013) Entertainment technology in transportation against frustration, aggression and irrationality Workshop at MobileHCI 2013.
Abstract: This workshop addresses two strong fields within the Mobile HCI community: games & entertainment and transportation user interfaces. Using transportation technology (e.g., a car, plane, or traveling in public transportation) can be frustrating due to crowded streets, delays, and other travelers. Frustration may lead to aggression and negative experiences of other road members and passengers [4] leading to irrational behaviors [6]. Games & entertainment technology offer potential to resolve these negative user experiences. This workshop brings together entertainment and transportation user interface experts, who are willing to understand mobile entertainment technology as a potential solution to improve the experience of all travelers, drivers, and workers within the transportation field. The overall aim of the workshop is to create a common understanding of the challenges of entertainment in transportation, as well as further extend the research agenda for entertainment in this context from both from a scientific and an industrial perspective.
Zhu, B. (2013) Explore Chinese Aesthetics in Interaction Design of Body-Awareness System In Proceedings of Chinese CHI 2013, Paris, France
Abstract: We explore the potential of aesthetic interface mediated biofeedback system to see if people can obtain bodily and mental relief through engagement and enjoyment from the aesthetic physiological representation. We are interested in whether we could design a biofeedback system aiming for relaxing and relieving stress in the context of Chinese aesthetics. This is not a simple question of creating representing for stress status, as for example visualization attempts to do. Rather it is a broader exploration of the role of body based Chinese aesthetics and philosophy in biofeedback in order to create more fulfilling designs.
Zhu, B., and Höök, K. (2013) Using Mobile Phone Cover to Extend Twitter with Gesture-Based Emotional Expressions Social Interaction Workshop of CHI 2013, Paris, France
Abstract: We are exploring ways of modifying a mobile phone cover, adding sensors and actuators, to allow users to share their emotional processes in and out of the micro-blogging tool Twitter. By exploring tangible interaction in order to collect, identify, represent and share user’s emotional experiences in real time. We present out user centered design process leading to the design of mobile phone accessories as the medium to express and communicate emotional expressions. The innovation of this paper manifests in two aspects: 1) explore a gesture based mobile phone cover to externalize emotional experience. 2) leverage mobile phone cover to extend emotion sharing from Twitter to proximal communication.
Zhu, B., and Höök, K. (2013) Using Mobile Phone Cover to Extend Twitter with Gesture-Based Emotional Expressions Social Interaction Workshop of CHI 2013, Paris, France
Abstract: We are exploring ways of modifying a mobile phone cover, adding sensors and actuators, to allow users to share their emotional processes in and out of the micro-blogging tool Twitter. By exploring tangible interaction in order to collect, identify, represent and share user’s emotional experiences in real time. We present out user centered design process leading to the design of mobile phone accessories as the medium to express and communicate emotional expressions. The innovation of this paper manifests in two aspects: 1) explore a gesture based mobile phone cover to externalize emotional experience. 2) leverage mobile phone cover to extend emotion sharing from Twitter to proximal communication.
Zoric G., Engström A., Barkhuus L., Hidalgo J.R., and Kochale A. (2013) Gesture Interaction with Rich TV Content in the Social Setting In CHI2013 workshop on Exploring and enhancing the user experience for television
Abstract: The appearance of new immersive TV content has increased the interactive possibilities presented to the viewers. Increased interactivity is seen as a valuable feature in viewing richer television content, but new functionalities are limited by what can be done naturally and intuitively using available devices like remote controls. Therefore, new interaction techniques, such as visual gestures control systems, have appeared aiming to enhance the viewers’ viewing experience. In this work we begin uncovering the potential and challenges of gesture interaction with ultra high definition video for people watching TV together. As a first step we have done a study with a group of people interacting with such content using a gesture-based system in the home environment.
Zoric, G., Barkhuus, L., Engström, A., and Önnevall, E. (2013) Panoramic video: Design challenges and implications for content interaction Forthcoming in Proceedings of EuroITV 2013
Abstract: In this paper we explore viewing and interaction in an emerging type of interactive TV, where viewers are presented with panoramic ultrahigh-definition video combined with extensive interactive control over view selection. Instead of delivering only what will be consumed, emerging TV services offer high- resolution panoramic video to the viewers, enabling them to more freely explore the broadcast content by selecting regions of interest and navigating within the larger panoramic image. However, as we open up the television space both in field of view and in terms of the freedom given to viewers, new interactional challenges emerge. We have done user studies on two systems for interacting with panoramic high-resolution video, one based on the tablet interaction and other on the gesture interaction. Our findings revealed a number of design challenges concerning properties specific to panoramic video. Based on findings from the user studies and the identified design challenges, we have compiled a set of the design recommendations on how to support interactive viewing of panoramic content.
2012 Ahmet, Z. and Väänänen-Vainio Mattila, K. (2012) Mobile Service Distribution from the End-User Perspective - A Survey Study on Recommendation Practices Case study paper, in proceedings of CHI 2012: 30th ACM Conference on Human Factors in Computing Systems, Austin, TX, USA, May 2012, ACM Press
Abstract: Vast amounts of mobile services and applications are being offered to end users via app stores and service providers’ web sites. In addition, users take part in the distribution of services by recommending services to each other, i.e. through various word-of-mouth practices. To understand the current patterns of user-initiated service distribution, we conducted an exploratory survey study (N=203) to investigate the recommendation practices and motivations of mobile service users in situations where they recommend to other(s) and other(s) recommend to them. We found that the dominating way to recommend mobile services to others is to tell about the service in face-to-face situations, despite available support for electronic sharing in mobile situations. Social media was also used, but clearly less frequently. Based on the findings of this study, we present design ideas for supporting users in their recommendation practices.
Back, J., Papadogoula, F.A., and Waern, A. (2012) The challenges of designing a gender-aware pervasive game CHI Workshop on identity, performativity and HCI, Austin, Texas, May
Abstract: This paper describes our approach to designing a pervasive game with teenage girls as its main audience. In doing so, we are faced with two challenges: the challenge of gender-aware game design, and the challenge of integrating a pervasive game into the everyday lives of young women. We describe our core design goals and the rationale for these goals. Based on these goals, we outline the core design elements, and how these were appreciated by a young women audience in a first player workshop.
Bentley, F., Cramer, H., Basapur, S., Hamilton, W. (2012) Drawing the city: differing perceptions of the urban environment. Proc. CHI’12, Austin, Texas
Abstract: In building location-based services, it is important to present information in ways that fit with how individuals view and navigate the city. We conducted an adaptation of the 1970s Mental Maps study by Stanley Milgram in order to better understand differences in people’s views of the city based on their backgrounds and technology use. We correlated data from a demographic questionnaire with the map data from our participants to perform a first-of-its-kind statistical analysis on differences in hand-drawn city maps. We describe our study, findings, and design implications for location-based services.
Brown, B. and Laurier, E. (2012) The Normal Natural Troubles of Driving with GPS Proceedings of CHI 2012
Abstract: In-car GPS based satellite navigation systems are now a common part ofdriving, providing turn-by-turn navigation instructions on smartphones, portable units or in-car dash- board navigation systems. This paper uses interactional analysis of video data from fifteen naturalistically recorded journeys with GPS to understand the navigational practices deployed bydrivers and passengers. The paper documents five types of‘trouble’ where GPS systems cause issues and confusion for drivers around: destinations, routes, maps sensors, timing and relevance and legality. The paper argues that to design GPS systems better we need to move beyond the notion ofa docile driver who follows GPS command blindly, to a better understanding ofhow drivers, passengers and GPS systems work together. We develop this in discussing how technology might better support ‘instructed action’.
Chalmers, M. and Juhlin, O. (2012) New uses for mobile pervasive games - Lessons learned for CSCW systems to support collaboration in vast work sites To appear in Mobile Games: The Expanding Scope, Icfai University Press.
Abstract: To be added
Cramer, H. Interaction & the built environment: some challenges. Ar-CHI-tecture Architecture and Interaction Workshop at CHI’12, Austin, Texas. (2012) Interaction & the built environment: some challenges Ar-CHI-tecture Architecture and Interaction Workshop at CHI’12, Austin, Texas
Abstract: With the popularity of mobile and ubiquitous services, and the rise of urban sensor-based systems, interaction design has moved into the arena of disciplines traditionally concerned with the design of the built environment. In this position paper, I outline questions raised in our work on mobile, location-based services that illustrate that sharing experiences between our communities is crucial.
Cramer, H. Personalized and autonomous are already everywhere; let’s focus on awareness over trust. Workshop on End-user Interactions with Intelligent and Autonomous Systems at CHI’12, Austin, Texas. (2012) Personalized and autonomous are already everywhere; let’s focus on awareness over trust Workshop on End-user Interactions with Intelligent and Autonomous Systems at CHI’12, Austin, Texas
Abstract: Personalization and autonomous adaptation to users has become a mainstream feature. The diversity is immense, and spans domains ranging from personalized online search and recommenders, to social robots. Based on the findings of a set of studies of people’s responses to autonomous and adaptive systems, and current commercial developments, I highlight a number of challenges related to user trust in such systems, focusing on transparency, social strategies and social mediation effects. Rather than focusing on convincing users to use systems, a more pressing challenge is how we can increase awareness and understanding of the autonomous and user-adaptive systems already there.
Engström A., Perry M., Juhlin, O. (2012) Amateur Vision and Recreational Orientation: creating live video together Forthcoming in proc. of CSCW 2012 Seattle 2012
Abstract: We explore the use of a live video broadcast system by a group of collaborating amateur camera operators to film an event on networked cameraphones. Using a detailed interaction analysis of their physical interactions and orientations to the work of others, we examine their choice of camera angles and positions in their filming as they attempt to provide interesting visual content and a coherent narrative. Our findings illustrate how users adapt their behaviour as co-ordination problems occur by drawing from a set of everyday visual practices (‘amateur vision’). The findings also show how the specifically temporal aspect of live video requires extended attention on its production, and that this is at odds with the ‘recreational orientation’ of amateur film crews who simultaneously participate in events for their own enjoyment and film them on behalf of other viewers. Implications for the design of collaborative live broadcast media are made, focusing on approaches to interaction design that augment users’ visual practices and allow users to look on behalf of others while experiencing places and events themselves.
Engstrom, A., Zoric, G., Juhlin, O., and Toussi, R. (2012) The Mobile Vision Mixer: A mobile network based live video broadcasting system in your mobile phone In Proceedings of MUM'12
Abstract: Mobile broadcasting services, allowing people to stream live video from their cameraphones to viewers online, are becoming widely used as tools for user-generated content. The next generation of these services enables collaboration in teams of camera operators and a director producing an edited broadcast. This paper contributes to this research area by exploring the possibility for the director to join the camera team on location, performing mixing and broadcasting on a mobile device. The Mobile Vision Mixer prototype embodies a technical solution for connecting four camera streams and displaying them in a mixer interface for the director to select from, under the bandwidth constraints of mobile networks. Based on field trials with amateur users, we discuss technical challenges as well as advantages of enabling the director to be present on location, in visual proximity of the camera team.
Fernaeus, Y., and Sundström, P. (2012) The material move how materials matter in interaction design research In Proceedings of DIS 2012, Newcastle, UK.
Abstract: The topic of Materials has recently surfaced as a major theme within the research field of interaction design. In this paper we further discuss the need for in-depth descriptions of specific design cases, by revisiting some of our own research-through-design efforts when working with new or not yet fully explored materials for mobile interaction. We outline a series of design challenges that we see commonly arising in this domain, divided into three general themes; 1) affordances of hardware and casings, 2) experiential properties of different software solution, and 3) material properties of sensors, radio-signals, and electricity. Our main conclusion is that research in interaction design needs an extended focus on how systems are crafted from and together with properties of digital materials, and how new knowledge gained from those processes can be shared.
Fernaeus, Y., Jonsson, M., Tholander, J. (2012) Revisiting the Jacquard Loom: Threads of History and Current Patterns in HCI in Proceedings of CHI 2012, Austin, Texas, USA
Abstract: In the recent developments of human computer interaction, one central challenge has been to find and to explore alternatives to the legacy of the desktop computer paradigm for interaction design. To investigate this issue further we have conducted an analysis on a fascinating piece of machinery often referred to as one of the predecessors of the modern day computer, the Jacquard loom. In analysing the Jacquard loom we look at qualities in design and interaction from some different perspectives: how historical tools, crafts, and practices can inform interaction design, the role of physicality, materiality, and whole-body interaction in order to rethink some current conceptions of interaction and design of computational devices.
Ferreira, P. and Höök, K. (2012) Appreciating plei-plei around mobiles: Playfulness in Rah Island In Proceedings of ACM CHI 2012, March 5-10, Austin, TX, USA
Abstract: We set out to explore and understand the ways in which mobiles made their way into an environment—Rah Island in Vanuatu—for the first time. We were struck by their playful use, especially given the very limited infrastructure and inexpensive devices that were available. Based on our findings, we discuss tensions between playfulness and utility, in particular relating to socio-economic benefits, and conclude that playfulness in these settings needs to be taken as seriously as in any other setting. Additionally, we formulated three challenges when designing for play in similar settings: (1) engage intimately with the materials of inexpensive ICT; (2) revisit design recommendations for playfulness to ensure that they can travel/translate into other cultures; and (3) alleviate existing tensions.
Höök, K. (2012) A Cry for More Tech in CHI! Magazine Interactions Homepage archive, Volume 19 Issue 2, March + April 2012, Pages 10-11. http://dl.acm.org/citation.cfm?id=2090154&dl=ACM&coll=DL&CFID=321273222&CFTOKEN=41879932
Abstract: This is a rant. And a plea. And an ad. With this rant, plea, and ad, I hope to attract more attention to the video and interactivity submissions at CHI 2012. But that is just a means to an end. The result I hope for is to make our field influential in shaping a whole new wave of interactions through technologies, the likes of which we have never seen before.
Höök, K., and Löwgren, J. (2012) Strong concepts: Intermediate-level knowledge in interaction design research ACM Trans. Comput.-Hum. Interact. 19, 3, Article 23 (October 2012), 18 pages.
Abstract: Design-oriented research practices create opportunities for constructing knowledge that is more abstracted than particular instances, without aspiring to be at the scope of generalized theories. We propose an intermediate design knowledge form that we name strong concepts that has the following properties: is generative and carries a core design idea, cutting across particular use situations and even application domains; concerned with interactive behavior, not static appearance; is a design element and a part of an artifact and, at the same time, speaks of a use practice and behavior over time; and finally, resides on an abstraction level above particular instances. We present two strong concepts—social navigation and seamfulness—and discuss how they fulfil criteria we might have on knowledge, such as being contestable, defensible, and substantive. Our aim is to foster an academic culture of discursive knowledge construction of intermediate-level knowledge and of how it can be produced and assessed in design-oriented HCI research.
Jacobsson, M. and Nylander, S. (2012) Always-On + Adoption – a method for longitudinal studies CHI workshop on Theories, Methods and Case Studies of Longitudinal HCI Research
Abstract: We will discuss an approach for conducting long term studies of companionship technologies – technologies intended for more intimate relationships with people. We draw from our work of conducting several qualitative long-term user studies of people’s relationship with robotic companions and mobile devices in order to develop a methodology where the initial bond with the artifact is based on a more intense experience. After this initial phase referred to as Always On the relationship will fade over to the adoption phase where the more traditional long-term use can be studied. Most recently we are trying out this approach for studying people’s experience of an online social game that features virtual agents.
Jacobsson, M., Fernéus, Y., Nylander, S. (2012) Mobile ActDresses: Programming Mobile Devices by Accessorizing Proceedings of CHI Extended Abstracts
Abstract: Mobile ActDresses is a design concept where existing practices of accessorizing, customization and manipulation of a physical mobile device is coupled with the behaviour of its software. With this interactivity demonstrator we will provide a hands on experience of doing this kind of playful manipulation. We provide two examples for how to implement Mobile ActDresses using quick’n dirty hacks to create custom shells and jewellery for controlling the behaviour of the phone.
Keysermann, M., Enz, S., Cramer, H., Aylett, R., Zoll, C., Vargas, P. (2012) Can I trust you? Sharing information with artificial companions Extended Abstracts AAMAS'12
Abstract: This paper discusses an experiment to investigate issues of trust and confidentiality when sharing information with a robot companion in an office context. An online questionnaire was used to collect opinions about information sharing with a robot companion and preferences for collection and treatment of information. In a subsequent live interaction study, subjects role-played new members of an office team exchanging potentially sensitive information with the robot companion. Evaluated results and their im- plications are summarised and we suggest generic improve- ments for HRI systems used for information exchange.
Konstan, J., Chi, E. and Höök, K. (2012) Proceedings of the 2012 ACM Annual Conference on Human Factors in Computing Systems ACM, New York, NY (2012)
Abstract: After nearly two years of preparation, we are thrilled to welcome you to CHI 2012 in Austin, Texas. Austin is justifiably proud of being the Live Music Capital of the World (R), and it is home to a world-class university, innovative technology and design firms, superb restaurants, exciting culture and nightlife, and genuinely friendly people--what a perfect fit for our CHI conference. We encourage you to get out and explore the city.
But we also are working hard to lure you back indoors with a phenomenal technical program. At the core of the program are over a hundred technical sessions with research papers and notes, case studies, and other exciting presentations that bring you the best new work on human-computer interaction.
We give thanks to our hundreds of review committee members and our more than one thousand reviewers--they invested thousands of hours to help make sure that we've picked the best content. All of the technical content can be found in the ACM Digital Library.
At the same time, we hope to lure you into our useful courses, engaging panels, and thoughtful invited talks. We're very excited to have Margaret Gould Stewart and Hugh Herr as our keynote speakers. In spanning from Margaret's talk on connecting the world through video to Hugh's talk on designing intelligent orthotics and prosthetics we span the scope of this conference--from social interaction with each other through computing to the very personal and intimate interaction of a human with computerized limbs or other assistive devices. We're also excited to have two special invited talks: Stu Card, SIGCHI's 2000 Lifetime Achievement Award winner, will talk about what interaction science means in today's environment; and Richard Shusterman will bridge HCI and the humanities as he introduces us to Somaesthetics and how it can improve our understanding and experience. We are also honored to have Dan Olsen, Joy Mountford, and Batya Friedman--SIGCHI's Lifetime Research, Lifetime Practice, and Social Impact awardees--each giving talks at CHI 2012. Each of the three of them has made an indelible impact on our field.
The theme of this year's CHI conference is "It's the Experience!" and from the beginning it has been our goal to ensure that CHI 2012 attendees don't only hear about HCI, but experience it with all of their senses. We are therefore delighted to have more than 60 interactivity demonstrations and installations--opportunities for you to see, feel, hear, and interact with exciting new technologies and also to reflect on technologies of the past, thanks to Roger Ibars' HWD collection--a hands-on installation of historic hard-wired input devices. We'll be featuring the full set of interactivity on Tuesday afternoon and Wednesday lunchtime; selected installations will be available at other times--check the Interactivity tab for more details. Our video program will provide another way to experience innovative forms of HCI.
CHI 2012 has new depth in Computer Games (including a new student games competition), digital arts, and the humanities. We have an unusually rich collection of Digital Arts installations--we invite you to take some time to interact with the artists and learn about how art--like science, engineering, and design--has its own ways of posing and exploring challenging questions.
And there's so much more. We will also have over 250 posters representing exciting works-in-progress and much more. Student venues at CHI 2012 include our doctoral consortium--an intimate opportunity for extensive mentoring and peer support; student research and design competitions, and the games competition. Come see the competition finalists! And let's not forget CHI Madness--a frenetic but highly efficient whirlwind tour through each days technical papers.
Even before we "formally" open the conference Monday morning, we will have had an intensive weekend of workshops where CHI attendees gather to address emerging fields, tackle challenging questions, and simply support each other in areas of common interest. The mutual support continues both in formal SIG gatherings and in informal gatherings in the convention center halls and at tables in our exhibit hall. We particularly invite you to gather together in affinity groups built around our nine communities--these communities not only shape our program, they also can help enrich your experience as an attendee.
Korn, M. and Back, J. (2012) Talking it Further: From Feelings and Memories to Civic Discussions In and About Places In Proceedings of NordiCHI 2012, October 14-17, Copenhagen, Denmark
Abstract: Civic engagement systems to date frequently focus on purely rational aspects of deliberation void of emotions. In order to empower youth in a largely immigrant and lower- income neighborhood, we designed a location-based storytelling and story experiencing system for web-enabled mobile phones. The system is based on a novel concept of pervasive play where stories emerge and develop on several dimensions – most notably for our design a geographical one. This system functions as a research instrument in this paper. Through a qualitative analysis of the comments made through the system, we find (1) memories, feelings, and attitudes to be prime means of expression for youth, (2) the expression of such personal emotions leading to civic discussions, and (3) such discussions expanding over geographic areas in the neighborhood. Consequently, we argue for an approach to locative civic engagement systems that takes a vantage point in youth’s emotions rather than a very rational and dry approach to deliberation.
Kosmack Vaara, E. Ståhl, A. Borgström, S. Tholander,J. (2012) Ecofriends, reflection with technology Workshop on "Simple Sustainable Living", CHI 2012, Austin, Texas, USA
Ljungblad, S., Kotrbova, J., Jacobsson, M., Cramer, H., and Niechwiadowicz, K. (2012) Hospital robot at work: Something alien or an intelligent colleague? In proceedings of CSCW 2012, Seattle, USA
Abstract: NA
Mancini, C., Lawson, S., van der Linden, J., Häkkilä, J., Noz, F., Wingrave, C., Juhlin, O. Animal-Computer Interaction SIG,. (2012) Animal-Computer Interaction SIG ,. (2012). Animal-Computer Interaction SIG. In Extended Abstract CHI’12, May 5–10, 2012, Austin, Texas, USA
Abstract: User-computer interaction research is demonstrating growing interest in the relation between animals and technology (e.g., computer-mediated interspecies interactions and animal-computer interfaces). However, as a research area, this topic is still underexplored and fragmented, and researchers lack opportunities to exchange ideas, identify resources, form collaborations and co-operatively develop a coherent research agenda. The Animal-Computer Interaction (ACI) SIG meeting aims to provide such an opportunity, promoting the development of ACI as a distinct area of research which is relevant to both animals and humans.
Márquez Segura, E., Cramer, H., Fontaínha Gomes, P., Nylander, S., Paiva, A. (2012) Revive! Reactions to Migration Between Different Embodiments When Playing With Robotic Pets Proceedings of Interaction Design and Children (IDC’12), Bremen, Germany
Abstract: This paper explores the issues that arise in the context of the migration of a robotic pet between different embodiments and the associated design challenges. In the following, we describe the perceptions that a group of children have of a dinosaur character crossing the boundary between its robotic embodiment (the Pleo commercial pet), and its virtual counterpart on a mobile phone. We analyse the children’s perceptions of, as well as emotional reactions to, the migration of this character, and show how seemingly subtle variations in the migration process can affect the children’s perception on the character and its embodiments. Among other findings, gaps in the migration process, or perceived unresponsiveness, appeared to be accompanied by anxiety in the participating children. Based on our results, we point to yet unsolved design challenges for migration in interactions with embodied characters, and offer insights for migration implementation.
