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Sökning: WFRF:(Svanæs Dag)

  • Resultat 1-10 av 12
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1.
  • Eriksson, Sara, et al. (författare)
  • Ethics in Movement : Shaping and Being Shaped in Human-Drone Interaction
  • 2020
  • Ingår i: CHI‘20. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450367080
  • Konferensbidrag (refereegranskat)abstract
    • How is ethics shaped by the particularities of a design? Through a detailed video analysis, we explore how ethicality is shaped in interaction between a choreographer, a performer and a choir of five drones, performing together on the opera stage. We pinpoint how movements enabled by the human-drone assemblage may limit or liberate artistic expressions vis-à-vis the norms of operatic performance. From a somaesthetics perspective on ethics, we show how the process of crafting rich experiences together with drones can deepen sensory appreciation skills, leading to an increased understanding of underlying somatic drivers and imposed norms. Somatic awareness thereby enables a richer repertoire of movements, expanding the ability to freely choose how to act, and cultivating empathy towards others. This shifts our understanding of ethics in HCI as solely about abstract rules or policies 'out there' to also concern the specifics of how technology informs or dictates movement and experience.   
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2.
  • Höök, Kristina, 1964-, et al. (författare)
  • Embracing First-Person Perspectives in Soma-Based Design
  • 2018
  • Ingår i: INFORMATICS-BASEL. - : MDPI. - 2227-9709. ; 5:1
  • Tidskriftsartikel (refereegranskat)abstract
    • A set of prominent designers embarked on a research journey to explore aesthetics in movement-based design. Here we unpack one of the design sensitivities unique to our practice: a strong first person perspective-where the movements, somatics and aesthetic sensibilities of the designer, design researcher and user are at the forefront. We present an annotated portfolio of design exemplars and a brief introduction to some of the design methods and theory we use, together substantiating and explaining the first-person perspective. At the same time, we show how this felt dimension, despite its subjective nature, is what provides rigor and structure to our design research. Our aim is to assist researchers in soma-based design and designers wanting to consider the multiple facets when designing for the aesthetics of movement. The applications span a large field of designs, including slow introspective, contemplative interactions, arts, dance, health applications, games, work applications and many others.
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3.
  • Höök, Kristina, et al. (författare)
  • Soma-based design theory
  • 2017
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : ACM. - 9781450346566 ; , s. 550-557
  • Konferensbidrag (refereegranskat)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 design-ers, 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 work-shop, 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 work-shop is organised as a joint practical design work session, supported by analytical study.
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4.
  • Kuenen, Stoffel, 1975- (författare)
  • Aesthetics of being together
  • 2