Márquez Segura, E., Kriegel, M., Aylett, R., Deshmukh, A., and Cramer, H. (2012) How Do You Like Me In This: User Embodiment Preferences for Companion Agents In Proceedings of 12th Internacional Conference on Intelligent Virtual Agents
Abstract: We investigate the relationship between the embodiment of an artificial companion and user perception and interaction with it. In a Wizard of Oz study, 42 users interacted with one of two embodiments: a physical robot or a virtual agent on a screen through a role-play of secretarial tasks in an office, with the companion providing essential assistance. Findings showed that participants in both condition groups when given the choice would prefer to interact with the robot companion, mainly for its greater physical or social presence. Subjects also found the robot less annoying and talked to it more naturally. However, this preference for the robotic embodiment is not reflected in the users’ actual rating of the companion or their interaction with it. We reflect on this contradiction and conclude that in a task-based context a user focuses much more on a companion’s behaviour than its embodiment. This underlines the feasibility of our efforts in creating companions that migrate between embodiments while maintaining a consistent identity from the user’s point of view.
Márquez Segura, E., Márquez Segura, L., López Torres, C. (2012) PhySeEar. Moving Yourself to Shine and Sound in Geriatric Physiotherapy Interventions In Proceeding of Designing Pervasive Computing Technologies for Health Care 2012, May 21 - 24, San Diego, California, USA
Abstract: For useful feedback in physiotherapy interventions for geriatric rehabilitation, we have designed and tested two prototypes, based on commercially available radio frequency tags. The prototypes were designed to be suitable for a population with limited proprioceptive skills, high dependency rate, and limited cognitive skills. Focus for design was on designing feedback that would allow the inpatients to self-monitor their rehabilitation process, and would make for increasing their proprioceptive skills. The system is also intended to mean a source of motivation for rehabilitation practice. We have performed a first explorative study in a real setting. In this paper we are commenting on initial observations of the use of one of the prototypes.
Nack, F. and Waern, A. (2012) Mobile Digital Interactive Storytelling – A winding path New Review of Hypermedia and Multimedia 18 (1-2), Taylor & Francis
Abstract: In this special issue of the New Review of Hypermedia and Multimedia, we explore the relationship between locative practices and the idea of space as inherently narrative, and the tradition of interactive storytelling as it has developed for virtual media.
Nevelsteen, K. and Gayoso, S. (2012) GDD as a Communication Medium Games and Innovation Research Seminar 2011 Working Papers
Abstract: Inquiry into the current development methodologies used by the major players in the gaming industry of Sweden has uncovered many abandoning the Game Design Document(GDD) paradigm. We speculate that the move is primarily because of the long unaddressed shortcomings of the GDD in the rapid paced game industry. We set out to design a new GDD medium, especially designed to expedite communication between different teams of a game production. Through published criticisms, post-mortem reports and in combination with our own experiences, we have distilled a set of preliminary general requirements for a new GDD medium. The complete design of this medium will take place in three distinct phases. Aside from the general requirements, this article reports on the first structuring phase, substantiating the general results. The derived structure was tested for its ability to bind pertinent GDD information and support communication between the different production teams.
Nylander, S & Tholander, J (2012) Tactile feedback in real life sports: a pilot study from cross-country skiing. Extended proceedings of HAID 2012
Abstract: We describe the research challenges of bringing HCI into the domain of sports, and what research in this domain can add to the general questions multi-modality and sensor-based interaction. To illustrate this, we present results from a pilot study on providing tactile feedback to cross-country skiers. Our results show how real-time feedback can be provided for a variety of purposes without disrupting or disturbing the actual sporting experience.
Nylander, S, and Larshammar, M (2012) The phone as a tool for combining online and offline social activity – teenagers’ phone access to an online community. International journal of Mobile Human-Computer Interaction
Abstract: We have analyzed two months of log data and 100 surveys on the phone use of a Swedish online community for teenagers to investigate the mobile use of an established online service. This shows that the phone use mostly takes place during times of the day when teenagers have social time and the use is not influenced by the availability of a computer. The phone makes the community access more private compared to the computer, but teens do share the use when they want to. The cell phone bridges the online and offline social communities and allows teens to participate in both at the same time. The online community is not only a place for social activity online, it is also a social activity offline that is carried out face-to-face with friends. The cell phone thus was a tool for the teens to combine their participation in the online and the offline world.
Nylander, S. (2012) Couch Mobility – The Cell Phone’s Most Important Feature at Home is Mobility Proceedings of CHI Extended Abstracts
Abstract: A preliminary analysis of diary study of cell phone use in the home shows that mobility is an important feature at home and phones are more mobile than laptop computers with wifi. The phone adds functionality to the home, such as text messaging, reminders and integrated picture taking and sending. The needs of mobile phone use in the home are similar to the needs in traditional mobile use situations: mobility, quick access, ease of use.
Nylander, S. (2012) Changing my life one step at a time – using the Twelve Step program as design inspiration for long term lifestyle change. In Proceedings of NordiCHI 2012, Copenhagen, Denmark. ACM Press
Abstract: To explore how people manage and maintain life style change, we conducted interviews with eight members of different Twelve Step Fellowships with 2-23 years of recovery about how they maintain and develop their recovery in everyday life. They reported how identification, sharing, and routines are keys to recovery. Our lessons for design concerns how these concepts support recovery in a long term perspective: Sharing to contribute in a broader sense to the fellowship and to serve as an example for fellow members created motivation even after 20 years of recovery; reflecting over routines in recovery was essential since life is constantly changing and routines need to fit into everyday life; concrete gestures were helpful for some of the abstract parts of the recovery work, such as letting go of troubling issues. Design aimed to support maintenance of lifestyle change needs to open up for ways of sharing that allow users to contribute their experiences in ways that create motivation, and support users in reflecting over their routines rather than prompting them on what to do.
Nylander, Stina (2012) Transfer Interviews - gathering design input to design for longitudinal use CHI workshop on Theories, Methods and Case Studies of Longitudinal HCI Research
Abstract: We present transfer interviews as a method for gathering input when designing for long-term lifestyle change. By interviewing people who have managed to maintain a lifestyle change for several years in a certain domain, in our case Twelve Step recovery, we can gain design knowledge that we can transfer to other domains.
Solsona Belenguer, J., Lundén, M., Laaksolhati, J., and Sundström P. (2012) Immaterial Materials: Designing with Radio TEI 2012
Abstract: Designing with digital materials is sometimes challenging due to material properties that are for all practical purposes invisible. Here we present our work on exploring one such material, radio, and how we have worked with making radio a more tangible and accessible design material for multidisciplinary design teams to work with. Starting from an account of a previous project of ours, the LEGA project, we describe a design situation involving radio that exemplifies some of the challenges that working with radio can involve. We thereafter describe how we have used the Inspirational Bits approach to further investigate the peculiarities of radio as an immaterial design material and what possibilities it holds for interactive systems design.
Tholander, J., Normark, M., Rossito, C. (2012) Understanding Agency in Interaction Design Materials in Proceedings of CHI 2012, Austin, Texas, USA
Abstract: We draw on the concept of agency in order to understand the process of how design materials ‘talk back’ to designers. In so doing, we illustrate the various levels at which agency can emerge in the context of intensive short-time prototyping sessions. In HCI, it is often assumed that the designer is the agent that acts intentionally in the design process. Contrary to this, recent notions of agency provide a way of analysing the performative role of design materials as intra-actions between components within a given phenomenon, rather than as meanings merely ascribed by actions of designers. The notion of agency puts focus on the emerging properties of materials and how they actively contribute to the way that design activity unfolds. The analyses showed how interaction design is to a large extent driven by emergent characteristics of available materials. The results have implications for understanding material interactions and materiality in interaction design.
Waern, A. (2012) Framing games Nordic DIGRA, Tampere, Finland, June
Abstract: In this article, I revisit the everlasting question of what constitutes a game. My purpose is to arrive at a permissive definition that can serve to bridge digital and non-digital game studies.
Waern, A., Balan, E., and Nevelsteen, K. (2012) Athletes and street acrobats: Designing for play as a community value in Parkour Proceedings of CHI'2012, Austin, Texas
Abstract: Participatory design methods face challenges when designing for a widespread youth community. In such projects, it is not enough to design in collaboration with a few selected individuals; one must also strive to understand the community at a deeper level and incorporate its values and practices into the design solution. We report on our process of designing with, and for, an identified youth group: the Parkour and Freerunning community. We show how the successful design relied not only on employing methods of participatory observation and participatory design, but also on acquiring an understanding of the practice as a ‘fun community’, valuing play over achievement and competition.
Wang, J., and Karlström, P. (2012) Mobility and multi-modality – An exploratory study of tablet use in interaction design learning 11th World Conference on Mobile and Contextual Learning
Abstract: Tablet computers contain affordances that could make them particularly useful for students in interaction design. However, there is a lack of research and guidelines on how to integrate mobile tablets in learning. In this paper, we aim to gain understanding on the use of tablets in interaction design education by conducting a case study in an undergraduate class in interaction design. We frame our results in five features of mobile devices. Mobility and multi-modality stood out as the most distinct features of tablets in interaction design education.
Wang, J., and Ramberg, R. (2012) User Participatory Sketching in User Requirements Gathering ICIC express letters: International Journal of Research and Surveys.
Abstract: In this paper we present User Participatory Sketching as a complementary approach to user requirements gathering methods. We apply the approach in an empirical study and investigate its potential benefits early in interaction design processes. The findings from a case study suggest the User Participatory Sketching approach can complement conventional user requirement gathering techniques in the aspects of: (1) tangibilizing communication; (2) contextualizing design concepts; and (3) unveiling underlying thoughts. The sketches created by the users may also facilitate design by providing recourses for idea exploration, documenting the users’ requirements in a visual way and allowing for further interpretations.
Wang, J., Ramberg, R., and Kuoppala, H. (2012) User Participatory Sketching: A Complementary Approach to Gather User Requirements In Proceedings of the APCHI 2012, Matsue, Japan
Abstract: This paper proposes User Participatory Sketching as a complementary approach to user requirements gathering methods, applies the approach in an empirical study and investigates its potential benefits in the early interaction design stage. The findings from the case study suggest the proposed “User Participatory Sketching” can complement conventional user requirement gathering techniques in the aspects of: (1) tangibilizing communication; (2) contextualizing design concepts; and (3) unveiling underlying thoughts. The sketches created by the users may also facilitate design by providing recourses for idea exploration, documenting the users’ requirements in a visual way and allowing for further interpretations.
Wiberg, M., Ishii, H., Dourish, P., Rosner, D., Vallgårda, A., Sundström, P., Kerridge, T., and Rolston, M. (2012) "Material interactions": from atoms & bits to entangled practices In Proceedings of CHI EA 2012, Austin, Texas, USA.
Abstract: This panel addresses some of the core aspects of the theme "It's the experience", for the CHI2012 conference by focusing on the materials that constitute the foundation for interaction with computers. We take a series of questions as a joint point of departure to consider the nature and character of "material interactions" in HCI. Specifically, we consider theoretical, critical and practical approaches to material interactions and how they inform/become useful to HCI. The panel will include position statements from the panelists as well as high-level audience participation. We envision a fun and intellectually stimulating panel moderated by Prof. Mikael Wiberg consisting of a number of scholars with a well-developed view on digital materialities to fuel a discussion on material interactions - from atoms & bits to entangled practices. These scholars include: Prof. Hiroshi Ishii, Prof. Paul Dourish, Daniela Rosner, Petra Sundström, Anna Vallgårda and Tobie Kerridge. This panel also features Mark Rolston, Chief Creative Officer at Frog design, Inc.
Ylva Fernaeus and Petra Sundström (2012) The Material Move How Materials Matter in Interaction Design Research DIS'12
Abstract: The topic of Materials has recently surfaced as a major
theme within the research field of interaction design. In this
paper we further discuss the need for in-depth descriptions
of specific design cases, by revisiting some of our own
research-through-design efforts when working with new or
not yet fully explored materials for mobile interaction. We
outline a series of design challenges that we see commonly
arising in this domain, divided into three general themes; 1)
affordances of hardware and casings, 2) experiential
properties of different software solution, and 3) material
properties of sensors, radio-signals, and electricity. Our
main conclusion is that research in interaction design needs
an extended focus on how systems are crafted from and
together with properties of digital materials, and how new
knowledge gained from those processes can be shared.
2011 Ahmet, Z. and Väänänen-Vainio Mattila, K. (2011) Face to face makes a difference: Recommendation Practices of Users of Mobile Services In Proceedings of the Workshop on Research in the Large 2 at UbiComp 2011
Abstract: The mobile app stores and markets provide companies, independent developers and researchers alike with possibilities to distribute innovative designs for mobile devices on a global scale. However, reaching a large numbers of users does not in itself ensure a large number of users adopting the mobile application or service. Large-scale adoption depends on additional factors such as novelty in service design, ease of use, enjoyable interaction, built-in mechanisms for further distribution of the mobile service as well as the practice of word-of-mouth recommendations. In this position paper we present the background and preliminary findings from a study aimed at investigating the motivations and practices by which users recommend mobile apps and services among their acquaintances. We discuss our perspective on distribution of mobile applications and services on a large scale and end this paper by suggesting questions for discussion and future research.
Brown, B., S. Reeves and S. Sherwood. (2011) Into the wild: Challenges and opportunities for field trial methods.. In proceedings of CHI 2011: 29th ACM Conference on Human Factors in Computing Systems, Vancouver, Canada, May 2011, ACM Press
Abstract: Field trials of experimental systems ‘in the wild’ have developed into a standard method within HCI - testing new systems with groups of users in relatively unconstrained settings outside of the laboratory. In this paper we discuss methodological challenges in running user trials. Using a ‘trial of trials’ we examined the practices of investigators and participants - documenting ‘demand characteristics’, where users adjust their behaviour to fit the expectations of those running the trial, the interdependence of how trials are run and the result they produce, and how trial results can be dependent on the insights of a subset of trial participants. We develop three strategies that researchers can use to leverage these challenges to run better trials.
Büttner, S., Ahmet, Z., Cramer, H. Awareness of QR codes in Stockholm, Sweden, SICS Technical Report T2011:12, ISSN 1100-3154. (2011) Awareness of QR codes in Stockholm, Sweden , SICS Technical Report T2011:12, ISSN 1100-3154
Abstract: NA
Büttner, S., Cai, T., Cramer, H., Rost, M. and Holmquist, L.E. (2011) Using Computer Vision Technologies to Make the Virtual Visible.. Mobile AR: Design Issues & Opportunities Workshop at MobileHCI’11
Abstract: Augmented reality (AR) applications typically overlay the camera view as a backdrop for information presentation, however, AR applications could also benefit from using the camera as a sensor to a greater extent. Beyond using visual data for markerless tracking, AR applications could recognize objects and provide users with information based on these objects. We present two applications that use the camera as a sensor: Pic-in and SubwayArt. The first allows users to check-in on location-sharing service foursquare by taking a picture of the venue they are at. The second provides users with information about artworks in the Stockholm subway system by combining localization and computer vision techniques.
Chalmers, M., McMillan, D., Morrison, A., Cramer, H., Rost, M., Mackay, W. (2011) Workshop on Ethics, Logs and Videotape: Ethics in Large Scale User Trials and User Generated Content CHI 2012 Extended Abstracts
Abstract: As new technologies are appropriated by researchers, the community must come to terms with the evolving ethical responsibilities we have towards participants. This workshop brings together researchers to discuss the ethical issues of running large-scale user trials, and to provide guidance for future research. Trials of the scale of 10s or 100s of thousands of participants offer great potential benefits in terms of attracting users from vastly different geographical and social contexts, but raise significant ethical challenges. The inability to ensure or confirm user understanding of the information needed to provide informed consent and the problems involved in making users understand the implications of information being collected all beg the question: how can researchers ethically take advantage of the opportunities these new technologies afford?
Cramer, H., Ahmet, Z., Rost, M., and Holmquist, L. E. (2011) Gamification and location-sharing: some emerging social conflicts Presented at Workshop on Gamification: Using Game Design Elements in Non-Gaming Contexts at CHI 2011, Vancouver, Canada
Abstract: Location-sharing services such as foursquare are a prominent example of commercial apps that use gamification to increase user engagement. These gamification elements however have to coexist with a plethora of usage motivations. We here present selected observations on emerging conflicts between gamification elements and other usage motivations for location-sharing. We argue gamification needs to take into account the social context in which services operate and that conflicts within this context can both be detrimental and add to playfulness.
Cramer, H., Rost, M., and Bentley, F. (2011) An introduction to Research in the Large Introduction Article to Special Issue on ‘Research in the Large’ of the International Journal of Mobile Human-Computer Interaction
Abstract: Distribution of mobile applications has been greatly simplified by mobile app stores and markets. Both lone developers and large research and development teams can now relatively easily reach wide audiences. In addition, people’s mobile phones can now run advanced applications and are equipped with sensors that used to be available only in custom research hardware. This provides researchers with a huge opportunity to gather research data from a large public. Evaluation and research methods have to be adapted to this new context. However, an overview of successful strategies and ways to overcome the methodological challenges inherent to wide deployment in a research context is not yet available. A workshop was organized on this topic and this special issue to help address these topics. This introduction provides an overview of strategies and opportunities in ‘research in the large’, while providing an introduction to challenges in ethics and validity as well
Cramer, H., Rost, M., and Holmquist L. E. (2011) Performing a Check-in: Emerging Practices, Norms and ‘Conflicts’ in Location-Sharing Using Foursquare In proceedings of MobileHCI’11, Stockholm, Sweden
Abstract: Location-sharing services have a long history in research, but have only recently become available for consumers. Most popular commercial location-sharing services differ from previous research efforts in important ways: they use manual ‘check-ins’ to pair user location with semantically named venues rather than tracking; venues are visible to all users; location is shared with a potentially very large audience; and they employ incentives. By analysis of 20 indepth interviews with foursquare users and 47 survey responses, we gained insight into emerging social practices surrounding location-sharing. We see a shift from privacy issues and data deluge, to more performative considerations in sharing one’s location. We discuss performance aspects enabled by check-ins to public venues, and show emergent, but sometimes conflicting norms (not) to check-in.
Cramer, H., Rost, M., and Holmquist, L.E. (2011) Services as Materials: Using Mashups for Research In Proceedings of the Workshop on Research in the Large 2 at UbiComp 2011
Abstract: Using existing services as development and research materials can greatly reduce development burdens. However, using mashups and existing services has consequences that go beyond the technical realm. We present our ongoing experience with developing and promoting a mobile mash-up implemented in the mobile web browser: Spotisquare. Spotisquare is a mash-up of the location-based service foursquare and music streaming service Spotify. We discuss advantages and tradeoffs of using existing services and the mobile mash-up process, including interaction model choices, as well as validity and representational issues.
Cramer, H., Rost, M., Bentley, F., and Shamma, D.A. (2011) 2nd Workshop on Research in the Large: App Stores, Wide distribution channels & Big Data in Research Ubicomp 2011 Extended Abstracts
Abstract: With the proliferation of app stores and the advancement of mobile devices, research that might have only been tested with a dozen participants in the past can now be released to millions. This offers huge opportunities, but also requires adaptations of existing methods in dealing with large deployments and making sense of large data sets. This workshop provides a forum for researchers to exchange experiences and strategies for wide distribution of applications as well as gathering and analyzing the largescale data sets the result from these deployments.
Cramer, H., Rost, M., Bentley, F., Shamma, D.A. Research in the Large 2: App Stores, Wide Distribution Channels & Big Data in Research, UbiComp’11, Beijing, China.
(2011) Research in the Large 2: App Stores, Wide Distribution Channels & Big Data in Research , UbiComp’11, Beijing, China
Abstract: NA
Cramer. H., Büttner, S. (2011) Things that Tweet, Check-In and are Befriended. Two Explorations on Robotics & Social Media In Proceedings of HRI‘11, March 7-9, 2011, Lausanne, Switzerland
Abstract: This late breaking report describes two explorations of effects of using social media in human-robot interaction. The first is an exploration of how 'autonomous creatures' can use information shared via social awareness streams by implementing a Nabaztag to use information from its 'friends' on location-sharing service foursquare. The second is an informal analysis of tweets sent to an existing robot-associated twitter account as a case. We show parallels to prior research and discuss questions that these simple explorations pose for the future of robots and social media.
Ferreira, P. and Höök, K. (2011) Bodily Orientations around Mobiles: Lessons learnt in Vanuatu In proceedings of CHI 2011: 29th ACM Conference on Human Factors in Computing Systems, Vancouver, Canada, May 2011, ACM Press
Abstract: Since we started carrying mobiles phones, they have altered the ways in which we orient our bodies in the world. Many of those changes are invisible to us – they have become habits, deeply engrained in our society. To make us more aware of our bodily ways of living with mobiles and open the design space for novel ways of designing mobiles and their interactions, we decided to study one of the last groups of users on earth who had not been exposed to mobiles: the people of Vanuatu. As they had so recently started using mobiles, their use was still in flux: the fragility of the mobile was unusual to them as was the need to move in order to find coverage. They were still getting used to carrying their mobiles and keeping them safe. Their encounters with mobile use exposed the need to consider somaesthetics practices when designing mobiles as they profoundly affect our bodily ways of being in the world.
Gayoso Fernández, S. (2011) GDD as a communication medium. Design of the structure and communication MSc thesis, Royal Institute of Technology, Sweden
Abstract: Major gaming companies in Sweden are becoming reluctant to integrate the Game Design Document (GDD) into their new development methodologies. We suggest that this is due to the time it takes to address the GDD’s shortcomings, in a fast-paced gaming industry. We aim to solve some of these shortcomings ith the design of a new GDD medium. The first step is a structure specially designed to support the GDD and enhance the communication between different designers and developers involved in game development. In order to improve the structure of the GDD, we formulated a set of requirements based on a review of published criticisms, post-mortems reports, and recent technological developments. An iterative design process was conducted based on these requirements and resulted in a tailored design structure for the GDD. Finally, the validity of this design was tested with a user study. This thesis outlines the results of these studies.
Gomes, P. F., Márquez Segura, E., Cramer, H., Paiva, T., Paiva, A., Holmquist, L.E. (2011) ViPleo and PhyPleo: Artificial pet with two embodiments In proceedings ACE’11, Lisbon, Portugal
Abstract: In our current work we have designed and implemented an artificial pet with two embodiments. In both embodiments behavior is driven by needs that are used to maintain coherence and motivate user interaction. These needs are transferred between embodiments, with only one embodiment being active at a time. We performed an evaluation with 10- year old children participants. The retrieved data indicated that many children understood the concept of an articial pet with two bodies, even without being given clues. Nevertheless, children did perceive differences between the two embodiments, which contributed for many stating that they interacted with two pets. Among other aspects, the physical version was perceived as less obedient due to problems concerning action recognition. Although caused by technical issues, this result raises the question if virtual embodiments should simulate action recognition problems that their physical counterparts have.
Grufberg, K. and Holmquist, L.E. (2011) Designer Experience through Magical Bits Presented at Workshop on Designer Experience: Exploring Ways to Design in Experience at CHI 2011, Vancouver, Canada
Abstract: This paper describes a method for designers to brainstorm around, and to experience, an end product before it is even conceptualized. Magical Bits are simple physical models representing the main property of the technology and the main function of the future end product. Knowing the end product’s main function, and using these models as if they were working products, can help to put the experience in focus. By stepping away from the computer, technical limitations and “single solution thinking”, the aim of this method is to let a designer develop through experiencing the users’ perceptions and emotions.
Grufberg, K., and Holmquist, L.E. (2011) Magical Bits: Designing Through Experiencing the Future End Product. In proceedings of DESIRE 2011, Eindhoven, The Netherlands, October 2011 (Best Paper Award)
Abstract: This paper describes a method for designers to brainstorm around, and to experience, an end product before it is even conceptualized. Magical Bits are simple physical models representing the main property of a technology or a main function of a future end product. Knowing the end product’s main function, and using these models as if they were working products, can help to put the experience in focus. By stepping away from the computer, technical limitations and “single solution thinking”, the aim of this method is to let a designer develop through experiencing the users’ perceptions and emotions, which should have a central role in the beginning of a design process.
Halpern, M., Tholander, J., Evjen, M., Davis, S., Ehlrich, A., Schustak, K., Baumer, E., Gay, G. (2011) MoBoogie. Creative Expression Through Whole Body Musical Interaction CHI'11 May 7-11, Vancouver, BC. (nominated for best paper)
Abstract: allows users to manipulate and arrange music through movement. MoBoogie is designed to foster experiences in creative expression for children and potentially adults. The application responds to users’ movements by changing variables in a continuous stream of music loops. Results from this study suggest that the creative expressions arose in the joint space of movement and music, and did not primarily have to be in one form or the other. This allowed users with limited experience in dance and music making to be creative in such forms of expression.
Helmes, J., Taylor, A. S., Cao, X., Höök, K., Schmitt, P., Villar, N. (2011) Rudiments 1, 2 & 3: Design Speculations on Autonomy In Proceedings of Tangible and Embedded Interaction (TEI), January 2011, Portgual, ACM Press
Abstract: This work describes the design process and installation of three speculative, rudimentary machines, or rudiments. Through careful iterations in their design, the rudiments are intended to provoke curiosity and discussion around the possibility of autonomy in interactive systems. The design of the rudiments is described in detail, alongside the design decisions that were made to suggest a machine autonomy and to provoke discussion. Some preliminary reflections from installing the rudiments in two separate households are also reported. Widely divergent opinions of the rudiments from the two households are used to discuss a number of themes for thinking about autonomy and interactive systems design. Overall, the presented work adopts a perspective strongly oriented towards guiding future research, but, importantly, aims to do so by opening up and exposing the design possibilities rather than constraining them.
Höök, K. (2011) Move that Body! Involving users emotionally, bodily and socially IASDR (International Association of Societies of Design Research) - 4th World Conference on Design Research, Delft, Holland, 2011
Abstract: Our actual corporeal bodies are key in how we live in the world, in creating for experiences. Our bodies are not instruments or objects through which we communicate information. Communication is embodied – it involves our whole bodies, our deeply human ways of being in the world. There are many different kinds of bodily experiences we can envision designing for. In design of interactive systems, this is still a largely untapped area. Bodily movements may, for example, give rise to emotional experiences, by moving you get moved, and emotional processes will affect your bodily movements. In this talk, I will show a range of systems we have built where we try to involve users bodily, emotionally and socially in sustained interaction loops through movement. Doing design research in this area may feel like a daunting task as the qualities we strive to capture are highly elusive, subjective, context- and application-specific, and relates to values such as aesthetics, fun, meaning-making or being emotionally close to others. To get at the felt experience, we have had to innovate novel evaluation methods, such as the Sensual Evaluation Instrument, and novel ways of articulating “bodily ways of knowing”. But the most important output from our research work is, in my view, the formulation of strong concepts that can inspire design practitioners. I propose a strong concept we have named Affective Loops to capture some of our design knowledge. In the talk, I aim to discuss how we have tried to validate that Affective Loops as a strong concept able to generate more than one application.
Jacobsson, M. and Cramer, H. (2011) Universal Robots as ‘Solutions’ to Wicked Problems: Debunking a Robotic Myth In late breaking abstract of HRI'11, Lausanne, Switzerland
Abstract: NA
Jamil, I., Perry, M., O'Hara, K. Karnik, A. and Subramanian, S. (2011) The Effects of Interaction Techniques on Talk Patterns in Collaborative Peer Learning around Interactive Tables In proceedings of CHI 2011: 29th ACM Conference on Human Factors in Computing Systems, Vancouver, Canada, May 2011, ACM Press
Abstract: This paper presents the findings of a user study investigating conversational patterns across three conditions of table-based interaction (direct touch interactive table, pantograph interactive table and non-digital table) for different types of educational activities. Findings demonstrate that communication style is significantly affected by interaction techniques. The direct touch technique stimulated conversations based around the topic and pedagogical method. The pantograph technique promoted playfulness and had a higher number of directive utterances between participants, with fewer task-based, group-oriented utterances. The non-digital table promoted reflective forms of task-orientated utterance, encouraged group communication and fostered more equitable participation between members. The findings provide insights into the design of interactive tables to support particular forms of social interaction.
Johansson, C. and Tholander, J. (2011) EcoFriends – the non-guilt feeling mobile system for inspiration and engagement Presented at Workshop on Sustainable Interaction Design in Professional Domains at CHI 2011, Vancouver, Canada
Abstract: Many people have a strong will to do good and positive environmental choices, while they struggle to make this fit the needs of daily life. Our starting point is that technology that aims to help people be more environmentally friendly must also be designed in harmony with the way modern people live their lives. One prerequisite to achieve lasting attitude changes is that we are touched in the most basic level - where all our senses, bodily habits and norms are put into a social context and thus can form a whole. Only when the good, environmentally friendly habits also appeals to us aesthetically, physically and socially, can we fully embrace and maintain them.
Johansson, C., Ahmet, Z., Jonsson, M., Tholander, J., Aleo, F., Sumon, S. (2011) Weather Gods and Fruit Kids – Embodying abstract concepts using tactile feedback and Whole Body Interaction In proceedings of the 9th International Conference on Computer Supported Collaborative Learning, Hong Kong, China, July 2011
Abstract: In this paper we present findings based on the design and study of a game like activity that allows for physical and bodily interaction around abstract concepts like energy and energy consumption in a collaborative learning setting. The game, called Weather Gods and Fruit Kids, uses motion sensing technologies in combination with tactile and audio feedback to create an embodied interactive setting without computer screens. We analyze and discuss the properties of the interactive setting as well as the interactions with and around the system using characteristics such as multiple modalities of response, large space interaction and aspects of focus and attention. The work suggests that alternative pedagogical activities can be created providing new entries to theoretical concepts using an embodied interaction approach. In particular it may support kinesthetic learners in their preference to learn by being physically engaged.
Juhlin, O. (2011) Towards an empirical program of drivers’ ethnomethods of sharing the means for transport In proceedings of 110th Annual Meeting November 16-20, 2011 Montreal, QC, Canada
Abstract: The sociological literature often portrays social relations in traffic as severely constrained. The driver’s possibilities to interact with their fellow road users are bounded by the vehicle and the speed of the movement. This form of culture is then interpreted as support for various theoretical approaches, be they modernization, bourgeois ideology, or consumption theory. However, such statements can also be seen as offhand or superficial comments since they are quick characterizations available to most of us through a glance at traffic, or just by thinking about our shared experiences of traveling in various vehicles. They are superficial also because there is no detailed analysis of the ways in which people do interact given the constraints. At the same time the topic is worthy more attention. Although the interaction might be conceived of as meager it is still worthy of investigation and analysis. The way people orient themselves to each other in their brief and restricted encounters is important for both the flow of traffic and the experience of it. Therefore, understanding traffic as constrained social interaction should be a starting point for detailed empirical investigation and analysis, and not the end-point where a general theory fits with social life. Here the ethnomethodological approach, which suggests that we take an interest in drivers’ own ethnographic methodical investigation of traffic interaction as an ongoing everyday activity, is promising. This implies studying the details of the interaction by which people orient themselves in relation to each other, e.g. when people initiate mobile phone conversations while driving or when motorcyclists use an Internet message board to organize a joint trip. It is through analyzing such lay accounts of interaction and “society” that we get an understanding of situated mobilities.
Juhlin, O. Reponen, E. Bentley, F. Kirk, D., Adler, M. (2011) Video interaction - Making broadcasting a successful social media Extended Abstracts in proceedings of CHI 2011: 29th ACM Conference on Human Factors in Computing Systems, Vancouver, Canada, May 2011, ACM Press
Abstract: Video has slowly been gaining popularity as a social media. We are now witnessing a step where capture and live broadcasts is released from the constraints of the desktop computer, which further accentuate issues such as video literacy, collaboration, hybridity, utility and privacy, that needs to be addressed in order to make video useful for large user groups.
Juhlin, O., and Zhang, Y. (2011) Unpacking Social Interaction that Make us Adore – On the Aesthetics of Mobile Phones as Fashion Items In Proceedings of ACM Mobile HCI 2011, August 30th to September 2nd, Stockholm Sweden
Abstract: We report on a study of fashionable people‟s expressions of opinions on mobile phones in online fashion media, such as blogs and magazines. First, the study contributes to our understanding of the role of pragmatic philosophy, which is now dominating HCI both as a guide for design and as a guide when looking at social practices, in outlining the role of aesthetics in experience design. Fashion practices di-verge from this theory, since here aesthetic appearances can be visual, ambiguous and incomplete although it still pro-vides a lot of meanings for people. We argue that our find-ings should influence the discussion in HCI to consider a less theoretically oriented aesthetic approach, where instead empirical studies get at the forefront. Second, the study provides valuable insight on how we should design mobile experiences to attract more attention from people interested in fashion. Mobile phones, and their services, can for ex-ample be designed to relate to the visual appearance of the dressed outfit, or ensemble of a person.
Juhlin, O., Holm, M., Höök K., and Waern A. (2011) Mobile Life VINN Excellence Centre – A model for strategic innovation of next generation mobile services In proceedings of Enterprising Knowledge New forms of innovation partnerships – the business perspective 16-17 June 2011 British Embassy Berlin
Abstract: Mobile Life serves as a neutral arena for industry partners to meet, discuss, and identify core issues, and then collectively carry out practical and experimental research on these issues – in the domain projects as well as through the Centre's innovation system.
Juhlin, Oskar (2011) Social Media on the Road: Mobile Technologies and Future Traffic Research IEEE Multimedia
Abstract: In the future, everyday life in traffic will be intricately meshed with city life. Today, motorways, city streets, toll roads, country roads, etc. are places where we spend a considerable amount of time, and where a large number of everyday encounters between people occur. Any road user’s journey coincides with several, sometimes hundreds or even thousands of other people’s journeys. But these encounters are brief and the interaction is slight. Mobile technologies and emergent social media provide us with new possibilities to support drivers and passengers beyond just helping them to reach their destination. We suggest that new technologies and applications could enhance social interaction in traffic and make life on the road more interesting and meaningful
Kosmack Vaara Elsa, Ståhl Anna, Höök Kristina, Mercurio Johanna (2011) Tracing Behaviour Video article, 2011, "Tracing Behaviour", ACM Computers in Entertainment, to appear.
Abstract: https://vimeo.com/21944806
Laaksolahti, J., Tholander, J., Lundén, M., Solsona Belenguer, J., Karlsson, A., Jaensson, T. (2011) The LEGA: A Device for Leaving and Finding Tactile Traces In Proceedings of ACM Tangible, Embedded, and Embodied Interaction 2011 (TEI'11), January 23-26, Funchal, Portugal
Abstract: This paper describes experiences from development and deployment of the Lega, a hand held device for physical sharing of experiences during an art exhibition. Touching and moving the device in different ways creates a tactile trace that can be experienced by others through their own device. The system was successfully deployed at an art exhibition for two months where user studies were performed. Here we present some general observations regarding the systems performance and discuss issues that we encountered.
Lankoski, P., Waern, A., Thorhauge, A-M, Verhagen, H. (2011) Introduction to special issue: Experiencing games: Games, play and players Journal of gaming and virtual worlds 3(3)
Abstract: NA
Lankoski, P., Waern, A., Thorhauge, A-M, Verhagen, H. (2011) Introduction to special issue: Experiencing games: Games, play and players Journal of gaming and virtual worlds 3(3)
Abstract: In August 2010, the first Nordic DiGRA conference was held in Stockholm. The theme of the conference was player experiences and player studies in digital games; a theme very much in line with the Scandinavian tradition of user-centred design. The need for a conference in the field of game research was obvious due to the sheer amount of academics in Scandinavia working in the field of digital games. The conference attracted participants from all over Scandinavia. DiGRA is an international association of scholars within the field of game research. The first international DiGRA conference was organized in 2003 and attracted a broad range of scholars from all over the world. In 2010, DiGRA introduced the regional conference Nordic DiGRA. Introducing a Nordic branch calls out for some reflection regarding the specific characteristics of Nordic game research. Did the conference programme indeed reflect a particular Nordic approach to game research and, if so, what kinds of subject matters or methodologies are characteristic of this approach? These are questions we ask, and try to answer, in this introduction.
Ljungblad, S., Nylander, S., Nørgaard, M. (2011) Beyond Speculative Ethics in HRI? Ethical Considerations and the Relation to Empirical Data In Proceedings of HRI‘11, March 7-9, 2011, Lausanne, Switzerland
Abstract: We discuss the difference between understanding robot ethics as something that is grounded in philosophical ideas about a potential future design, and understanding robot ethics as something that is grounded in empirical data. We argue, that understanding “robots” as a relatively homogenous group of designs for which we can formulate general ethics may lead to a foresight of future robot designs that includes ideas and concerns that are not feasible or realistic. Our aim is to exemplify a complementing perspective, by shedding light on two different robotic designs. We discuss their relation to specific use practices and user experiences, and provide some early ethical reflections and design concerns.
Magnusson, C., Waern, A., Rassmus-Gröhn, K., Bjernryd, Å., Bernhardsson, H., Jakobsson, A., Salo, J., Wallon, M., Hedvall, P. O. (2011) Navigating the world and learning to like it - mobility training through a pervasive game Proceedings of Mobile HCI, August 2011, Stockholm, Sweden
Abstract: This paper introduces the idea that location based pervasive games can be used to make mobility training for visually impaired children more fun. The user centred development process which has been carried out in collaboration with both visually impaired children and rehabilitation staff is described and we present a novel game concept which combines locative play, sound traces and a physical catch movement. We report and discuss results of user tests and summarize our experience in a set of tentative development and design guidelines for this type of game.
Márquez Segura, E., Johansson, C., Moen, J. & Waern, A. (2011) Bodies, boogies, bugs & buddies: Shall we play? Presented at Work-in-Progress Workshop at TEI 2011, Madeira, Portugal
Abstract: Movement based interaction is a growing field especially within games, such as the Nintendo Wii and Kinect for Xbox 360. However, designing for movement-based interaction is a challenging task in mobile settings. Our approach is to use context design for designing such games and in this paper we present the experiences from a workshop targeting the design of social full-body dance games. The workshop explores how movement based games can be supported by social interaction and external influences (in particular music and beats) in addition to the sensing and feedback capabilities of a limited device, to create a complete and engaging experience. Although basing our design on an existing device, our focus is on the context of its use rather than its functionalities, to encourage an engaging behavior. Findings from this first workshop form the basis for a design exercise where we suggest
Moret Gabarro, R. and Waern, A. (2011) Performative Gestures for Mobile Augmented reality interaction Work-in-Progress Workshop at TEI 2011, Madeira, Portugal
Abstract: Mobile Augmented Reality would benefit from a well-defined repertoire of interactions. In this paper, we present the implementation and study of a candidate repertoire, in which users make gestures with the phone to manipulate virtual objects located in the world. The repertoire is characterized by two factors: it is implementable on small devices, and it is recognizable by by-standers, increasing the opportunities for social acceptance and skill transfer between users. We arrive at the suggestion through a three-step process: a gesture-collecting pre-study, repertoire design and implementation, and a final study of the recognizability, learnability and technical performance of the implemented manipulation repertoire.
Nylander, S. and Rudström, Å. (2011) Questions, inspiration, feedback, and contributions: How entrepreneurs network online In proceedings of Communities and Technologies 2011, Brisbane, Australia
Abstract: This work investigates how entrepreneurs use social networking sites for business. Through surveys, online discussions and interviews, we have looked at activities, motives for participating on networking sites for business, motives for contributing, and differences between online and offline networking. Our results show that networking, facts finding, and marketing are very common activities while sharing of experience is quite rare. Entrepreneurs connect with new people online rather than reifying offline networks. A novel use of social media is that of small businesses using Facebook as a web hotel. We believe that an important explanation to our results is that social media are still informal and not yet incorporated in traditional work routines.
Paldanius M., Kärkkäinen T. Väänänen-Vainio-Mattila K., Juhlin O., Häkkilä, J. (2011) Communication Technology for Human-Dog Interaction: Exploration of Dog Owners’ Experiences and Expectations In proceedings of CHI 2011: 29th ACM Conference on Human Factors in Computing Systems, Vancouver, Canada, May 2011, ACM Press
Abstract: Whereas communication technology to connect people has long been an integral part of our everyday lives, it has only recently expanded to offer applications for dogs and dog-owners. In this paper, we present two explorative studies to understand the experiences and expectations of dog owners for communication technology to support their interaction with dogs. These studies look at two different user groups, hunters and pet owners, charting the lessons learnt from the current technology and exploring the aspects that should be taken into account when designing future applications and services. Our findings reveal that usability problems are still the dominant issue with current applications. We also suggest key design implications which can be utilized in the development of future human-dog interaction systems.
Rost, M., Cramer, H., and Holmquist, L. E. (2011) Mobile exploration of geotagged photographs In Personal and Ubiquitous Computing. Doi: 10.1007/s00779-011-0433-x
Abstract: Columbus is a mobile application that lets users explore their surroundings through geotagged photographs, presented to them at the location they were taken. By moving around the physical world, the user unlocks photographs and gets to see and experience them in unison with their location. During two consecutive field trials, we investigated how the application was used and experienced and how photographs and locations are explored together. We found that previous experience with the surroundings people was exploring affected how they experienced the localized content. We report on the system’s design and implementation, the trials as well as resulting insights that can be used by other developers of locative media applications.
Ståhl, A., Höök, K., Kosmack Vaara, E. (2011) Reflecting on the Design Process of Affective Health IASDR2011 - 4th World Conference on Design Research, November 1 - 3, Delft
Abstract: We describe the design process behind a bio-sensor-based wellness-system, named Affective Health, aimed to help users to get into biofeedback loops as well as find patterns in their bodily reactions over time. By discussing details of the design process, we provide a reflected account of the particular design we arrived at. Three design qualities are used to both generate and evaluate the different design sketches. They are, in short, (1) the design must feel familiar to users, mirroring their experience of themselves, (2) creating designs that leave space for users’ own interpretation of their body data, and (3) that the modalities used in the design does not contradict one-another, but instead harmonize, helping users to make sense of the representation. The final user encounter of the Affective Health system shows that those design qualities were indeed both useful and important to users’ experience of the interaction.
Stenros, J., Holopainen, J., Waern, A., Ollila, E. and Montola, M. (2011) Narrative Friction in Alternate Reality Games: Design Insights from Conspiracy For Good Proc. DIGRA 2011, Hilversum, the Netherlands, September
Abstract: Alternate Reality Games (ARG) tend to have story-driven game structures. Hence, it is useful to investigate how player activities interact with the often pre-scripted storyline in this genre. In this article, we report on a study of a particular ARG production, Conspiracy For Good (CFG), which was at the same time emphasising the role of strong storytelling, and active on-site participation by players. We uncover multiple levels of friction between the story content and the mode of play of live participants, but also between live and online participation. Based on the observations from the production, we present design recommendations for future productions with similar goals.
Sundström, P., Taylor A., and O'Hara K. (2011) Sketching in Software and Hardware: Bluetooth as a Design Material MobileHCI'11, Aug 30-Sep 2, Stockholm, Sweden
Abstract: In any design process, a medium’s properties need to be considered. This is generally well established, yet still within interactive systems design, the properties of a technological medium are often glossed over. That is, technologies are often black-boxed without much thought given to how their distinctive material properties open up the design space. In this paper, we experiment with a technology to see what might be gained from intentionally and systematically investigating its properties. Specifically, we look upon Bluetooth from the perspective of being a design material and examine how its properties from that perspective can be used to shape design thinking. Using four example cases or “sketches”, we show that Bluetooth’s properties, often seen as constraints, can provide useful building blocks for designing interactive systems.
Sundström, P., Taylor, A., Grufberg, K., Wirström, N., Solsona Belenguer, J., and Lundén, M. (2011) Inspirational Bits - Towards a shared understading of the digital material CHI'11, May 7-11, Vancouver, BC
Abstract: In any design process, a medium’s properties need to be considered. This is nothing new in design. Still we find that in HCI and interactive systems design the properties of a technology are often glossed over. That is, technologies are black-boxed without much thought given to how their distinctive properties open up design possibilities. In this paper we describe what we call inspirational bits as a way to become more familiar with the design material in HCI, the digital material. We describe inspirational bits as quick and dirty but fully working systems in both hardware and software built with the aim of exposing one or several of the dynamic properties of a digital material. We also show how they provide a means of sharing design knowledge across the members of a multi-disciplined design team.
Sundström, P., Vaara, E., Solsona Belenguer, J., Wirström, N., Lundén, M., Laaksolahti, J., Waern, A., and Höök, K. (2011) Experiential Artifacts as a Design Method for Somaesthetic Service Development At the Role of Design in UbiComp Research and Practice workshop at UbiComp’11, Sep 17-21, Beijing, China
Abstract: How can deep understandings of material properties, limitations and possibilities be used concretely as a resource in the design of embodied experiences? How can material explorations spur and potentially direct, inspire, open up for new technologies and innovations? How can we identify, develop, and polish desirable core mechanics for embodied experiences and what kind of mobile services can be built with these experiences? In this position paper we describe our idea of experiential artifacts, and how we think these can help us open up the design space of the next generation of physically engaging mobile technologies.
Tholander, J., and Johansson, C. (2011) Some themes in bodily interaction Presented at Workshop on Embodied Interaction: Theory and Practice in HCI at CHI 2011, Vancouver, Canada
Abstract: We identify and reflect on a number of themes that we argue has been underexplored in embodied interaction research. This work is based on findings from own design work and studies of artifacts for bodily forms of interaction in leisure oriented contexts, together with related theoretical and empirical literature. Three themes are discussed: the temporality of bodily experiences, the difference in scale of bodily interaction, and the social construction of bodily experiences.
Waern, A. (2011) Pixel crush doesn't begin to explain it! Playground magazine. Issue no 1, Feberuary 2011
Abstract: In Dragon Age, game characters can be made to fall in love. As it turns out, so do the players.
Wang, T. and Brown, B. (2011) Ethnography of the telephone: Changing uses of communication technology in village life In Proceedings of ACM Mobile HCI 2011, August 30th to September 2nd, Stockholm Sweden
Abstract: While mobile HCI has encompassed a range of devices and systems, telephone calls on cellphones remain the most prevalent contemporary form of mobile technology use. In this paper we document ethnographic work studying a remote Mexican village’s use of cellphones alongside conventional phones, satellite phones and the Internet. While few homes in the village we studied have running water, many children have iPods and the Internet cafe in the closest town is heavily used to access YouTube, Wikipedia, and MSN messenger. Alongside cost, the Internet fits into the communication patterns and daily routines in a way that cellphones do not. We document the variety of communication strategies that balance cost, availability and complexity. Instead of finding that new technologies replace old, we find that different technologies co-exist, with fixed phones co-existing with instant message, cellphones and shared community phones. The paper concludes by discussing how we can study mobile technology and design for settings defined by cost and infrastructure availability.
Weilenmann, A and Juhlin, O. (2011) Time to Revisit Mobility in Mobile HCI? In Proceedings of Mobile HCI 2011, August 30 -September 2nd, Stockholm
Abstract: In this panel, we discuss the relevance of the concept of mobility in current mobile Human-Computer Interaction esearch. Is the term still useful to understand and design for interaction with computers, or has the concept of mobility run dry and void of meaning?
Weilenmann, A. and Juhlin O. (2011) Understanding People and Animals: On Ordinary Human-Canine Interaction and the Use of a Positioning System in the Wild In proceedings of CHI 2011: 29th ACM Conference on Human Factors in Computing Systems, Vancouver, Canada, May 2011, ACM Press (CHI Honorable mention)
Abstract: Animals are increasingly integrated in interactive contexts depending on digital technologies. The current and future use of such technologies is a relevant topic for HCI research. However, the field is struggling with the inherent problem of ‘interaction’ in understanding interaction with animals. We argue for a way forward based on critical anthropomorphism informed by ethnomethodology, with a focus on manifest interaction. Drawing upon a field study of hunters’ use of a GPS dog tracking-device, we discuss how interaction between dogs and humans is affected when new technology is introduced. The GPS data is situated and interpreted by the dog handler, and supports the hunter’s work of dealing with the dogs’ intentions. This opens up for new forms of interactions with the dog. When studying and designing for interaction between humans and animals we should move beyond merely looking at dyadic relationships, and also consider the social organization of the interaction.
Zhang, Y., and Juhlin, O. (2011) Fashion as System or Action Net in ‘Fashion in All Things’: The Case of Colour in the Design of Mobile Phones In proceedings of 3rd Global Conference fashion: Exploring Critical Issues, Thursday 22nd September – Sunday 25th September 2011 Mansfield College, Oxford, United Kingdom
Abstract: Contemporary fashion has permeated into all things in life, but little has analyzed in detail. We present a study using mobile phone, one of the most intimate gadgets to people, as a way to approach ‘fashion in all things’. We study the representation of mobile phones in fashion blogs to unpack the fusion of mobile technology to fashion system. Fashion blogs increasingly assume the role of ‘gate-keepers’ within the fashion system, by which is meant Kawamura’s sense of the institutional and cultural arrangements that cause particular cultural objects to accrue values in specific waysi. This supports that fashion blogs have powers of legitimization. The selected corpus includes 109 entries from fashion blogs randomly searched through Google and the blog search-engine Technorati. Based on the materials, the paper pursues the following inter-related points: 1) visual appearances of mobile phones; 2) circumstantial appearances, such as fashion shows, celebrities etc.; 3) designers or fashion brand phones as a significant way of ‘fashionising’ phones. From the empirical study, we conclude that on the one hand, mobile phones do fit into the fashion system. Drawing on the semiotic theory derived from Barthes, the representation of mobile phones in fashion blogs carries two perspectives as heii suggested: the visual look and the circumstantial appearance. The blogs put fashion into mobile phone and legitimate it as a desirable fashion artefact belonging to the user. On the other hand, as mobile phones embrace shifting aesthetics and longer temporality, mobile phones exist in a social practice different from Parisian fashion system based on dress fashion. In this way, we can also contribute to the theorization of the concept of fashion per se which is historically contingent.
Zhang, Y., Juhlin O., Kashanipour M. (2011) Outfit-centric Accessory Design in Mobile Innovation International Workshop on Aesthetic Intelligence at AmI 2011 Amsterdam Nov, 16
Abstract: Mobile phone design and use is a good case for studying aesthetics in human computer interaction, since this technology provides intimate consumer interaction. Still, the ways in which such technology could attract to fashion oriented people, has been under developed. The industry is making efforts to approach this group by treating phones as accessories. However, to design a mobile phone as an accessory does not just mean to make a phone “beautiful” in a static way, but should allow for matching its appearance with users‟ outfits in a dynamic and interactive way. In this paper we present the concept of outfit-centric accessory and explore a possible way of realizing it in design practice. We present a demo of designing a „match‟ application and discuss the advantages and problems of the app. This study provides valuable insight on how we should design mobile experiences to enhance aesthetics close to our body
2010 Ahmet, Z. and Holmquist, L. (2010) Sharing mobile services - Beyond the app store model In Proceedings of MobileHCI 2010, September 7-10, Lissabon, Portugal
Abstract: The app store model used by Apple’s iPhone has presented a successful model for installing new applications; however, only a fraction of current mobile phones have access to a dedicated app store. Thus there is need to investigate alternative ways of discovering and installing mobile services and applications. We performed studies on two services, focusing on the social aspects of sharing mobile apps between users. The services were a portrait sharing application prototype called Portrait Catalog, and a commercially available chat application called Hanashi. They differ not only by functionality and design, but also by their availability to the public as well as the means of distribution they offer. We present initial insights in how users share mobile services between each other, when using a phone that doesn’t include mobile application distribution as part of the user experience. We found that factors such as users’ habits of downloading and testing new applications, their understandings of the service they are using and the means of distribution the services offer, all affected how the services were shared.
Benyon, D., Höök, K., and Nigay, L. (2010) Spaces of Interaction Proceedings of ACM/BCS Visions of Computing conference, Edinburgh
Abstract: As the world becomes increasingly computationally enabled, so our view of human-computer interaction (HCI) needs to evolve. The proliferation of wireless connectivity and mobile devices in all their various forms moves people from being outside a computer and interacting with it to being inside an information space and moving through it. Sensors on the body, wearable computers, wireless sensor networks, increasingly believable virtual characters and speech-based systems are all contributing to new interactive environments. New forms of interaction such as gesture and touch are rapidly emerging and interactions involving emotion and a real sense of presence are beginning. These are the new spaces of interaction we need to understand, design and engineer. Most importantly these new forms of interaction are fundamentally embodied. Older views of a disembodied cognition need to be replaced with an understanding of how people with bodies live in and move through spaces of interaction.
Büttner, S. (2010) Developing Physical Check-In Methods for Location-Sharing Services and Analysing Their Influence on the User Experience. Diploma Thesis at Darmstadt University of Technology, Germany
Abstract: This thesis describes different types of physical check-ins to location-sharing services and their influence on the user experience. In current location-sharing services, people check-in to semantically named places. The work presents a new concept of physical check-ins to location-sharing services: Check-ins that determine a location reliably by using the physical environment around the user instead of the use of common location technologies like GPS, mobile phone network or handset based positioning. Three different categories of physical check-in methods are presented: Check-ins using visual tags, RFID tags and Bluetooth signals. For each category multiple varieties are explored. A study of the user perception of the different check-in methods exposes if those technologies make a positive contribution to the user experience for location-sharing services. In addition to the implemented prototypes, of which one has been published and used by more than 5,000 users, the output of the created explorations and evaluations are design recommendations facilitating check-ins to location-sharing services that have both, a fast and reliable place determination and a positive user experience.
Büttner, S., Cramer, H., Rost, M., Belloni, N., and Holmquist, L. E. (2010) Exploring physical Check-Ins for Location-Based Services , September 27-29, Copenhagen, Denmark
Abstract: NA
Büttner, S., Cramer, H., Rost, M., Belloni, N., and Holmquist, L. E. (2010) φ²: Exploring physical Check-Ins for Location-Based Services In proceedings of UbiComp’10, September 26–29, 2010, Copenhagen, Denmark
Abstract: This paper presents the φ² (‘Phisquare’) Scanner and φ² Barcode Generator – an exploration of physical check-ins for location-based services. The system uses 2D barcodes to retrieve and share semantic location information. Users can scan barcodes at venues that activate a location-based application with the corresponding venue page. This system overcomes problems arising when users have to select their location manually. We expect an enhanced user experience using physical artefacts in location-based services.
Cramer, H., Belloni, N., and Rost, M. (2010) On not being a stranger: Making sense of the sociable media landscape 'Designing and Evaluating Affective Aspects of Sociable Media to Support Social Connectedness' workshop at CHI 2010, Atlanta, GA, USA
Abstract: This paper discusses our view on sociable media and applications in which social connectedness is not limited to (re)connecting with (distant) lovers, friends and family and maintaining long-term relationships, but also encompasses casual connections to nearby `strangers'. Based on experiences at the Mobile Life Center, we discuss various aspects that need to be taken into account in design and evaluation of social connectedness applications. We argue against an overly quantitative approach to evaluation of social and affective aspects of media, services or `things' that facilitate social connectedness. We aim for a meaningful comparison between applications and their social-affective effects, without foregoing neither negative consequences of increased social awareness, nor the unique, wondrous experiences that might have never occurred without them.
Cramer, H., Rost, M., Belloni, N., Chincholle, D. and Bentley, F. (2010) Research in the large: Using App Stores, Markets and other wide distribution channels in UbiComp research Extended Abstracts UbiComp 2010, September 26–29, 2010, Copenhagen, Denmark.
Abstract: The mobile phones that people use in their daily lives now run advanced applications and come equipped with sensors once only available in custom hardware in UbiComp research. At the same time application distribution has become increasingly simple due to the proliferation of app stores and the like. Evaluation and research methods have to be adapted to this new context to get the best data and feedback from wide audiences. However, an overview of successful strategies to overcome research challenges inherent to wide deployment is not yet available. App store platform characteristics, devices, reaching target users, new types of evaluation data and dynamic, heterogeneous usage contexts have to be dealt with. This workshop provides a forum for researchers and developers to exchange experiences and strategies for wide distribution of applications. We aim at building an understanding of the opportunities of various distribution channels and obstacles involved in a research context.
Dahlström, E. (2010) Documenting and experiencing with live video - An evaluation of two mobile applications for live video editing Mobile Life report 2010-09-18
Abstract: Mobile telephony is a technology that quickly has becoming a part of our culture and it is not unusual to see people using these technologies in different context (Palen et al., 2000). Video Telephony is now available in everyday mobile phones (O'Hara et al., 2006). Live mobile broadcasting technologies differ from previous technologies, such as web camera technology because it is wireless and makes it possible to capture from anywhere, as long as there is access to mobile networks (Engström et al., 2010). There are now several thousand users of mobile live broadcasting services that enable uploading videos, examples of such services is qik.com, bambuser.com (Juhlin et al., 2010). The purpose of the evaluation was to test and prototyp1 prototyp2 and get an idea of how they functioned and how to use these served as mobile solutions. What are the challenges for the users? What are the scopes of use for the prototypes? This study has used an ethnographic field study where participants were recorded with video, after this a focus group formed where the participants could tell what they thought about the use of the prototypes and at last were made and a content analysis. The evaluation consisted of two occasions and seven tests. Two of the test groups had two mixer, the remaining two groups and this differed the groups some. At the test sessions, the participants in Stapelbäddsparken in Malmo got no directives, whilst the participants at Universeum in Gothenburg got some. The most obvious difference between the prototypes was that prototyp1 showed four active pictures and prototyp2 only showed four still pictures. The study showed that there are different participatory among the users depending on the environment they find themselves in, that affects what they choose to film. At first, the cameramen tended to film in a way that gave the same containment in the pictures for the mixer, which lead to little options to choose among. One of the problems experienced by the cameramen was that they did not know whose camera that were broadcasting at the moment, but that was resolved. Mixer found it difficult to editing with the lag-time between what the cameramen filmed and what was showed on the mixer’s display. Another problem was to mix so that a whole sequence from beginning to the end was showed. This survey is important for finding different scopes of use where a service like this can be used.
Engström, A, Juhlin, O, Perry, M., Broth M. (2010) Temporal hybridity: Mixing live video footage with instant replay in real time”, Forthcoming in Proc. CHI 2010 Atlanta Georgia, April, Full paper
Abstract: In this paper we explore the production of streaming media that involves live and recorded content. To examine this, we report on how the production practices and process are conducted through an empirical study of the production of live television, involving the use of live and non-live media under highly time critical conditions. In explaining how this process is managed both as an individual and collective activity, we develop the concept of temporal hybridy to explain the properties of these kinds of production system and show how temporally separated media are used, understood and coordinated. Our analysis is examined in the light of recent developments in computing technology and we present some design implications to support amateur video production.
Fernaeus, Y., Cramer, H., Korhonen, H. and Kaye, J. (2010) Please Enjoy!? Workshop on Playful Experiences in Mobile HCI In proceedings MobileHCI 2010, Lisbon, Portugal
Fernaeus, Y., Håkansson, M., Jacobsson, M., and Ljungblad, S. (2010) How do you play with a robotic toy animal?: a long-term study of Pleo In Proceedings of the 9th international Conference on interaction Design and Children (Barcelona, Spain, June 09 - 12, 2010). IDC '10. ACM, New York, NY, 39-48.
Abstract: Pleo is one of the more advanced interactive toys currently available for the home market, taking the form of a robotic dinosaur. We present an exploratory study of how it was interacted with and reflected upon in the homes of six families during 2 to 10 months. Our analysis emphasizes a discrepancy between the participants' initial desires to borrow a Pleo and what they reported later on about their actual experiences. Further, the data suggests an apparent tension between participants expecting the robot to work as a 'toy' while making consistent comparisons with real pet animals. We end by discussing a series of implications for design of this category of toys, in order to better maintain interest and engagement over time.
Gabarro, R. M. (2010) Interactive augmented reality Ms. Sc. thesis, Royal Institute of Technology
Abstract: Augmented reality can provide a new experience to users by adding virtual objects where they are relevant in the real world. The new gen- eration of mobile phones oers a platform to develop augmented reality application for industry as well as for the general public. Although some applications are reaching commercial viability, the technology is still lim- ited. The main problem designers have to face when building an augmented reality application is to implement an interaction method. Interacting through the mobile's keyboard can prevent the user from looking on the screen. Normally, mobile devices have small keyboards, which are dicult to use without looking at them. Displaying a virtual keyboard on the screen is not a good solution either as the small screen is used to display the augmented real world. This thesis proposes a gesture-based interaction approach for this kind of applications. The idea is that by holding and moving the mobile phone in dierent ways, users are able to interact with virtual content. This approach combines the use of input devices as keyboards or joysticks and the detection of gestures performed with the body into one scenario: the detection of the phone's movements performed by users. Based on an investigation of people's own preferred gestures, a reper- toire of manipulations was dened and used to implement a demonstrator application running on a mobile phone. This demo was tested to evaluate the gesture-based interaction within an augmented reality application. The experiment shows that it is possible to implement and use gesture- based interaction in augmented reality. Gestures can be designed to solve the limitations of augmented reality and oer a natural and easy to learn interaction to the user.
Holmquist, L E., Ju, W., Jonsson, M., Tholander, J., Ahmet, Z., Sumon, S I., Acholonu, U., Winograd, T. (2010) Wii Science: Teaching the laws of nature with physically engaging video game technologies To be presented in the workshop "Video Games As Research Instruments" at the ACM CHI 2010 Conference, Atlanta GA, USA
Abstract: A great number of educational and edutainment projects have already used video games to teach topics such as physics, math, language, etc., using traditional game or computer controls. Recently, however, commercial games have shifted to incorporate gestures and body motion, as exemplified by a variety of games where the player is required to actually perform real-world physical movements to control the game. This includes an array of dancing games, where the player follow a sequence of instructions by dancing on a sensor mat (e.g. Dance Dance Revolution); sports games, where the player performs movements mimicking those required in real games of bowling, boxing, tennis, etc. (e.g. Wii Sports); and music games, where the player acts out pieces of music by playing on replicas of real instruments (e.g. Guitar Hero, Rock Band). This new focus on physicality in video games has had several benefits, both by making the games more socially engaging for a co-located group of players, and by introducing a degree of physicality to an activity that was previously considered unhealthy and inactive. In this project, we are using the popular Wii game controller, aka Wiimote, manufactured by Nintendo. However, rather than using the Wiimote as a direct controller for the player's on-screen avatar, as in most popular games, we want to apply the technology to let students explore phenomena related to physics and natural sciences. Thus, by leveraging the sensory capabilities of game controllers that youths already enjoy outside of school, we can introduce physical exploration as a means to engage in learning about phenomena from natural science. Key concepts of physics – work, energy, force, potential energy, kinetic energy, momentum – may be introduced as aspects of the interactive setting that students are exploring.
Höök, K. (2010) Transferring Qualities from Horseback Riding to Design In Proceedings of NordiCHI, Reykjavik, Iceland, October 18 - 20, ACM Press
Abstract: We see more and more attempts to design for bodily experiences with digital technology, but it is a notably challenging design task. What are the possible bodily experiences we may aim to design for, and how can we characterise them? By analysing a horseback riding experience, we came to identify the following themes: (1) how certain kinds of bodily experiences are best understood through experiencing them yourself – the bodily ways of knowing, (2) how rhythm and balance create for particularly strong physical experiences of this kind, (3) how movement and emotion coincide in these experiences, (4) how the movement between seeing our own bodies as objects vs experiencing in and through our bodies is one of the ways we come to learn the language of expressing and understanding bodily action, and (5) how this in turn lets us describe the sensitive and delicate relationship of wordless signs and signals that represent, in the case described, two bodily agents – a human and a horse. When the human-horse relationship is really successful, it can be described as rare moments of becoming a centaur. We translate these themes into design considerations for bodily interactions.
Höök, K., Sundström, P., Tholander, J., Ferreira, P., Ståhl, A., Laaksolahti, J., Kosmack Vaara, E., Karlsson, A., Sanches, P., Johansson, C., Sjölinder, M., Weymann, C., and Jaensson, T. (2010) Design Processes for Bodily Interaction At the workshop Artifacts in Design: Representation, Ideation, and Process to be held at CHI, Atlanda, USA, April 2010.
Abstract: Designing interactive systems that have illusive interaction qualities, such as suppleness or pliability, is challenging. In several design projects aiming for bodily and emotional interaction, we have aimed to find concepts, methods or processes that can capture the essence of the sought experience and steer the design process in a successful and efficient direction. Our attempts include using e.g. Laban-analysis of emotionally-oriented movement, video-cards from ethnographic studies of users in movement, or simply explicitly naming and defining the sought interaction quality. Our experiences point to the importance of moving from low-fi prototyping to high-fi – no matter which artefact is used to keep the design team on track. Repeatedly exposing unfinished prototypes not only to prospective end-users, but also to the whole design team has been another important part of our process. Finally, a deeper, theoretical and design-oriented understanding of emotional and bodily interaction is badly needed.
Jacobsson, M., Fernaeus, Y., and Tieben, R. (2010) The Look, the Feel and the Action: Making Sets of ActDresses for Robotic Movement In proceedings of ACM Designing for Interactive Systems 2010, Aarhus, Denmark.
Abstract: We present a series of design explorations for controlling autonomous robotic movement based on a metaphor of clothing and accessorising. From working with various sketches, scenarios and prototypes we identify a number of particular features of this form of interaction, as well potential challenges for designers of other systems based on this design concept. Finally we conclude with a few general implications, especially concerning the inert properties of visibility, physicality and modularity with respect to the particular case of interaction and robotic movement.
Juhlin O. (2010) Social media on the road - The future of car based computing Springer Verlag CSCW series
Abstract: In the future, everyday life in traffic will be intricately meshed with city life. Today, motorways, city streets etc. are places where we spend a considerable amount of time, and where a large number of everyday encounters between people occur. Any road user’s journey coincides with hundreds or even thousands of other people’s paths. We unpack the details of the practical achievements involved in socially engaging with these persons at high speed. In general, these encounters are brief and the interaction is slight. The recent emergence of mobile technologies provide us with new possibilities to support drivers and passengers beyond just helping them to reach their destination. We suggest that new applications could enhance social interaction in traffic and make life on the road more interesting and meaningful. We provide examples of some innovative applications such as car stereos that share music among drivers; digital games that interact with the landscape passing by outside the car windows, or with passengers in surrounding cars; message systems that allow drivers to help each other and web applications that allow motorcyclists to socialize on the road.
Juhlin, O. Engström, A. and Reponen, E. (2010) Mobile broadcasting – The whats and hows of live video as a social medium In Proc of Mobile HCI 2010, September 7-10, Lissabon, Portugal
Abstract: A new type of social media, which display live broadcasts from mobile devices, are becoming increasingly popular. We provide a qualitative content analysis of a sample from four such services, which specifically focus on the topics conveyed; camera work and coordination, in order to investigate the possibilities and problems in this new social media. Although the services are already used by many members, the study reveals an immature application area. People struggle with finding interesting topics to broadcast, and managing the camera in a way that present it in a broadcastable way. But there are also examples of topics such as artistic performances and tours, as well as ways to conduct live transitions and coordination, that point to a more medium specific way of using these services. The results implicate, that providing the opportunity to broadcast live video is not enough, and that there is now a need to design for amateurs appropriation of camera handling techniques.
Kosmack Vaara, E. Silvăşan, I., Ståhl, A., Höök, K. (2010) Temporal Relations in Affective Health In Proceedings of NordiCHI, Reykjavik, Iceland, October 18 - 20, ACM Press
Abstract: In the Affective Health project we explore possibilities of how to, through biofeedback support users in making sense of the relationship between their stress and their behavior in everyday life. Affective Health is a tool for visualizing patterns and trends of bodily and contextual information. It is particularly important that the design reflects changes over time as this is how people start recognizing patterns in their own behavior and connect it to their bodily reactions. We spent substantial effort sketching and testing ways of portraying time that would move us away from more mathematically inspired representations such as for example graphs and calendars. Instead, we want users to see the signals our bodies emit as part of themselves, of their own ways of being in the world, alive, acting and reacting to their environment. We have explored many possible, alternative ways of visualizing temporal representations through biofeedback. For example as the relation between different places and with time as different layers of history in a concept inspired from ecology. The latest and most developed concept is a cyclic repetition of biodata mapped on a spiral shape.
Ljungblad, S. and Heyer, C. (2010) Blue-Sky and Down-to-Earth: How analogous practices can support the user-centred design process In Proceedings of ACM NordiCHI'10. Reykjavik, Iceland
Abstract: We discuss how traditional methods for understanding design requirements are leveraged to produce innovative and fundamentally new perspectives when using analogy. We call these analogous practice approaches, and illustrate two cases that both use analogy to achieve exploratory design with ethnography, by gathering data from a different setting than we intend to design for. We discuss how the use of analogy is different in the cases, yet exemplify a related perspective of using analogy as a resource to support inventive design with traditional data collection methods.
Önnevall, E. , Juhlin, O. Perry, M. (2010) TV watching at sports bars as social interaction Designing for crowds workshop at Pervasive Computing, Helsinki
Abstract: We present a number of videos taken at sports bars in Stockholm. They display the ways in which people interact with each other at the same time as they orient to the TV screens. Our intent is to unpack the detail collaboration, and the experiences of TV spectators in a public setting in order to influence the design of future TV broadcast systems.
Perry, P., Engström, A., Juhlin, O. and Broth, M. (2010) EVS... now! - Mixing relevant instant replay into live video Forthcoming in special issue of Visual Studies on New Technologies: Shifting Boundaries, Shared Moments
Abstract: The video capabilities of mobile telephones, combined with their access to with high bandwidth data networks, mean that consumer devices now allow amateur camera operators to broadcast live content. Yet viewing live images does not always provide viewers with an understanding of events as they occur, and instant replay is often used in professional multi-camera productions to augment the live visual images–something that no consumer video broadcast technology currently supports. To understand how amateur producers might use instant replay in the future, we have examined the ways in which professional productions combine real-time and recorded media. This paper therefore examines the professional practices around video technologies to enable the archival, search and broadcast of visual content to show how live and non-live footage are combined. A detailed interaction analysis demonstrates that this work is dependent on the coordinated practices of multiple participants, and how they practically achieve this to search for topically useful recorded visual material to augment the ongoing live action, display its relevance to the live situation and segue transitions between live and replay visuals.
Rost, M., Cramer H., Belloni, N., and Holmquist, L. E. (2010) Geolocation in the Mobile Web Browser In proceedings of UbiComp’10, September 26–29, 2010, Copenhagen, Denmark.
Abstract: Current mobile browser capabilities make it possible to quickly develop advanced mobile location based services without having to write device specific software, or build custom hardware. We here describe three web applications exploring using location within mobile browsers (TågAlong, NearMe and LocalURL). These explorations show clear potential for using geolocation in the web browser in order to reach a larger user base, with a greater variety of devices, thus allowing for UbiComp researchers to explore the effects of specific services and applications on a larger scale. We discuss the services, as well as the potential and challenges with using the user's location directly in the browser.
Ruixue, X., Rost, M., and Holmquist, L. E. (2010) Business Models in the Mobile Ecosystem In Proceedings of International Conference on Mobile Business, Global Mobility Roundtable, June 13-15, Athens, Greece
Abstract: The mobile ecosystem is constantly changing. The roles of each actor are uncertain and the question how each actor cooperates with each other is of interest of researchers both in academia and industry. In this paper we examine the mobile ecosystem from a business perspective. We used five mobile companies as case studies, which were investigated through interviews and questionnaire surveys. The companies covered different roles in the ecosystem, including network operator, device manufacturer, and application developer. With our empirical data as a starting point, we analyze the revenue streams of different actors in the ecosystem. The results will contribute to an understanding of the business models and dependencies that characterize actors in the current mobile ecosystem.
Sanches, P., Höök, K., Kosmack Vaara, E., Weymann, C., Bylund, M., and Sjölinder, M. (2010) Mind the Body! Designing a Mobile Stress Management Application Encouraging Personal Reflection. In Proceedings of Designing Interactive Systems (DIS), Aarhus, Denmark, ACM Press
Abstract: We have designed a stress management biofeedback mobile service for everyday use, aiding users to reflect on both positive and negative patterns in their behavior. To do so, we embarked on a complex multidisciplinary design journey, learning that: detrimental stress results from complex processes related to e.g. the subjective experience of being able to cope (or not) and can therefore not be measured and diagnosed solely as a bodily state. We learnt that it is difficult, sometimes impossible, to make a robust analysis of stress symptoms based on biosensors worn outside the laboratory environment they were designed for. We learnt that rather than trying to diagnose stress, it is better to mirror short-term stress reactions back to them, inviting their own interpretations and reflections. Finally, we identified several experiential qualities that such an interface should entail: ambiguity and openness to interpretation, interactive history of prior states, fluency and aliveness.
Sanches, P., Vaara, E., Sjölinder, M., Weymann, C. and Höök, K. (2010) Affective Health – designing for empowerment rather than stress diagnosis At the workshop, Know thyself: monitoring and reflecting on facets of one's life at CHI 2010, Atlanta, GA, USA
Abstract: When designing Affective Health, a mobile stress management tool using biosensors, we gradually understood how severely limited inferences can be when we move from laboratory situations to everyday usage. We also came to understand the strong connection between our subjectively perceived resources for dealing with stress and healing. Therefore, rather than employing a diagnose-and-treat design model, we propose that designers empower users to make their own reflections and interpretations of their own bio-sensor data. We show how this can be done through encouraging reflection, alternative interpretations and active appropriation of biosensor data – avoiding a reductionist, sometime erroneous, mediation of automatic interpretation from bodily data to emotion models or, in this case, stress diagnosis.
Silvăşan, I., Kreuger, P., Sanches, P., Vaara, E., & Sjölinder, M (2010) Movement identification in Affective Health–a mobile biofeedback monitoring system. 18th Telecommunications forum TELFOR 2010 Serbia, Belgrade, November 23-25, 2010
Abstract: Affective Health is a mobile biofeedback
monitoring system that measures galvanic skin response,
pulse and movement, data which is sent through Bluetooth to
the mobile phone where it is displayed on an interactive
interface. The representation of the movement in the first
versions of the system did not include any information about
the type of activity the user performed. For an improved
version of the system we have therefore tried to infer
movement more precisely. A Naïve Bayes classifier was used
for movement identification. The classifier was cross
validated and tested on data obtained from 6 persons. We
present quantitative results for different scenarios and
selection of features and conclude that the proposed
techniques indeed worked very well.
Stenros, J. and Waern, A. (2010) Games as Activity: Correcting the Digital Fallacy In Proceedings of "Videogames and the future of Interactive Entertainment" conference, 2010, July, Oxford, U.K
Abstract: NA
Stenros, J. and Waern, A. (2010) Correcting the Digital Fallacy In Proceedings of "Videogames and the future of Interactive Entertainment" conference, 2010, July, Oxford, U.K
Abstract: Game studies would benefit from acknowledging that digital games should be studied as a special case of games rather than the other way around. Digital games research tends to look at games as fixed structures or media, largely ignoring the role of the player. Conversely, play and player studies tend to ignore the role of design. We argue that in order to uncover the relationship between game design, game activity and game experience we need to put the game activity in central focus. If games are approached from this perspective, we should study them simultaneously as consciously designed and socially enacted.
Sundström, P. and Taylor A. (2010) Inspirational Bits At the Materialities workshop at DIS'10
Abstract: Through sketches, mock-ups and early prototyping designers engage in a “conversation with materials” (Schön 1983). In the formation of a new idea the material starts to “talk back”, revealing new opportunities and challenges. Computer technology is a complex material for many designers to work with (Kursat Ozene et al. 2010). It is a material both in space and time (Hallnäs and Redström 2006). It is not enough to touch and feel the material in any given moment and thereby getting to know its properties and potential, but instead it reveals itself and its dynamic feel when put together into a running system.
Sundström, P., and Höök, K. (2010) Hand in Hand with the Material: Designing for Suppleness In proceedings of CHI 2010: 28th ACM Conference on Human Factors in Computing Systems, Atlanda, USA, April 2010, ACM Press
Abstract: Designing for a supple interaction, involving users bodily and emotionally into a ‘dance’ with a system is a challenging task. Any break-ups in interaction become fatal to the sensual, fluent, bodily and social experience sought. A user-centered, iterative design cycle is therefore required. But getting to know the affordances of the digital material used to build the application plays an equally important role in the design process. The ‘feel’ of the digital material properties sometimes even determines what the design should be. We describe three situations in which the properties and affordances of sensor network technologies guided our design process of FriendSense – a system for expressing friendship and emotional closeness through movement. We show how the sensor node look and feel, choice of sensors, limitations of the radio signal strength and coverage, as well as iterative prototyping to properly exploit the software/algorithmic possibilities guided our design processing for suppleness.
Tholander, J. and Johansson, C. (2010) Bodies, boards, clubs and bugs: A study of bodily engaging artefacts in CHI 2010 Extended Abstracts, Work-in-progress
Abstract: Popular practices with non-digital artefacts were explored in order to reveal qualities for design of interaction that allow for full body experiences, and engagement of a rich array of our senses and bodily capabilities for being-in and moving-in the world. For successful design of movement-based and bodily interaction, we have identified the importance of allowing users to connect their experiences with the artefact to the surrounding physical and social world.
Tholander, J. and Johansson, C. (2010) Design qualities for Whole Body Interaction – Learning from Golf, Skateboarding and BodyBugging Proceedings of ACM NordiCHI'10. Reykjavik, Iceland
Abstract: What is it that is makes swinging a club to hit a ball so captivating and fun that people spend their whole lives perfecting that one movement? In this paper we present how we, rather than to invent something off-line in a lab, have returned to the real world to get inspiration and studied full body movement activities with non-digital artefacts that have track records of ensnaring and hooking practitioners for a life time, golf and skateboarding. We have also looked at a new interactive movement device called the BodyBug. We explore how the skilled use of the artefacts puts people in contact with and let them experience the world in an essentially new way. We identify and present 8 design qualities for Whole Body Interaction, based on people’s performances in these activities. The interdependency between user, artefact and physical environment was a primary driving forces behind rich, sustained and graceful interaction with the artefacts.
Waern, A. (2010) I'm in love with someone that doesn't exist!! - Bleed in the context of a Computer Game In Proceedings of the 1st Nordic DIGRA Conference 2010, August 16-17, Stockholm, Sweden,
Abstract: It is not unusual for computer games to include romance, but most games treat romance as a narrative theme rather than as an integrated part of gameplay. In this article I investigate the gameplay experience in the game Dragon Age, a single-player game that allows players to actively engage in romance. Based on an investigation of blog and community comments, we argue that this sometimes will create an experience that is similar to the “bleed” effect in non-computerised role-play, and that the player to some extent shares emotions with his or her character.
Waern, A. and Stenros, J. (2010) Studying the Elusive Experience in Pervasive Games In Proceedings of the Tampere Games Research Methods Seminar, 2010, April, Tampere, Finland.
Abstract: Studying pervasive games is inherently difficult, and different from studying computer games. They cannot be studied as play-tests or use-cases: they must be staged under real or very realistic settings. This article builds upon our experiences of staging and studying a dozen pervasive games and other ludic pervasive technology prototypes. We discuss the challenges and customary pitfalls of evaluating pervasive games in general and the player experience specifically, and chart methods that have proven useful in our research. The aim is to provide insight into the qualitative research practise of pervasive games, providing a situated methodology of what we have found to be valuable – and what as a waste of time – in evaluating and researching pervasive play.
Zangouei, F., Babazadeh Gashti, M. A., Höök, K., Tijs, T., de Vries, G-J., and Westerink, J. (2010) How to Stay in the Emotional Rollercoaster: Lessons Learnt from Designing EmRoll In Proceedings of NordiCHI, Reykjavik, Iceland, October 18 - 20, ACM Press
Abstract: Bodily expressions can be used to involve players in intense experiences with games. By physically moving, breathing, or increasing your pulse, you may start emotional processes that help create for a stronger experience of the narrative in the game. We have designed a system named EmRoll that poses riddles to pairs of players. The riddles can only be solved if the players are, or at least pretend to be, moving according to different emotional states: dancing happily, relaxed breathing and being scared. The system measures movement, breathing and sweat reactions from the two players. Lessons learnt were: playing in pairs is an important aspect as the two players influenced one-another, pulling each other into stronger experiences; getting excited through intense movement when involving your whole body worked well, as did relaxing through deep breathing; using the sweat response as an input mechanism worked less well; and finally, putting a Wizard (a human operator) into the loop can help bootstrap difficulty balancing and thereby increase emotional involvement.
Zhang,Y. and Juhlin,O (2010) A Fashion-ology of Mobile Innovation The Culture of Ubiquitous Information seminar
Abstract: NA
Zoric, G. and Önnevall, E. (2010) Watching sports in pubs as an inspiration for the design of mobile live TV services In Proceedings of Mobile HCI 2010, September 7-10, Lisboa, Portugal
Abstract: Being at the sport event or watching sports in pubs is a fulfilling experience, highly sociable, fun and relaxing. Our aim is to identify issues that are closely connected to watching sports in pubs using field studies and theory of leisure and play and to apply them on mobile TV design. In particular we concentrate on watching live sports on mobile devices.
2009 Ahmet, Z (2009) Faces and Illustrations: New concepts for tools for reporting emotion and activity in a pervasive game Bachelor thesis. Informatics, Linköping University
Abstract: NA
Ahmet, Z (2009) Colors, Faces and Illustrations: New concepts for tools for reporting emotion and activity in a pervasive game Bachelor thesis. Informatics, Linköping University
Abstract: Players of video games often find themselves at a set location, in a room or a game hall, playing alone, with family or friends, even both, or maybe with strangers over the Internet. The game becomes intense when the player reaches a crucial moment or event. Such moments might be when the player has reached a new level, received a new piece of equipment, found the last hidden key or is about to kill the last “boss” in the game to win a war. The emotional state of the player changes as the game proceeds, where excitement can be closely followed by frustration or surprise. Studying players of such games has become easier when new technology give us the opportunity to study them closely. By the use of biosensors, cameras and close observations, observers can collect a rich amount of quantitative and qualitative data. But the complexity increases when the players are players of a pervasive game. Pervasive games are games that expand socially, spatially and temporally. They are lived experiences, where players might experience the more (or less) intense moments in the game when they e.g. find themselves in a dark alley chasing a fictional character in the streets of Sheffield (UK), on a bike recording memories and thoughts in a “hidden” location outside central London (UK) or running around downtown, trying to map places of interference on the Internet in Düsseldorf (Germany). The players are more or less on the loose, which minimizes the chances to carry out close observations. In this thesis I will report on a design project focusing on finding new concepts in capturing different aspects of the game experiences. By focusing on game play experience, I have chosen to go beyond the traditional usability evaluation methods used in present CHI practice and focus on representations for different aspects of the game experience. I will describe the design rationale and process in choosing concepts as well as presenting the resulting design proposals for two hand-held tools for self-reporting. The designs for the tools will be based on findings from a conducted user study, where representations for game play experiences will be tested by potential users. At the end of this thesis I will discuss the results from my design process as well as lessons learnt from the project.
Bäckström, A. and Danell, E. (2009) Authoring tools for interactive narratives - an interface design of a script editor for the pervasive game Backseat Playground Master thesis. Computing Science. Umeå University
Abstract: The frontiers of gaming is constantly moved forward and the pervasive game Backseat Playground, developed at Interactive Institute is no exception. The game experience is created while driving along the road, the story adapts to the outside environment and according to the player’s interactions with the game world. To create such an adaptive game world requires a great amount of story content, and to make this process manageable a tool was requested by the developer team at Interactive Institute. The main challenge of designing such a tool is to visualize and structure the special information needed in this kind of game. This thesis investigates the scope of the game Backseat Playground and establishes the requirements for a possible editor. The thesis also dives into two theoretical parts with close connections to this field: Interactive narratives and content creation for prevasive game environments. The creation process of this prototype has involved tasks such as interviews and script creation to schetches and flow charts and the result is, besides an extentensive pre-study also a semi-functional prototype for demonstrational purposes implemented in Flash CS3, actionscript 3.0. This report describes the complete workflow and the final result of this thesis.
Belloni, N. Holmquist, L.E. and Tholander J. (2009) See You on the Subway: Exploring Mobile Social Software Work in progress at CHI 2009, April 4-9, Boston, USA
Abstract: This project explores the social possibilities of mobile technology in transitional spaces such as public transport. Based on a cultural probes study of Stockholm subway commuters, we designed a location-based friend finder that displays only people in the same train as the user. We aim at reaching a critical mass of users and therefore decided to make the system compatible with as many phones as possible, thus it was designed as a simple web application. An initial informal study pointed out consequences of certain design decisions on the user experience and highlighted social tensions created by presence awareness.
Brunnberg, L., Gustavsson, A. and Juhlin, O. (2009) Games for passengers - Accounting for Motion in location based applications Forthcoming in Proceedings of International Conference on the Foundations of Digital Games (ICFDG), April 26-30 on Disney Wonder Cruiseship, Florida, pp 26-33
Abstract: Passengers pay attention to the landscape as they move through the environment. We suggest a new type of applications, which adds to that experience. It consider their motion and velocity, which make the time available for interaction with individual geographical objects very limited, at the same time as they cannot control it. Applications, in this case a game, could utilize audio and gesture interfaces, as well as digital maps to provide for experiences that are sequentially mapped onto the landscape. An initial user feed back trial made visible interactional and experiential challenges in passengering.
Cramer, H., Helena Mentis, Ylva Fernaeus (2009) Serious work on playful experiences: a preliminary set of challenges Position paper at the ‘Fun, seriously?’ workshop at CSCW 2010, Savannah, GA, USA
Abstract: NA
Denward, M. and Waern, A. (2009) On the Edge of Reality: Reality Fiction in Sanningen om Marika In Proceedings of DIGRA conference, September, Brunel University, United Kingdom.
Abstract: The Alternate Reality Game genre inspires a mode of play in which the participants choose to act as if the game world was real. Jane McGonigal has argued that one of the most attractive features of an ARG is the ‘Pinnochio’ effect: at the same time that the players deeply long to believe in them, it is in reality impossible to believe in them for real. In this article, we study “Sanningen om Marika”, a game production where fact and fiction was blurred in a way that made some participants believe that the production was reality rather than fiction, whereas other participants found the production deeply engaging. We discuss the different participant interpretations of the production and how it affected the players´ mode of engagement. We also outline some of the design choices that caused the effect.
Engström A., Brunnberg L., Juhlin, O. (2009) Tiny Broadcast Systems ACM SIGGRAPH Asia 2009 Emerging Technologies Yokohama 17-19th December
Abstract: NA
Fernaeus, Y. (2009) Human Action and Experience As Basis for the Design and Study of Robotic Artefacts RO-MAN 2009: 18th IEEE International Symposim on Robot and Human Interactive Communication, 27 Sept - 2 Oct 2009, Toyama, Japan
Abstract: This paper aims to illustrate how robotic artefacts and applications may be described from a perspective of human action and experience. This is done by presenting an interaction model based on four ways that interactive artefacts may work as resources for human action. In contrast to data-centric models, this model includes socially and contextually oriented actions performed around the artefact, as well as actions related to the computational system running on the machine. A goal with the framework is to provide a concrete reference for designers, focusing on the experiential dimensions of the products that they develop.
Fernaeus, Y. and Jacobsson, M. (2009) Comics, robots, fashion and programming: outlining the concept of actDresses Tangible and Embedded Interaction (TEI'09), 16-18 Feb 2009, Cambridge, UK.
Abstract: This paper concerns the design of physical languages for controlling and programming robotic consumer products. For this purpose we explore basic theories of semiotics represented in the two separate fields of comics and fashion, and how these could be used as resources in the development of new physical languages. Based on these theories, the design concept of actDresses is defined, and supplemented by three example scenarios of how the concept can be used for controlling, programming, and predicting the behaviour of robotic systems.
Fernaeus, Y., Jacobsson, M., Ljungblad, S., and Holmquist, L. E. (2009) Are we living in a robot cargo cult? Proceedings of the 4th ACM/IEEE international Conference on Human Robot interaction, HRI '09, 2009, March 09 - 13 La Jolla, California, USA, 279-280
Abstract: We use the Cargo Cult metaphor to discuss visions, methods and communication of robot research. Essentially cargo cult involves performing of imitative rituals that are conducted without understanding the underlying cause of a phenomenon. We discuss how this is an ongoing challenge within the field of HRI, and what researchers could do to avoid contributing to a robotic cargo cult.
Håkansson, M. (2009) Explicit and Implicit Interaction in Mobile Media Applications Doctoral thesis in Man-Machine Interaction, Stockholm University, Sweden
Abstract: This thesis contributes with insights into how aspects of the surrounding physical and social context can be exploited in the design of mobile media applications for playful use. In this work, context refers to aspects of the immediate surroundings – outside of the device – that can be identified and measured by sensors; for instance environmental aspects like sound, and social aspects like co-located people. Two extensive case studies explore the interplay between users, mobile media, and aspects of context in different ways, and how it can invite playful use. The first case study, Context Photography, uses sensor-based information about the immediate physical surroundings to affect images in real time in a novel digital camera application for everyday creativity. The second, Push!Music, makes it possible to share music both manually and autonomously between co-located people, based on so-called media context, for spontaneous music sharing.
The insights gained from the designs, prototypes, and user studies, point at the value of combining explicit and implicit interaction – essentially, the expected and unexpected – to open for playful use. The explicit interaction encouraged users to be active, exploratory, and creative. The implicit interaction let users embrace and exploit dynamic qualities of the surroundings, contributing to making the systems fun, exciting, magical, ‘live’, and real. This combination was facilitated through our approach to context, where sensor-based information was mostly open in use and interpretation, ambiguous, visible, and possible to override for users, and through giving the systems a degree of agency and autonomy. A key insight is that the combination of explicit and implicit interaction allowed both control and a sense of magic in the interaction with the mobile media applications, which together seems to encourage play and playfulness.
Håkansson, M. (2009) On the move - sharing music, inspiration and fun To be published in Vodafone receiver magazine, #22 Seizing the moment issue, May 2009
Abstract: NA
Höök, K. (2009) Affective Loop Experiences: Designing for Interactional Embodiment Phil. Trans. R. Soc. B December 12, 2009 364:3585-3595;
Abstract: Involving our corporeal bodies in interaction can create strong affective experiences. Systems that both can be influenced by and influence users corporeally exhibit a use quality we name an affective loop experience. In an affective loop experience, (i) emotions are seen as processes, constructed in the interaction, starting from everyday bodily, cognitive or social experiences; (ii) the system responds in ways that pull the user into the interaction, touching upon end users' physical experiences; and (iii) throughout the interaction the user is an active, meaning-making individual choosing how to express themselves—the interpretation responsibility does not lie with the system. We have built several systems that attempt to create affective loop experiences with more or less successful results. For example, eMoto lets users send text messages between mobile phones, but in addition to text, the messages also have colourful and animated shapes in the background chosen through emotion-gestures with a sensor-enabled stylus pen. Affective Diary is a digital diary with which users can scribble their notes, but it also allows for bodily memorabilia to be recorded from body sensors mapping to users' movement and arousal and placed along a timeline. Users can see patterns in their bodily reactions and relate them to various events going on in their lives. The experiences of building and deploying these systems gave us insights into design requirements for addressing affective loop experiences, such as how to design for turn-taking between user and system, how to create for ‘open’ surfaces in the design that can carry users' own meaning-making processes, how to combine modalities to create for a ‘unity’ of expression, and the importance of mirroring user experience in familiar ways that touch upon their everyday social and corporeal experiences. But a more important lesson gained from deploying the systems is how emotion processes are co-constructed and experienced inseparable from all other aspects of everyday life. Emotion processes are part of our social ways of being in the world; they dye our dreams, hopes and bodily experiences of the world. If we aim to design for affective interaction experiences, we need to place them into this larger picture.
Höök, K. (2009) Knowing, Communicating and Experiencing through Body and Emotion IEEE Transactions on Learning technologies, 4(1), 248—259
Abstract: With new technologies such as body sensors, tangible interaction, haptics, interactive cloth, or small computing devices such as mobiles, we can move interaction from the desktop out into the world and onto our bodies. Likewise, with the boom of computer games, domestic digital technology use, and social communication tools, we have to consider designing for non-instrumental goals, beyond task completion. This has been picked up by human-computer interaction researchers in the so-called third wave of HCI. We suggest that learning technologies could use some of the results from the third wave of HCI, placing body and emotion more centrally into the communication and construction of knowledge. Designing for bodily interaction, emotional communication or aesthetics is not trivial. In design work, a designer can only set the stage for certain experience to happen, but in the end, it is the user who co-constructs the experience with or through the interaction. Based on our experiences of designing for bodily and emotional communication, we will posit three postulates that might be helpful in designing for involving interaction: leaving dasiasurfacespsila open for users to appropriate, building for users to recognise themselves socially, emotional or bodily through the interface, and avoiding reductionism.
Höök, K. (2009) Mobile Life – innovation in the wild 12th IFIP TC 13 International Conference (Gross, T, Gulliksen, J., Kotzé, P, Oestreicher, L., Palanque, P., Prates, R. O., Winckler, M. (eds.)) IFIP TC 13, Uppsala, Sweden Volym: Part I Sidor: 1-3, Springer-Verlag
Abstract: After a decade of work in our research labs on mobile and ubiquitous technology, often formed by the early visions of ubiquitous computing, with the urge to move interaction from the desktop out into the wild, these technologies have now moved out into the world – into the wild. We are in the middle of a second IT-revolution, caused by the spread of mobile and ubiquitous services, in combination with a broad consumer-oriented market pull. The first IT-revolution, the introduction and deployment of Internet and the World Wide Web during the 1990’s, had a major impact on all parts of our society. As mobile, ubiquitous technology now becomes wide-spread, the design and evaluation of mobile services – i.e. information technology that can be accessed and used in virtually any setting – represents an important business arena for the IT- and telecom industry. Together we have to look for a sustainable web of work, leisure and ubiquitous technology we can call the mobile life. But what impact does this have on HCI research? In particular, what is our role in innovating new services, new technologies, new interaction models and new ways of living with this technology? Obviously, new methods for design and evaluation of interfaces are needed, especially when those interfaces are not always clearly ‘interfaces’ anymore, but blend in with various new materials in our environments or even worn on our bodies. Usage situations are shifting, unstable, mobile settings – interaction in the wild. There is a need for design methods that help structure a multitude of different sources of inspiration and fieldwork, and synthesize it into concrete requirements and service or technology concepts. In our work we have used a variety of such methods, such as ethnography as a basis for design, Laban-notation to analyse body behaviours, novel forms of quick sketching of mobile service interaction, cultural probes to understand emotional processes in people’s everyday lives, bodystorming for situating ideas in the real world, and the experience clip method for user self-evaluation to evaluate mobile services in their realistic setting. We have also developed our own methods, such as e.g. user-driven innovation - studying extreme or specialised user groups and then innovating services for other user groups based on those experiences But we also see trends that will turn these ways of approaching innovation upside down. Producers and consumers blend together in what we name Mobile 2.0-services, creating content dependent on the mobile setting. Sketching in hardware and software combinations becomes accessible not only to technology experts, but to all. How can HCI-practice change to make the ‘digital materials’ accessible to all rather than supporting only HCI-experts to develop innovative design? As pointed out in the vision “Being Human: Human-Computer Interaction in the year 2020”, HCI needs to orient towards the values shaped by the interaction between technology and people in our everyday lives. As digital, interactive technology enters every aspect of our lives we must do justice to the full complexity of actual human lived experience, where people actively and individually construct meaningful experiences around technology. We might even have to take responsibility for how society is shaped by this second digital revolution - making values such as privacy, autonomy or trust, but also living a good, rich life, explicitly part of our design processes and study methods, creating for a sustainable, human-friendly society. In the Mobile Life centre, we work around a vision of a ludic society where work mixes with leisure, private with public – a society where enjoyment, experience and play are adopted into all aspects of life. It becomes important to recognise that private and leisure life should not have to be as polished and efficient as your work performance when practices and technology travel between these spheres of our life. In my talk, I will discuss the implications for academic research in HCI as well as how this fosters a novel work practice in industry. The ICT and telecom industry will be less focused on identifying needs and more focused on values, in particular, ludic aspects of life.
Isbister, K., and Höök, K. (2009) On Being Supple: In Search of Rigor without Rigidity in Meeting New Design and Evaluation Challenges for HCI Practitioners Proceeding of the twenty-seventh annual SIGCHI conference on Human factors in computing systems, pp. 2233-2242, ACM Press, Boston, USA, 2009
Abstract: In this paper, we argue that HCI practitioners are facing new challenges in design and evaluation that can benefit from the establishment of commonly valued use qualities, with associated strategies for producing and rigorously evaluating work. We present a particular use quality 'suppleness' as an example. We describe ways that use qualities can help shape design and evaluation process, and propose tactics for the CHI community to use to encourage the evolution of bodies of knowledge around use qualities.
Jacobsson, M. (2009) Play, Belief and Stories about Robots: A Case Study of a Pleo Blogging Community In Proceedings of RO-MAN 2009, IEEE International Symposium on Robot and Human Interactive Communication, Toyama International Conference Center, Japan
Abstract: We present an analysis based on user-provided content collected from online blogs and forums about the robotic artifact Pleo. Our primary goal is to explore stories about how human-robot interaction would manifest themselves in actual real-world contexts. To be able to assess these types of communicative media we are using a method based on virtual ethnography that specifically addresses underlying issues in how the data is produced and should be interpreted. Results indicate that generally people are staging, performing and have a playful approach to the interaction. This is further emphasized by the way people communicate their stories through the blogging practice. Finally we argue that these resources are indeed essential for understanding and designing long-term human-robot relationships.
Jonsson, M., Tholander, J., Fernaeus., Y. (2009) Setting the Stage. Setting the stage – Embodied and spatial dimensions in emerging programming practices Interacting with Computers Volume 21, Issues 1-2, January 2009, Pages 117-124
Abstract: NA
Kocher, M., Denward, M. and Waern, A. (2009) Sanningen om Marika – The Interplay of Reality and Fiction In eds. Sorg, J. and Venu, J.S. Erzählformen im Computerspiel. Zur Medienmorphologie digitaler Spiele, Transcript. Bielefeld, April 2009
Abstract: One of the most exciting developments in the field of new technologies, games and other media are crossmedia productions. New forms of interaction between the ludic and the narrative are being established, displayed via different platforms such as mobile phones, television shows, online games, websites, chats, blogs and forums, as well as physical locations. Sanningen om Marika (The Truth About Marika), a Swedish crossmedia production, employed those platforms to create a fictional universe with strong references to the real. As it turned out during the play course, the distinction between fiction and reality couldn't always and easily be made by the participatory community, since the blurring of the boundaries was one of the major design strategies of the production companies. Calling Sanningen om Marika (SOM) a participation drama, the producers clearly had the intent to actively engage the participants in the storyline, and to encourage them to imagine and immerse into the fiction as if it was reality rather than just engage in a game. This article will explore the strategies of the blurring of the boundaries between reality and fiction as it occurred in SOM and explain how the different platforms were contributing to its ambiguity.
Kosmack Vaara, E., Höök, K., and Tholander, J. (2009) Mirroring bodily experiences over time Work in progress at CHI 2009. Boston, USA
Abstract: The Affective Health system is a mobile lifestyle application that aims to empower people to reflect on their lives and lifestyles. The system logs a mixture of biosensor-data and other contextually oriented data and transforms these to a colorful, animated expression on their mobiles. It is intended to create a mirror and thereby empower users to see activity patterns and relate these to their experiences of stress. People’s different cultural backgrounds and their different physiological and psychological composition give them different perceptions and associations of time. We explore the time dimension of our system through working through a set of different designs that organize events as time going linearly forward, in a circular movement or relating to geographical places. Here we discuss the process of designing a mobile interface for presenting temporal data in a way that allows multiple and subjective interpretation.
Laaksolahti, J., Isbister, K, and Höök, K. (2009) Using the Sensual Evaluation Instrument Journal of Digital Creativity Volume 20, Issue 3 September 2009 , pages 165 – 175
Abstract: In our research we made use of an instrument previously developed to facilitate nonverbal self-report of emotion, which consists of eight sculpted objects. We describe the use of this instrument in the assessment of three interactive storytelling experiences in a small user study and draw some conclusions about the instrument's effectiveness in supporting design.
Larshammar, M. (2009) Mobile usage at the community site Playahead Ms. Sc. thesis, Computer and System Sciences Dept., Stockholm University
Abstract: Communities have always excited in human life and people have always met to discuss subjects that are important and interesting to us. For a long time communities were bound to the limitation of time and space, but with highly developed mobile phones and networks, people are these days able to “meet” anytime, anywhere at mobile communities. This study has examined the mobile usage at the community site Playahead. The study had an inductive approach primarily based on analysing quantitative data from usage logs, but also included a survey. The purpose of the study was to look at the mobile usage of different social functions at Playahead and see if the usage differed between different user groups, e.g. between male and females and different age segments. It was also of interest to see how the activity differed between weekdays and weekends. Our main findings was that women tend to use the communicative functions chat and write guestbook more than men and that women also login more to Playahead. Men, on the other hand, are sending more mail than women and are looking at profiles more. The age distribution looked similar for most of the functions with an age peak at 14, 15 and 16. Comparing weekends and weekdays showed us that the usage followed a similar pattern for the different methods. At weekdays the usage started earlier in the mornings and ended earlier in the evenings. At weekends the activity started later in the mornings and continued later on throughout the nights.
Ljungblad, S. (2009) Passive Photography from a Creative Perspective In Proceedings of ACM International Conference on Human factors in computing Systems CHI'09, Boston, Ma.
Abstract: We aim to understand meaningful experiences of photography, in order reflect upon the design of future camera devices. We have conducted a study of a passive camera device called Sensecam, which previously has been investigated as a memory aid, a combination of life-logging and memory tool and as resource for digital narratives. We take a creative perspective and show that even if a camera is designed to be forgotten in use (i.e. is worn as a necklace and takes pictures automatically) it can still be part of an engaging or active photographic experience. Because Sensecam is different from film cameras, camera phones and other digital cameras, this involves a different type of photographic experience and pictures, for example when moving through different social contexts, and how the resulting pictures are valued. Our findings stem from people who used the camera for a week, and are complemented with reflections from the author who has used the camera for a month.
Montola, M., Stenros, J. and Waern, A. (2009) Pervasive Games: Theory and Design Morgan Kaufmann
Abstract: Quickly emerging from the fast-paced growth of mobile communications and wireless technologies, pervasive games provide a worldwide network of potential play spaces. Now games can be designed to be played in public spaces like conferences, museums, communities, cities, buildings and other non-traditional game venues...and game designers need to understand the medium—both its challenges and its advantages. This book shows game designers how to change the face of play—who plays, when and where they play and what that play means to all involved. Montola and Stenros explore aspects of pervasive games that concern and affect game designers: what makes these games compelling, what makes them possible today, how they are made and by whom, as well as the theoretical and philosophical reasoning behind their designs.
Perry, M., Juhlin, O., Esbjörnsson, M. and Engström, A. (2009) Lean collaboration through video gestures: co-ordinating the production of live televised sport To appear in Proceedings of CHI 2009. ACM Press. CHI Honorable Mention!
Abstract: To be added.
Rost, M. and Belloni, N. (2009) Experiencing Mobile 2.0 with Context-Aware Applications In MobileHCI 2009 workshop on "Context-Aware Mobile Media and Mobile Social Networks", MobileHCI 2009, 15-18 September 2009, Bonn, Germany
Abstract: In this paper, we present through the description of several applications how the Mobile 2.0 project is exploring the scope of context-aware mobile applications and their implications on a human-centered perspective.
Ståhl, A., Höök, K., Svensson, M., Taylor, A. and Combetto, M. (2009) Experiencing the Affective Diary In Journal of Personal and Ubiquitous Computing: Volume 13, Issue5 (2009), Page 365.
Abstract: A diary is generally considered to be a book in which one keeps a regular record of events and experiences that have some personal significance. As such, it provides a useful means to privately express inner thoughts or to reflect on daily experiences, helping in either case to put them in perspective. Taking conventional diary keeping as our starting point, we have designed and built a digital diary, named Affective Diary, with which users can scribble their notes, but that also allows for bodily memorabilia to be recorded from body sensors and mobile media to be collected from users’ mobile phones. A premise that underlies the presented work is one that views our bodily experiences as integral to how we come to interpret and thus make sense of the world. We present our investigations into this design space in three related lines of inquiry: (1) a theoretical grounding for affect and bodily experiences; (2) a user-centred design process, arriving at the Affective Diary system; and (3) an exploratory end-user study of the Affective Diary with 4 users during several weeks of use. Through these three inquiries, our overall aim has been to explore the potential of a system that interleaves the physical and cultural features of our embodied experiences and to further examine what mediaspecific qualities such a design might incorporate. Concerning the media-specific qualities, the key appears to be to find a suitable balance where a system does not dictate what should be interpreted and, at the same time, lends itself to enabling the user to participate in the interpretive act. In the exploratory end-user study users, for the most part, were able to identify with the body memorabilia and together with the mobile data, it enabled them to remember and reflect on their past. Two of our subjects went even further and found patterns in their own bodily reactions that caused them to learn something about themselves and even attempt to alter their own behaviours.
Sundström, P., Jaensson, T., Höök, K. and Pommeranz, A. (2009) Probing the Potential of Non-verbal Group Communication In Proceedings of Group 2009, May 10-13, Florida, USA.
Abstract: Designing for non-verbal communication using e.g. gestures and other bodily expressions is difficult. Hardware and software need to be co-designed and harmonize in order to not throw users out of their embodied experience. We aim to design for kinaesthetic expressions of emotion in communication between friends – in this case, colleagues at work. A probe was built using sensor node technology designed to let users express themselves and their emotional state to a public and shared display where the expressions together formed a collective art piece expressing the individuals but also the group as a whole. Two groups of colleagues used the probe during two weeks. It came to serve as a channel in which some conflicts and expressions of social relations were acted out which were not openly discussed in the office. It exposed different roles and balances in relationships in the group. Finally, the probe taught us the importance of balancing the design for joint group expression and individual, personal expressions. The study also allowed the participants to experience the sensor node-‘material’ – enabling a participatory design process.
Vold, T., Marzo, R., and Waern, A. (2009) Play Style Survey In S. Dikkers, C. Steinkuhler, K. Squire, and E. Zimmerman (Eds.) Real-Time Research: An Experiment in Design. Pittsburg: ETC Press.
Abstract: Is there any coherence in how different professions place themselves as players on the Bartle’s graph of different play styles?
Waern A., Montola, M. and Stenros, J. (2009) The Three-Sixty Illusion: Designing For Immersion in Pervasive Games In Proceedings of ACM International Conference on Human factors in computing Systems CHI'09, Boston, Ma
Abstract: Pervasive games are staged in reality and their main attractiveness is generated by using reality as a resource in the game. Yet, most pervasive games that use mobile and location-based technology use reality only in a weak sense, as the location for a computerized game. In this article we analyze two game practices, Nordic style live action role-playing (larp) and alternate reality games (ARG), that instead use reality as their main game resource. We analyze how they go about creating a believable game world and encourage the players to actively take part in this world. We present two example games that do the same with the support of technology, effectively realizing an immersive game world through a combination of physical play and technology-supported play.
Waern, A., Ahmet, Z. and Sundström, D. (2009) An In-Game Reporting Tool for Pervasive Games In proceedings of ACM Conference on Advances in Computer Entertainment Technology (ACE) 2009, November, Athens, Greece
Abstract: NA
Wetzel, R., Waern A. Jonsson, S., Lindt, I., Ljungstrand, P. and Åkesson, K-P. (2009) Boxed Pervasive Games: An Experience with User-Created Pervasive Games International Conference on Pervasive Computing Pervasive '09
Abstract: Pervasive games are rapidly maturing - from early research experiments with locative games we now start to see a range of commercial projects using locative and pervasive technology to create technology-supported pervasive games. In this paper we report on our experiences in transferring the successful involvement of players in computer games to ‘modding’ for pervasive games. We present the design process, the enabling tools and two sample games provided in boxes to end users. Finally we discuss how our findings inform the design of ‘modding’ tools for a pervasive game community of the future.
Weymann, C. (2009) Development of an Affective User Interface for Mobile Phones Diploma Thesis at University of Koblenz-Landay, Germany
Abstract: As part of the Affective Health project this thesis describes some of the challenges of developing a UI that does not use standard UI components and uses its own visual language. It focuses on the implementation of graphics and interaction. I present OpenGL ES as sufficient tool for this task and used the touch screen for interaction. The choice of these techniques is explained and problems arising when using them are described.
Ziegler, Elisa (2009) Real-time markerless tracking of objects on mobile devices B.Sc. Thesis, University of Koblenz
Abstract: Additionally, mobile devices include several hardware features nowadays, like GPS positioning, motion-sensing accelerometers and compasses. Applications for mobile devices can determine the position of the mobile device, its orientation and its inclination, although not very accurately. Thus, it is possible to use mobile devices for augmented reality applications. These applications rely in almost every case on the position and orientation of the device and/or the tracking of markers, which have been placed in the real world. However, adding to the inaccurate positioning, there is another issue which current applications cannot solve yet: The augmentation lags behind, whenever the user moves the device with natural speed. If the applications use marker or markerless tracking, a correct detection is only possible if the markers or objects in the real world are captured at least almost completely on the screen. The goal of this thesis is to investigate the possibilities of displaying larger-than-screen objects on mobile devices with real-time markerless tracking. Different approaches to markerless object and symbol identification will be investigated regarding their portability to mobile devices with sufficient performance. Depending on how promising the investigated methods are one or several will be implemented for further research. By combining and enhancing the methods, a markerless tracking technique for mobile devices will be developed. The primary concerns will be the performance of this technique and the visualisation of larger-than-screen objects while the user moves around them.
2008 Bichard J.P. and Waern, A. (2008) Pervasive Play, Immersion and Story: Designing Interference Proc. of ACM International Conference on Digital Interactive Media in Entertainment and Arts (DIMEA). Athens, Greece, September 2008..
Abstract: Pervasive games are games that are played in the real world – they are not played as a computerized simulation or on a limited physical game arena. The central attraction for pervasive games is that they offer the pleasure of doing things for real. The world is a vast and infinitely changing resource of content for pervasive games. Interference is a pervasive game playable by groups of 6-8 players lasting for a total of 3-4 hours and using both technology (such as GPS positioning and augmented reality) and human actors to create the full experience. In this paper, we describe the design goals for Interference and how these permeate through all aspects of the design of the game to create a coherent experience. Interference shows how an emotionally complex game experience can be achieved without resorting to ambiguity or deep role playing. The game has so far been staged on seven occasions and we briefly report on the experiences from those stagings.
Brown, B., Laurier, E., Lorimer, H, Jones, O., Juhlin, O. et al (2008) Driving and passengering: notes on the natural organization of ordinary car travel In Mobilities, Vol. 3, No. 1, pp 1-23, Taylor and Francis.
Abstract: We spend ever increasing periods of our lives travelling in cars, yet quite what it is we do while travelling, aside from driving the vehicle itself, is largely overlooked. Drawing on analyses of video records of a series of quite ordinary episodes of car travel, in this findings paper we begin to document what happens during journeys. The material concentrates on situations where people are travelling together in order to examine how social units such as families or relationships such as colleagues or friends are reassembled and re-organised in the small scale spaces that are car interiors. Particular attention is paid to the forms of conversation occurring during car journeys and the manner in which they are complicated by seating and visibility arrangements. Finally the article touches upon the unusual form of hospitality which emerges in car sharing.
Brunnberg, L. (2008) Playing with the Highway Experience - Pervasive Games on the Road Ph.D. Thesis in Applied Information Technology, IT-University of Göteborg
Abstract: We explore how the dynamic and vivid context of road travel, i.e. the highway experience, can be used to provide drama and challenge to pervasive games. The aim has been to gain insights into this novel application area and to understand the potential and implications for design. The thesis embraces a design-oriented research approach, where knowledge has been gained through the process of designing, implementing and evaluating experimental prototypes. The research has resulted in three prototypes, i.e. Backseat Gaming, Road Rager and Backseat Playground, which in various ways illustrate the potentials and problems in the proposed design space. Backseat Gaming makes use of roadside objects to create a contextualised game experience as the player travels along a specific route. The intention with the prototype has been to explore the characteristics of the fictitious linkage between the game and road-context. We have particularly looked at what types of roadside objects that could be integrated to create an understandable and engaging pervasive game. Road Rager is a multiplayer game where children that meet in traffic duel against each other. We suggest that the temporal and unpredictable character of an encounter, as well as the proximity, can provide for interesting game-play. A critical challenge is to enable multimodal interaction when the lifetime of a game-event is very limited. The Backseat Playground is a murder mystery game, which takes place in the physical landscape outside the window of the vehicle. The prototype particularly explores the prospect of automatically scaling the game to vast geographical areas through integration with digital maps. Additionally, it explores how to provide sequential storytelling that fits with the journey through the landscape. We will hereafter refer to these types of games as journey games. In this thesis we will explore four issues, which we argue are of crucial significance when designing experiences, which combine pervasive game play with the highway experience. First, we will tease out what parts and types of a digital game that fits with this experience. Second, we will look at ways to design the game interface so that the player’s can combine a visual attention on the road-context with game play. Then, we will investigate how to utilize the passengers’ cursory experience of the swiftly passing road objects. Finally, we look at how to provide game-content, which match to the temporal unfolding of the surrounding road-context.
Bylund, M, Höök, K., and Pommeranz, A. (2008) Pieces of Identity In proceedings of Nordic forum for human-computer interaction research (NordiCHI), ACM Press, Lund, Sweden, 2008
Abstract: We describe the motivation, design, and deployment of the Pieces of Identity system. Two goals motivated the system: to provoke a discussion concerning the relationship between privacy and mobile information technology during an inauguration event of a mobile technology research center, and to stir reactions contributing to the widening of the design space of privacy and information and communication technology (ICT). The results contrasts the two well-established preconceptions about privacy that nothing is private anymore and that personal information is best locked away.
Denward, M. (2008) Broadcast Culture Meets Role-Playing Culture: Consequences for audience participation in a cross-media production Proceedings of IAMCR 2008, Stockholm, Sweden.
Abstract: Changing media landscape forces public service broadcasters to search new ways to attract audiences. One strategy is to engage the audience in multi platform productions. Swedish Television collaborated with a small pervasive games company in the production of an alternate reality game; a spectacular and controversial production offering online and live action role-playing experiences in parallel with traditional TV drama. This article focuses on the cooperation of the companies, the differences in production cultures and how they affected the audience participation. The results show that the conflicting cultures created implications for the possibilities to participate, due to the differing views of what to produce and for whom. The broadcaster used production processes that resulted in ‘interaction for spectators’ while the pervasive games actor designed for ‘coproduction with participants’. The rich empirical data spans from participatory observations, in depth interviews, an online survey, log data and viewer statistics.
Denward, M. and Waern, A. (2008) Broadcast culture meets role-playing culture Book of Solmukohta, Espoo, April 2008.
Abstract: The production Sanningen om Marika is a rare example of a production that combines traditional broadcast culture with the participative culture fostered primarily within the larp community in the Nordic countries. Swedish television collaborated with The Company P to produce this alternate reality multiplatform media production. The result was a spectacular and controversial production offering online and live action role-playing experiences in parallel with traditional TV drama. This article focuses on the differences between the production cultures of two companies, and how it affected the experience they produced together.
Engström, A., Esbjörnsson, M. and Juhlin, O. (2008) Mobile Collaborative Live Video Mixing In Proceedings of MobileHCI 2008. ACM Press, pp. 157-166
Abstract: We report on design research investigating a possible combination of mobile collaborative live video production and VJing. In an attempt to better understand future forms of collaborative live media production, we study how VJs produce and mix visuals live. In the practice of producing visuals through interaction with both music and visitors, VJing embodies interesting properties that could inform the design of emerging mobile services. As a first step to examine a generation of new applications, we tease out some characteristics of VJ production and live performance. We then decide on the requirements both for how visitors could capture and transmit live video using their mobile phones and how this new medium could be integrated within VJ aesthetics and interaction. Finally, we present the SwarmCam application, which has been implemented to investigate these requirements.
Engström, A., Esbjörnsson, M. and Juhlin, O. (2008) Nighttime visual media production in club environments Presented at the Night and darkness: Interaction after dark - Workshop, at CHI2008
Abstract: We analyze how VJs produce visuals to support DJs in dark and noisy club environments, enhancing the overall experience. We suggest that mobile technologies could improve the interaction between the audience and the VJ. As a first step to the generation of new applications, we tease out some characteristics of VJ production and live performance, which might influence the design of such technologies. We specifically focus on the ways in which VJs interact with the audience and the computer interfaces, as well as how they orient towards specific aesthetical ideals.
Engström, A., Esbjörnsson, M., Juhlin, O. and Norlin, C. (2008) Mobile Collaborative Live Video Production Presented at the workshop Mobile Multimedia – Content Creation and Use at MobileHCI2008
Abstract: In this position paper, we present an ongoing design oriented project examining the mobile and collaborative production of live video. We argue that mobile phones equipped with cameras will play an important role in the future of user multimedia content creation. Informed by our findings from previous projects with similar topics of exploration, however with other users and settings such as VJ’s in a club setting and the professional crew producing live sports television, we now turn to teenagers in a school setting to learn more from early adopters, and gain new insights regarding the possibilities for the design of innovative services. By arranging a series of discussion seminars, on the teenagers’ relation to, and use of, their mobile phones, combined with practical workshops on video production with mobile phones, we examine the design space for mobile collaborative live video production.
Esbjörnsson, M., Engström, A., Juhlin, O. and Perry, M. (2008) Producing, Collaborative Video: Developing an Interactive User Experience for Mobile TV In Proceedings of First International Conference on Designing Interactive User Experiences for TV and Video, uxtv2008. ACM Press, pp. 115-124
Abstract: This paper presents a study of professional live TV production, investigating the work and interactions between distributed camera operators and a vision mixer during an ice hockey game. Using interview and video data, we discuss the vision mixer’s and camera operators’ individual assignments, showing the role of video as both a topic and resource in their collaboration. Our findings are applied in a design-oriented examination into the interactive user experience of TV, and inform the development of mobile collaborative tools to support amateur live video production.
Fernaeus, Y., Tholander, J. and Jonsson, M. (2008) Beyond representations: Towards an action-centric perspective on tangible interaction International Journal of Arts and Technology, 1 (3/4). 249-267
Abstract: NA
Ferreira, P. (2008) Dealing with Stress: Studying experiences of a real-time biofeedback system Master Thesis. Departement of Computer and Systems Sciences, Stockholm University/KTH
Abstract: To deal with stress, in a positive way, one can benefit from increased self-reflection in order to better understand the individual experiences and how they affect your health and well-being. This way the person can become increasingly empowered over him/herself yourself. There is a lack of tools and devices to support people to be empowered to take control over their everyday behaviors and balance their stress levels. We are creating a mobile service, Affective Health, where we aim to provide a holistic approach towards health, enabling users to make a connection between their daily activities, as reflected by a representation on the mobile phone (which is constructed from values picked up, by biosensors, from some of their bodily reactions) and their own memories and subjective experiences. This issue entailed figuring out how to provide real-time feedback without making them even more stressed and making sure that the representation empowered rather than controlled them. In a Wizard of Oz study, testing two different visualizations on the mobile, we got some useful design feedback. In short, we found that the design needs to: feel alive, allow for interpretative openness, include short term history, allow for scrolling back into the past, and be updated in real-time. We also found that the interaction did not, according to their feedback, increase our participants stress reactions. They also claimed that the setting was successful in recreating a real-life “feeling”.
Ferreira, P., Sanches, P., Höök, K. and Jaensson, T. (2008) License to Chill! How to empower users to cope with stress In proceedings of Nordic forum for human-computer interaction research (NordiCHI), pp. 123-132, ACM Press, Lund, Sweden, 2008
Abstract: There exists today a paucity of tools and devices that empower people to take control over their everyday behaviors and balance their stress levels. To overcome this deficit, we are creating a mobile service, Affective Health, where we aim to provide a holistic approach towards health by enabling users to make a connection between their daily activities and their own memories and subjective experiences. This construction is based upon values detected from certain bodily reactions that are then visualized on a mobile phone. Accomplishing this entailed figuring out how to provide real-time feedback without making the individual even more stressed, while also making certain that the representation empowered rather than controlled them. Useful design feedback was derived from testing two different visualizations on the mobile in a Wizard of Oz study.. In short, we found that a successful design needs to: feel alive, allow for interpretative openness, include short-term history, and be updated in real-time. We also found that the interaction did not increase our participants stress reactions.
Friedman, B., Höök, K., Gill, B., Eidmar, L., and Sallmander-Prien, C. (2008) Personlig Integritet: A Comparative Study of Perceptions of Privacy in Public Places in Sweden and the United States Proceedings of Nordic Forum for human-computer interaction research (NordiCHI), pp. 142-151, Lund, Sweden
Abstract: In this paper we report on a cross-cultural study of people's judgments about privacy in public places. Replicating and extending a previously published study conducted in the US, 350 surveys and 30 interviews were conducted on a university campus in a major city in Sweden. Participants were recruited on campus while walking through a major public through fare which was being captured by a video camera and displayed in real-time in a room in a campus building overlooking the area. We analyze the Swedish data alone and also report comparative analyses with the previously published US data. Results showed in general Swedes are substantially more concerned about privacy in public places than their counterparts in the US. In both countries, women generally expressed more concern than men, but this gender gap was greater in the US than Sweden. Discussion focuses on cross-cultural perspectives on privacy in public and implications for interaction design.
Håkansson, M. and Gaye, L. (2008) Bringing Context to the Foreground: Creative Engagement in a Novel Still Camera Application In Proceedings of ACM Designing Interactive Systems 2008, February 25-27, Cape Town, South Africa
Abstract: Sensor-based interaction has enabled a variety of new creative practices. With ubiquitous computing, designing for creative user experience with sensor-based devices benefits from new opportunities as well as new challenges. We propose a design approach where surrounding context information is brought to the foreground to become a resource for interaction, available at hand and in real time to the users. We illustrate this approach with our project context photography as a design case. Context photography consists of taking still pictures that capture not only incoming light but also some of the additional context surrounding the scene, with real-time context information visually affecting the pictures as they are taken. Based on the design and use of our context camera prototypes, this paper brings insight into implications of our approach to the design of sensor-based ubiquitous computing systems for creative purposes.
Holmquist, L.E. (2008) Multidisciplinary Brainstorming with Cut-Ups Proceedings of Participatory Design Conference 2008, Bloomington, IN, ACM Press.
Abstract: We introduce bootlegging, a structured brainstorming technique particularly suited to multidisciplinary settings. Participants first generate ideas in 2 rough groups, one having to do with users and usage situations and the other pertaining to a specific technology or domain. Results are then randomly combined to form unexpected juxtapositions. These combinations are used as the basis for several quick application brainstorms, after which promising ideas can be fleshed out to complete scenarios. Bootlegging stimulates participants’ creativity without abandoning the target domain, and can be run efficiently even without a skilled facilitator. The technique has been successfully used in several thematic workshops.
Höök, K. (2008) Affective Loop Experiences – What Are They? In proceedings of Persuasive 2008, H Oinas-Kukkuonen et al. (eds.), LNCS 5033, pp. 1 - 12, Springer Verlag (invited keynote)
Abstract: A research agenda for bodily persuasion through a design approach we name affective loops is outlined. Affective loop experiences draw upon physical, emotional interactions between user and system.
Höök, K. (2008) Mind, mouse and body: designing engaging technologies European Conference on Technology Enhanced Learning, EC-TEL 2008, Maastrichts, The Netherlands, (invited keynote)
Abstract: Digital products that attempt to set the scene for emotional experiences, bodily interactions, persuasive processes, aesthetic experiences and other experiential qualities, are gaining grounds both in the commercial world and in the so-called “third-wave of HCI”-movement within academia. While a typical HCI-goals used to be ease of use or learnability, we now discuss design qualities such as suppleness, game play, embodiment, reflection, affective loops or pliability. In this talk, I will discuss these new design qualities and the kinds of challenges we meet when designing for physical, emotional, and bodily involvement. I will examplify with systems that we have built (or are building) in my lab, such as eMoto, mobile emotional messaging using gesture, Affective Diary, a way to remember your bodily and social experiences, and Affective Health, a mobile service empowering users to deal with stress.
Höök, K., Ståhl, A., Sundström, P., and Laaksolahti, J. (2008) Interactional Empowerment In proceedings of ACM SIGCHI conference Computer-Human Interaction (CHI2008), pp. 647-656, Florence, Italy
Abstract: We propose that an interactional perspective on how emotion is constructed, shared and experienced, maybe a good basis for designing affective interactional systems that do not infringe on privacy or autonomy, but instead empowers users. An interactional design perspective may make use of design elements such as open-ended, ambiguous, yet familiar, interaction surfaces that users may use as a basis to make sense of their own emotions and their communication with one-another. With such tools, users are provided with power over their own data and the interpretation of it – providing for privacy and autonomy. We describe the interactional view on design for emotional communication, and provide a set of orienting design concepts and methods for design and evaluation that help translate the interactional view into viable applications. From an embodied interaction theory perspective, we argue for a non-dualistic, non- reductionist perspective on affective interaction design.
Jacobsson, M., Bodin, J., and Holmquist, L. E. (2008) The see-Puck: A Platform for Exploring Human-Robot Relationships In Proceedings of CHI 2008, ACM Conference on Human Factors in Computing Systems, April 5-10, Florence, Italy
Abstract: NA
Jacobsson, M., Fernaeus, Y., and Holmquist, L. E. (2008) GlowBots: Designing and Implementing Engaging Human Robot Interaction Journal of Physical Agents, 2 (2), pp. 51-60, 2008
Abstract: GlowBots are small tangible, communicating and interactive robots that show eye-catching visual patterns on a round LED display. This paper details the development of the GlowBots from the early user-oriented design phase, through hardware and software development and onto preliminary user studies. In the design phase we outlined a robot application based on a study of how owners relate with unusual pets, such as snakes and lizards. This led to an application concept of a set of ”hobby robots” which would communicate with each other and the user through dynamic patterns. Based on these requirements, we developed a LED display called see-Puck, which together with an open robot platform was used for the GlowBots application itself. One particular issue is dealing with energy consumption problems, as resources in embedded systems often limit the potential time for user interaction. We conclude with a report on early user experiences from demonstrating GlowBots and a preliminary user study in a home environment as well as remarks about future directions
Jaensson,T. and Voss, A. (2008) Industrial Experience : Evaluating novel interaction styles In NordiCHI '08: Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges. October 20-22, Lund, Sweden
Abstract: A user study, with ten participants and three prototypes built on 3D-accelerometers in mobile phones was executed with Think Aloud method, Brainstorming sessions, and DV documentation. McCarthy & Wright´s ‘Four Threads of Experience’ was used as a framework for analysis of the material. The methods were very well suited for the purpose of the project, and the results of the study is encouraging in further design and development of mobile services with new interaction styles.
Jonsson, S., Waern, A. (2008) The Art of Gamemastering Procceding to ACM SIGCHI ACE 2008 Yokohama, Japan
Abstract: Coming soon
Juhlin, O. (2008) Mobile technology to increase social interaction in traffic Innovation, National University of Singapore and World Scientific Publishing Vol 8 Issue 3 pp 35-37
Abstract: To be added
Juhlin, O. and Weilenmann, A. (2008) Hunting for Fun: Solitude and Attentiveness in Collaboration In Proceedings of Computer Supported Cooperative Work, CSCW'08. ACM Press, pp. 57-66
Abstract: The design of online collaborative computer games and pervasive games can learn from the everyday practice of deer hunting. We present an ethnographic study revealing how hunters fine-tune their experience through temporal and spatial organization. The hunt is organized in a way that allows the hunters to balance between forms of collaboration ranging from solitude to face-to-face interaction, as well as between attentiveness and relaxation. Thus, the hunters deal with the task – hunting down the prey – while managing issues of enjoyment. We argue that understanding these experiential qualities is relevant for collaborative gaming, and adds to our understanding of leisure.
Juhlin, O. and Weilenmann, A. (2008) On movement, sound and radio talk in deer hunting Presented at the Space, Interaction, Discourse 2008 Conference
Abstract: Recently, there has been an increase in studies focusing on naturally occurring mobile activities. In this paper, we add to this growing body of work, by presenting a study of a highly mobile activity - deer hunting. Deer hunting is a collaborative activity with a number of different roles such as marksmen and dog handlers, collaborating to make the hunt efficient but also fun. A hunting radio is an important tool in this activity, as well as the dogs, which are lead through the specified terrain, searching for animals and driving the prey towards the marksmen. We focus on a number of issues of relevance for mobility, space and talk. First, we look at how the radio is used to make sense of the ongoing activity. For the marksman, the hunt often consists of long periods of isolation; looking and listening, many times without seeing or hearing an animal. The radio creates an awareness of the ongoing hunt, when hearing the dog handlers discuss what they have seen and heard. It is also used to prepare or warn hunters that a deer might be coming their way. Second, we analyze how sounds in the local environment are oriented to by the hunters. They skillfully describe their sound environment and qualify the audio observations to each other. Third, we discuss the potential relevance of absence of sound. The hunters need to interpret what the absence of a barking dog means – is the dog following a lead, is it too far away to be heard, or does this particular dog not bark when following the trace of a deer? The paper is based on ethnographic fieldwork of three hunting days, and the data consists of recorded radio talk, videos of marksmen and dog handlers, as well as photos of all these activities.
Ljungblad, S. (2008) Grounding Technology in Experience Ph.D thesis. Department of Computer and Systems Sciences, Stockholm University, 2008
Abstract: This thesis goes beyond a user-centred design approach to explore potential future applications and modes of interaction. With several design cases, we investigate how early technology ideas can be matched with a specific practice to inspire novel design. This involves learning about existing experiences, interests and activities that can be relevant for a potential application, but which are not necessarily found among the intended users. Starting with early technology ideas and then finding a suitable practice to learn from is an alternative perspective of design activities. This can be useful for researchers and designers in Human Computer Interaction (HCI) who are interested in complementing approaches compared to user-centred design. Our approach is also relevant for researchers that face technology-driven starting points, and want to investigate future applications by grounding the design in existing practices. A set of design cases show how the overall research goes from a usability-oriented perspective towards a more experience-oriented one, in order to accommodate technology-driven design situations. The design cases have involved different technical starting points, including information display technologies, surface-based networking, digital photography, and robot technology for everyday settings. The overall design process evolves towards matching the technology with a practice, and to investigate applications by developing one or more research prototypes. This has resulted knowledge of novel applications and interaction for the technology in question, as well as knowledge on how to employ empirical data to inspire novel design. Finally, we provide an overall reflection of the research process and show how a design approach that goes “beyond users” can benefit the design process.
Östergren, M. and Juhlin, O. (2008) Sound Pryer: truly mobile joint music listening In Creative Interactions - The MobileMusicWorkshop 2004 - 2008 (eds) Nicolaj Kirisits, Frauke Behrendt, Lalya Gaye, Atau Tanaka University for applied arts, Vienna. ISBN 978-3-200-0-1221-9
Abstract: Following the widespread adoption of music media sharing applications for the Internet a growing number of research projects have explored sharing in a mobile context. Insofar these projects have mainly addressed face-to-face copresence situations. The Sound Pryer prototype, on the other hand, is designed to provide joint music listening experiences among drivers in traffic. Through field trials with a prototype application we have learned the importance of including awareness information but not necessarily distributing complete music media content in order to provide meaningful experiences.
Perry, M., Juhlin, O., and Normark, D. (2008) Laying waste together: the shared creation and disposal of refuse in a social context Forthcoming in Journal Space and Culture - International Journal of Social Spaces, Sage Publications
Abstract: to be added
Pommeranz, A (2008) Exploring and Designing for Emotional Closeness between Friends Master Thesis. Department of Computer and System Sciences, KTH
Abstract: Designing tangible systems that mediate physical, emotional closeness between friends in a group is difficult and has so far been neglected in HCI research. A first step in designing such systems is to understand what emotional closeness entails for different relationships we are involved in. The thesis work at hand approaches the problem in an exploratory way by deploying a technology probe that was used in two groups of friends at work. We are providing results from a qualitative study including cultural probe material to open up the dialogue between designers and participants. In the semi-structured interviews that were conducted after a two weeks’ period of using the probe, we were able to discuss experiences about selfexpression, social interaction and emotional processes with the participants. We learned how important it is to offer users a range of ways to express themselves in their own personal way engaging body and mind. Furthermore we found qualities that are important to look at in the process of designing for emotional closeness in groups of friends. Such qualities were Richer Expressivity and Personality, Collaboration, History, Social Positioning as well as Aesthetics and Engagement of Non-users.
Romero, R. (2008) Eliciting User Requirements using a Goal-Directed Approach Master thesis. Department of Computer and Systems Sciences, KTH / SU
Abstract: Will be added shortly
Rost, M., and Holmquist, L. E. (2008) Tools for Students Doing Mobile Fieldwork In Proceedings of WMUTE 2008, Wireless, Mobile and Ubiquitous Technologies in Education, March 23-26, Beijing, China
Abstract: Students are not always sitting at their desk but are also out in the world. In a university course teaching ethnography and design students were out in the field making observations and collecting data. We gave them access to a wiki, which they used to upload field notes and material as a support for collaboration. In this paper we present three tools we built and deployed to aid the students when in field and when collaborating. The first is a mobile tool used to gather data: a program running on the students’ mobile phones let them take photos, record video and audio, and write simple text notes, which are automatically uploaded to the wiki. The second is an awareness tool that enables the students to quickly see what the others have done in the wiki. The third is a novel browser for the uploaded data, which relates objects by both time and location. We also talk about the experience from having students using the tools live during the course.
Rost, M., Bergstrand, F., Håkansson, M., and Holmquist, L. E. (2008) Columbus: Physically Exploring Geo-tagged Photos In adjunct proceedings of UbiComp 2008, September 22-25, Seoul, South Korea
Abstract: This paper presents Columbus – a mobile application for physically exploring the world of geo-tagged photos. Using GPS, users must go to a photo’s physical location to discover it. This allows individuals and groups to explore the world around them and make the discovering of geo-tagged photos a fun and exciting endeavor.
Sanches, P. (2008) Supporting Self-Reflection in Everyday Life: An exploratory review of physiological input methods for the Affective Health system Master Thesis, Departement of Computer and Systems Sciences, KTH
Abstract: Today’s fast-paced modern life motivates a need for tools and devices that support people in dealing with stress by helping them to control their daily behaviors. There is a variety of emerging applications that track physiological data from the body associated with stress over periods of time by using biosensors. However, most of them remain purely monitoring devices made to diagnose or warn users when they become stressed. We are projecting Affective Health, a mobile system designed to enable users to make a connection between the data from their body and their own subjective memories and experience, over the course of daily activities. To facilitate this connection, we propose a representation of the physiological data mapped on three common sense concepts: physical activity, arousal and adaptability. While the first two were previously tested in a similar system developed by the research group, adaptability, which represents the ability of the body to cope and recover from stress, had yet to be mapped to consistent physiological input in order to have meaning both in terms of its relation to stress and to end-users. The intended continuous usage of the system poses challenges in how the physiological data from the body is to be collected. There is a wide range of physiological sensors varying in detection accuracy and degree of discomfort that people are willing to stand. Novel wearable sensor technologies minimize the discomfort by compromising the validity of the measured data. This thesis contributes an exploratory review of sensors and characteristics of physiological data suited to be measured during the course of everyday life. It is also shown as a proof-of-concept that both arousal and physical activity can be measured consistently in such unconstrained setting but adaptability can only be estimated by assessing sleep quality. Besides supporting sensor input in Affective Health, these results provide insights and best practices when sensing signals from the body in real-time.
Ståhl, A., and Höök, K., (2008) Reflecting on the Design Process of the Affective Diary In Proceeding of ACM NordiCHI 2008, October 20-22, Lund, Sweden
Abstract: Affective Diary is a digital diary that makes use of bio-sensors to add some reminiscence of bodily experiences. The design process behind Affective Diary aimed was ‘sensitive’ to three design qualities extracted from a previous project; providing cues of emotional expressivity building on familiarity, making the design open for personal expressivity and be aware of contradictions between modalities. Through the design process of Affective Diary, with frequent user involvements during the process, these design qualities became further tested, developed and refined. By providing a fairly detailed and reflected description of the design process behind Affective Diary, we aim to provide other designers with inspiration on several levels: both in terms of methods used, but also in why these three design qualities are important and how to realize them. Our aim is also to provide designers with knowledge in the form that makes sense to designers: the practical link between design qualities and final results.
Tholander, J. & Fenaeus, Y. (2008) Three challenges when designing for children’s everyday digital literacy Nordic Journal of Digital Literacy. 3(2), pp 130-141
Abstract: NA
Torhall, B. (2008) KIM Master thesis, Konstfack (in Swedish)
Abstract: Projektet som den här rapporten sammanfattar har bedrivits på heltid under 20 veckor hösten/vintern 2007. Min huvudsakliga utgångspunkt är att många barn behöver vistas mer i naturen än vad de gör idag för att må bra på alla plan. Min uppgift har sedan varit att ta fram ett koncept som introducerar naturen för de barn som idag inte ser den som en självklar lekplats. Min målsättning är att leverera ett koncept som kan få barn att ersätta stillasittande lekmed aktiva upptäckter utomhus. Den virtuella verkligheten är lättillgänglig och uppslukande, och jag har utvecklat ett digitalt spel som blandar virtuella och verkliga upplevelser. Spelet är tänkt som ett medium mellan de två världar som barn idag lever i. Spelet ges ytterligare dimensioner av att spelplanen existerar fysiskt. Eftersom fl era sinnen samtidigt måste användas förstärks spelupplevelsen samtidigt som det är nyttigt för barnen att träna sina sinnen. Genom intervjuer och enkäter har jag utvecklat och formgivit ett spel och en spelmobil som används tillsammans. Det här konceptet kallar jag för KIM. KIM står för Kids In Matrix, och som namnet antyder är det både den virtuella- och fysiska verkligheten det handlar om.
Vaara, E., Ferreira, P., Höök, K., Laaksolahti, J., Weymann, C. (2008) Designing a mobile system for coping with stress workshop at nordichi 2008, Participatory Design in Therapeutic Contexts
Abstract: In the Affective Health project we explore mobile services that empowers people to monitor and understand their own stress levels vis-à-vis their everyday activities. Our design aims to create open surfaces for users to interpret, appropriate and change over time, making the look and experience of the system their own, even after it has been deployed, letting the participatory process continue where PD traditionally leaves. Here we discuss our design process and the problem of getting design input from a sensitive and hard to reach target group. We present the ways we worked around the problems, the questions that arose, and thoughts we have for our future work.
Wetzel, R., Lindt, I., Waern, A., Jonsson, S. (2008) The Magic Lens Box: Simplifying the Development of Mixed Reality Games In Proceedings of ACM International Conference on Digital Interactive Media in Entertainment and Arts (DIMEA)
Abstract: days and offer unique experiences to the players. However, development of such games typically still requires expert knowledge and access to Mixed Reality toolkits or frameworks. In this paper, we present the so-called Magic Lens Box that follows a different approach. Based on standard hardware The Magic Lens Box enables game designers with little technological background to create their own Mixed Reality games in a simple yet powerful fashion. We further outline the development process of the magic Lens Box, describe the conceptual model behind it and discuss three games that have been developed with our system. Evaluation of these games shows the viability of our approach, enabling the creation of a variety of rather different Mixed reality games while keeping the development process simple.
Zhang, X. (2008) An experiment with random stories in pervasive games Master Thesis, Dept. of Computer and System Sciences, Stockholm University
Abstract: In this thesis, we investigate a model for interactive story telling based on which stories are generated randomly. We discuss whether it is fun to read a story in random order and whether this can be used in a pervasive game. Moreover, in order to prove the theoretical discussions, we present a new game - Shards – which is a pervasive game based on random storytelling. Storytelling is a very traditional activity, as are games. Sometimes people connect the two together, making storytelling into a playful activity. Examples of playful storytelling include many formats, such as random writing or multi-author storytelling, interactive storytelling and adventure games. In this thesis, we discuss the playful possibilities offered by reading stories in random order, the different kinds of stories that fit this reading mode, the possible forms to play with it, and finally present an authoring tool for such stories. To illustrate this idea, we present a new game, Shards. Literally, “Shards” means pieces or fragments. Here, the name refers to the pieces of stories we play with. In this game, the player tries to complete one story line. Every time he or she comes close to another participant, a new shard can be retrieved, until the story is finished or the player stops playing the game. ‘Shards’ requires stories that are written to be read in random order. The first part of the thesis investigates which kinds of stories are best suited for shards. From a brainstorming session, we obtained four stories in the form of Shards. The four stories are very different and offer different reading experiences when read randomly. Based on the initial idea of this game, one story was chosen as a model story to develop the game and the authoring system for the game. One conclusion we can draw from the brainstorming session is that certain story themes are better suited for this game than others. For example, crime stories would fit well with the game structure. The second part of the thesis describes two authoring tools that support story writers in generating stories for shards. The tools were implemented using Ruby for basic reading tools and TCL/TK for more advanced functionality. Both are web-based tools and were used by the author to maintain the story database. The basic tools allow for CRED (create, read, edit, delete, a standard of database operation), and the more advanced tools allow for VADE (view, add, delete, edit, a standard) with “read” but without “delete” and “edit”. The basic tool, using Ruby, is intended for backend service management, and the more advanced tool, using TCL/TK, draws a graphic interface for the end user. The final part of the thesis describes a brief user evaluation of the game and evaluates the authoring tools. Four people participated in this evaluation. They found that Shards was a fun game with a well-designed story. This shows that it is possible to create a game out of random story reading, and also that the authoring tool is usable as a tool to create such stories.
2007 Angulo, J. (2007) The Emotional Driver - A Study of the Driving Experience and the Road Context Master thesis. School of Engineering, Blekinge Institute of Technology
Abstract: In modern societies the activity of driving has become almost an essential routine. Vehicles are considered by many as indispensable tools for accomplishing their daily tasks and they are the main form of transportation for millions of people. The average driver spends, voluntarily, considerable amounts of time on the road, using their vehicle to transport himself even for small distances and knowing that its use presents him with some form of comfort and convenience; yet, drivers frequently regard their road experience as tiring and fastidious, but their persistence in using their vehicle at every opportunity serves as proof of a pleasurable experience. So far car manufacturers, traffic authorities and designers of technology have been mainly concerned with aspects of the road that ensure drivers safety, increase power engine, provide more comfort, and maintain better streets, etc; however, the actual feelings of the driver as he travels through the streets has not yet been taken into a great account by the developers of the road environment. For this reason this thesis tries to create awareness on the existence and constant presence of people’s emotions as they drive, which have the mutual power to influence their action on the road and their driving patterns. In order to capture a drivers’ emotional experience this study uses three main methods. One of them is Cultural Probes, consisting of common objects specifically Postcards, Pictures, and Web-logs, to measure unknown factors about the users. The second is the use of Ethnographic studies on the driving activities through the use of observations, the popular talk-aloud-protocol and the shadow method. Finally, the Experience Sampling Method is used, which tries to captures the experience of an individual as it unfolds in its natural context. With the combined used of these three methods some of the main factors of the road’s environment that are commonly able to influence the driver’s emotions in negative or positive ways were discovered, which include the intensity and type of light, the different types and sources of sound, the perceivable landscapes and surrounding architectures and the different kinds of continuously occurring interactions. These are just some of the many factors that can influence emotions on the road, and hopefully this study will open the curiosity for a deeper study of these and other aspects of the emotional driving experience.
Brown, B., Lundin, J., Rost, M., Lymer, G., and Holmquist, L. E. (2007) Seeing ethnographically: Teaching ethnography as part of CSCW In Proceedings of ECSCW 2007, 10th European Conference on Computer-Supported Collaborative Work, Limerick, Ireland. September 24-28, 2007
Abstract: While ethnography is an established part of CSCW research, teaching and learning ethnography presents unique and distinct challenges. This paper discusses a study of fieldwork and analysis amongst a group of students learning ethnography as part of a CSCW & design course. Studying the students’ practices we explore fieldwork as a learning experience, both learning about fieldsites as well as learning the practices of ethnography. During their fieldwork and analysis the students used a wiki to collaborate, sharing their field and analytic notes. From this we draw lessons for how ethnography can be taught as a collaborative analytic process and discuss extensions to the wiki to better support its use for collaborating around fieldnotes. In closing we reflect upon the role of learning ethnography as a practical hands on – rather than theoretical – pursuit.
Engström, A., Esbjörnsson, M., Juhlin, O. and Norlin, C. (2007) More TV! - Support for local and collaborative production and consumption of mobile TV In Interactive TV: A Shared Experience TICSP Adjunct Proceedings of EuroITV 2007. pp 173-177.
Abstract: New mobile phones come with basic video editing facilities. Given a constantly evolving technology, it is possible to envision new mobile devices with more elaborated video editing applications. We suggest that mobile video editing could be informed by collaborative professional TV-production functionalities. It would then allow functionalities supporting collaborative recording of various camera angles and real time editing. It would enable production of content covering distributed events and situations, and almost synchronous production and consumption.
Esbjörnsson, M., Juhlin, O. and Weilenmann, A. (2007) Drivers Using Mobile Phones in Traffic: An Ethnographic Study of Interactional Adaptation International Journal of Human Computer Interaction, Special issue on: In-Use, In-Situ: Extending Field Research Methods. Lawrence Erlbaum Associates, Vol. 22, Issue 1, pp. 39-60
Abstract: Mobile phone use in cars is a highly debated issue. Legislation and policy discussions flourish in many countries and coincide with an increased effort in design of new in-car technologies. The studies which influence policy and design decisions use experimental approaches and are based on a cognitive perspective. In this paper, we discuss why this is a problematic approach. Further, we provide data and initial results from an ethnographic study of mobile phone use in traffic, where the aim is to investigate the ‘interactional adaptation’ by which the driver fit the involvement with the phone with driving and vice versa. By taking part of drivers’ daily work, and video recording their activities of driving and handling the mobile phone, we are able to reveal details which we believe could not be found in experimental studies with a constructed setup. We end with a discussion of the benefits of this method and how it can be developed further.
Formo, J. (2007) Mediated Social Serendipity Master thesis. The Institute of Industrial Design at Oslo School of Architecture and Design
Abstract: This master thesis in industrial design is a research- and innovation-project in the vast area of the interaction design of mediated communication. This thesis describe mobile-phone services and applications that enable users to “stumble into” friends, despite being apart physically. Four concept-categories for social serendipitous mobilephone experiences were developed.
Gaye, L., Håkansson, M., Ljungblad, S., Holmquist, L. E. (2007) Context Photography In vague terrain journal, special issue locative, Toronto, Canada
Abstract: NA
Håkansson, M., Rost, M., and Holmquist, L. E. (2007) Gifts from friends and strangers: A study of mobile music sharing In Proceedings of ECSCW 2007, 10th European Conference on Computer-Supported Collaborative Work, Limerick, Ireland. September 24-28, 2007
Abstract: Mobile technology has turned the traditionally collective activity of enjoying music into an often private one. New technologies such as wireless ad hoc networks have the potential to re-connect listeners who are now separated by headphones. We report on a field study of Push!Music, a novel mobile music sharing system. Push!Music allows both manual and automatic sharing of music between users through ad hoc wireless networking, and also provides a social awareness of other users nearby. The system was used by 13 subjects for three weeks. In post-study interviews, we identified four categories of results: social awareness, sharing music with friends, sharing music with strangers, and sharing automatically. Based on this, we present implications for design that can be applied not only to mobile music sharing systems, but to mobile media sharing in general: Allow division into active and passive use; enhance the awareness of who, where and when; support reciprocity; and finally, support identity and impression management.
Håkansson, M., Rost, M., Jacobsson, M., and Holmquist, L. E. (2007) Facilitating Mobile Music Sharing and Social Interaction with Push! Music In Proceedings of HICSS-40 2007, Hawaii, USA, January 3-6, 2007
Abstract: Push!Music is a novel mobile music listening and sharing system, where users automatically receive songs that have autonomously recommended themselves from nearby players depending on similar listening behaviour and music history. Push!Music also enables users to wirelessly send songs between each other as personal recommendations. We conducted a two-week preliminary user study of Push!Music, where a group of five friends used the application in their everyday life. We learned for example that the shared music in Push!Music became a start for social interaction and that received songs in general were highly appreciated and could be looked upon as ‘treats’.
Holmquist, L. E. (2007) On the Edge: Mobile 2.0 interactions, Volume 14, Issue 2
Abstract: By now no one can have failed to notice the latest hype: Web 2.0. Everybody is on Flickr and MySpace, blogging away and running their lives through Google’s map and calendar services. According to Web 2.0 stalwart Wikipedia, the term refers to “a supposed second generation of Internet-based services such as social-networking sites, wikis, communication tools, and folksonomies that let people collaborate and share information online in previously unavailable ways.” It also implies accessing services through a unified, distributed interface i. e., Web browsers. In fact, what the user sees often looks just like a stand-alone application, except that it runs in a browser window.
Holmquist, L. E., Höök, K., Juhlin, O., and Waern, A. (2007) Mobile Life: A Research Foundation for Mobile Services In Proceedings of Global Mobility Roundtable, June 1-2, 2007, Los Angeles, California
Abstract: The telecom and IT industry is now facing the challenge of a second IT-revolution, where the spread of mobile and ubiquitous services will have an even more profound effect on commercial and social life than the recent Internet revolution. Users will expect services that are unique and fully adapted for the mobile setting, which means that the roles of the operators will change, new business models will be required, and new methods for developing and marketing services have to be found. Most of all, we need technology and services that put people at core. The industry must prepare to design services for a sustainable web of work, leisure and ubiquitous technology we can call the mobile life. In this paper, we describe the main components of a research agenda for mobile services, which is carried out at the Mobile Life Center at Stockholm University. This research program takes a sustainable approach to research and development of mobile and ubiquitous services, by combining a strong theoretical foundation (embodied interaction), a welldefined methodology (user-centered design) and an important domain with large societal importance and commercial potential (mobile life). Eventually the center will create an experimental mobile services ecosystem, which will serve as an open arena where partners from academia and industry can develop our vision an abundant future marketplace for future mobile services.
Isbister, K., Höök, K. (2007) Evaluating affective interactions. Editorial Introduction International Journal on Human-Computer Studies, Special issue on Evaluating Affective Interfaces, vol. 65, issue 4, pp. 273--274
Abstract: Editorial.
Isbister, K., Höök, K., Laaksolahti, J., Sharp, M. (2007) The Sensual Evaluation Instrument: Developing a Trans-Cultural Self-Report Measure of Affect International Journal on Human-Computer Studies, Special issue on Evaluating Affective Interfaces, vol. 65, issue 4, pp. 315-328
Abstract: In this paper we describe the development and testing of a tool for self-assessment of affect while interacting with computer systems, meant to be used in many cultures. We discuss our research approach within the context of existing cultural, affective and HCI theory, and describe testing of its effectiveness in the US and Sweden.
Jacobsson, M., Ljungblad, S., Bodin, J., Knurek, J., and Holmquist, L. E. (2007) GlowBots: Robots That Evolve Relationships In Adjunct Proceedings of SIGGRAPH 2007 (Emerging Technologies exhibition), San Diego, USA, August 5-9, 2007
Abstract: GlowBots are small wheeled robots that develop complex relationships between each other and with their owner. They develop attractive patterns which are affected both by user interaction and communication between the robots. The project shows how robots can interact with humans in subtle and sustainable ways for entertainment and enjoyment.
Jonsson, S., Montola, M., Stenros, J. & Boss, E (2007) Five Weeks of Rebellion. Designing Momentum In Donnis, J., Gade, M. & Thorup, L. (2007): Lifelike 121-128. Copenhagen, Projektgruppen KP07. The book for Knudepunkt 2007
Abstract: Coming soon
Jonsson, S., Waern, A., Montola, M. & Stenros, J. (2007) Game Mastering a Pervasive Larp. Experiences from Momentum Proceedings of the 4th International Symposium on Pervasive Gaming Applications 31-39. PerGames 2007, June 11.-12. Salzburg, Austria
Abstract: Coming soon.
Klövstedt, J. (2007) OSREP - Open-Set REalistic Pinpointing Master thesis. Department of Information Technology, Uppsala University
Abstract: Using what researchers call backseat games the kids could be occupied while traveling in a car and not bother parents with nag like “Are we there yet”. These kinds of games transform boring trips into exciting adventures by combining and connecting real world and computer generated data. One of these backseat games is a research prototype called Backseat Playground (BSP). This prototype is based on narrative stories which evolve through interaction with the surrounding environment. By using a customized gaming device for acquiring position of where the player is located and direction that the player is pointing the device kids are able to interact with the surroundings of the car. In the current BSP prototype the player can only pinpoint objects that are defined by BSP itself while traveling through a variety of surrounding environments. In this thesis project it is investigated if there is a possibility to make the pinpointing more realistic. Realistic in the way that the algorithm senses if the player has started to pinpoint an interesting object and further on it also pinpoints that object’s location. This new generation of pinpointing is called Open-Set REalistic Pinpointing (OSREP) since it extends a closed set of objects into the amount of objects that the player(s) would like to put into the world of the BSP. Furthermore this opens up for the possibility for users to create their own content at that location. The purpose of this thesis project is to create algorithms that serves as proofs of concept showing that it is possible to carry out the necessary calculations needed to produce the results wanted for the BSP game prototype. Therefore there are some extensive investigations and examinations made as to how a player would be pinpointing objects and also how the sensing of players sight can be calculated. These examinations were in fact test runs made by myself in the same environment that the BSP prototype is tested. To be able to conduct such test runs a simplistic data acquirement tool was created. The investigations carried out was done by first study the relevant publications made in the area of mobile AR games and also study the publications made regarding the BSP prototype. Consecutively there were some studies made in the areas of mathematical statistics, geometry and probability to show the theories behind the OSREP algorithm. One objective during development of the OSREP algorithm was that they should be easy to integrate into the BSP prototype. This was accomplished through a thoroughly investigation of the current version of the code written for the BSP prototype. Although some modifications regarding the handling of direction data has been made and also regarding the conversions of positional data. A reason for this was to be able to create the OSREP algorithms as a standalone process so that there would not be a need for running the actual BSP game or its simulator. Another objective was to visualize the OSREP performance in the real world. Although this has not been completely finished there are results presented in this thesis in a more primitive way than wished for. The reason for not completing such a visualization application is that the time constraint put on this kind of thesis project is too narrow. But at least a foundation has been made and could certainly be continued by another master student. Although some setbacks have been experienced regarding the way the OSREP algorithms was visualized the algorithms seem to work in both in theory and on the acquired sensor data. The primitive visualization made only serves as proof-of-concept and could be used as an aid for making sure further efforts of integration of the OSREP algorithms into BSP is worth the cost in effort and time. The major result of the OSREP algorithm was that it shows a sufficiently accurate location of the pinpointed object. A very nice feature of the algorithm is that it does not need any external triggering to make the distinction as to when the player has started to aim. It could rather be used continuously to examine the recorded data to calculate the location of pinpointed objects.
Kronqvist, F. and Karlsson, P. (2007) Kraftåterkoppling för handhållna enheter, haptiska kuben Thesis. Department of Applied Information Technology, KTH
Abstract: Under högskoleingenjörsutbildningen, Mekatronik & Industriell IT på institutionen för tillämpad IT på Kungliga Tekniska Högskolan ,KTH, i Stockholm, ingick det att utföra ett examensarbete på 10 högskolepoäng. Examensarbete bedrives i grupp om två personer och utfördes gentemot ett företag. I detta fall utfördes det åt Mobility studion på Interactive Institute i Kista. Interactive Institute är ett experimentellt IT-forskningsinstitut som utmanar traditionella perspektiv och tankesätt genom att kombinera konst, design och teknologi i forskningsprojekt. Genom att integrera och utforska dessa tre områden bidrar institutet till innovation, kreativitet och hållbar utveckling. Mobility studio utför forskning om framtidens mobila applikationer. Interactive Institute ingår i SICS-gruppen som tillhör koncernen Swedish ICT Research AB. Swedish ICT Research bidrar med sin forskning till ökad innovationskraft och tillväxt i näringsliv och samhälle. Examensarbetet är en del av projektet Backseat Playground, BSP, vilket är ett interaktivt handhållet spel. Spelet syftar till att sysselsätta barn under bilturer. BSP är ett innovativt spel där användaren riktar enheten (se ) mot geografiska objekt i omgivningen. För att detektera vad användaren riktar enheten mot kombineras riktningsdata från vinkelavkänning med data från GPS och geografisk kartinformation. Medans användaren färdas längs vägen förvandlas kyrkor, broar andra objekt till en fiktiv värld fylld av brott, virtuella karaktärer och gömda ledtrådar. Syftet med examensarbetet är att utveckla en modul som skapar en kraft som får enheten att vridas mot bestämda objekt i omgivningen. Kraftåterkoppling skall kunna integreras med den befintliga enheten. Kraften skall kunna variera i styrka och riktning med en hög uppdateringsfrekvens.
Ljungblad, S. (2007) Designing for New Photographic Experiences: How the Lomographic Practice Informed Context Photography In Proceedings of DPPI'07, conference on Designing Pleasurable Products and Interfaces, Helsinki, August 22-25, 2007
Abstract: This paper reports on how we learned from an alternative practice in order to design engaging interactive technology intended for a more general user group. When investigating new types of digital photography we designed context photography, where real-time context data visually affects digital pictures as they are taken. To understand how to design for a meaningful photographic experience, we took inspiration from an amateur practice involving a particular type of analogue camera – Lomography. This paper shows how such alternative or marginal practices can help to ground design of interactive technology in existing human interests, while at the same time leading to a novel design outcome.
Ljungblad, S., and Holmquist, L. E. (2007) Transfer Scenarios: Grounded Innovation with Marginal Practices In Proceedings of CHI 2007, ACM Conference on Human Factors in Computing Systems, 28 April - 3 May, 2007, San Jose, California, USA
Abstract: Transfer scenarios is a method developed to support the design of innovative interactive technology. Such a method should help the designer to come up with inventive ideas, and at the same time provide grounding in real human needs. In transfer scenarios, we use marginal practices to encourage a changed mindset throughout the design process. A marginal practice consists of individuals who share an activity that they find meaningful. We regard these individuals not as end-users, but as valuable input in the design process. We applied this method when designing novel applications for autonomous embodied agents, e.g. robots. Owners of unusual pets, such as snakes and spiders, were interviewed - not with the intention to design robot pets, but to determine underlying needs and interests of their practice. The results were then used to design a set of applications for more general users, including a dynamic living-room wall and a set of communicating hobby robots.
Ljungblad, S., Håkansson, M. and Holmquist, L. E. (2007) Ubicomp challenges in collaborative scheduling: Pin&Play at the Göteborg film festival In Journal of Personal and Ubiquitous Computing, Special Issue on Ubiquitous Computing in the Real World, Volume 11, Number 7 / October, 2007, Springer London
Abstract: Ubicomp technology faces many technical challenges, which makes it difficult to test in real world situations. However, understanding and building for everyday practices is crucial for ubicomp designers, in order to push the technological development in the directions needed. We have developed and tested a ubiquitous computing prototype supporting collaborative scheduling. It is based on Pin&Play, a surface-based networking technology with interactive pushpins. The team of a local film festival was engaged in the development process, which resulted in a partial implementation illustrating how their current work practice could be supported. Drawing on this particular design case, we report findings and discuss challenges for ubicomp technology in general.
Stenros, J., Montola, M., Waern, A. & Jonsson, S. (2007) Play it for Real: Sustained Seamless Life/Game Merger in Momentum. In Baba, Akira In Baba, Akira. Proceedings of DiGRA 2007 Situated Play conference 121-129.. September 24.-28. The University of Tokyo
Abstract: Coming soon.
Sundström, P., Ståhl, A., and Höök, K. (2007) In Situ Informants Exploring an emotional Mobile Messaging System in Their Everyday Practice International Journal on Human-Computer Studies, Special issue on Evaluating Affective Interfaces, vol. 65, issue 4, pp. 388—403
Abstract: We have designed and built a mobile emotional messaging system named eMoto. With it, users can compose messages through using emotion-signalling gestures as input, rendering a message background of colours, shapes and animations expressing the emotional content. The design intent behind eMoto was that it should be engaging physically, intellectually and socially, and allow users to express themselves emotionally in all those dimensions, involving them in an affective loop experience. In here, we describe the user-centred design process that lead to the eMoto system, but focus mainly on the final study where we let five friends use eMoto for two weeks. The study method, which we name in situ informants, helped us enter and explore the subjective and distributed experiences of use, as well as how emotional communication unfolds in everyday practice when channelled through a system like eMoto. The in situ informants are on the one hand users of eMoto, but also spectators, that are close friends who observe and document user behaviour. Design conclusions include the need to support the sometimes fragile communication rhythm that friendships require—expressing memories of the past, sharing the present and planning for the future. We saw that emotions are not singular state that exist within one person alone, but permeates the total situation, changing and drifting as a process between the two friends communicating. We also gained insights into the under-estimated but still important physical, sensual aspects of emotional communication. Experiences of the in situ informants method pointed to the need to involve participants in the interpretation of the data obtained, as well as establishing a closer connection with the spectators.
Thessman, E. (2007) Rummets betydelse för användargenererat innehåll i pervasivespel Master thesis. Human Computer Interaction. KTH
Abstract: Denna rapport handlar om hur användaren etablerar en relation till en applikation samt sin omgivning i s.k. pervasivespel och hur detta stödjer användargenererat innehåll. I rapporten tas det upp hur man sätter sig in i ett spel och hur man kan uppmuntra spelaren till att etablera en önskvärd relation till spelet. Det hela ses ur perspektiv av rumslighet så som det är beskrivet i Paul Dourishs text från 1996 där han presenterar begreppen rymd och plats. Analyser baseras på tester utförda på ett pervasivespel som utvecklas vid Interaktiva Institutet. Detta spel kallas i rapporten för Backseat Playground. Förutom dessa analyser har även designförslag tagits fram för hur man ska kunna förbättra spelarens förmåga att uppnå en önskad relation till rummet samt få en bättre spelupplevelse. De frågor som ställs är: - Hur påverkar rummet/miljön spelarens vilja att bidra med innehåll i detta pervasivespel? - Hur kan man ta hänsyn eller utnyttja detta i spelet? - Hur kan Backseat Playground komma att stödja användargenererat innehåll? Resultaten pekar på att spelaren måste skaffa sig en särskild relation till miljön där spelet utspelar sig innan spelaren kan tänka sig att bidra med innehåll.
2006 Gustafsson, A., Bichard, J., Brunnberg, L., Juhlin, O. and Combetto, M. (2006) Believable environments – Generating interactive storytelling invast location based pervasive games In Proceedings of SIGCHI Advances in Computer Entertainment 2006. ACM Press. CD-ROM. (Winner of the best paper award)
Abstract: Generating content into vast areas is a relevant challenge in the field of location-based pervasive games. In this paper, we present a game proto-type that enables children travelling in the back seat of a car to enjoy a narrated experience where gameplay combines with the experience of trav-eling through the road network. The prototype is designed to provide what we refer to as a believ-able environment. We propose four design char-acteristics to persuasively include a journey within a pervasive game. First, the story should refer to geographical objects with their everyday meanings. Second, the game’s scale needs to cover vast areas. Third, the application should provide sequential storytelling to make it fit with the journey experience, and finally it should pro-vide interaction support where players can en-gage in gameplay and interact with the computer in various ways at the same time as they are looking out of the car window. We describe how these requirements have been implemented in the prototype and present an initial performance test.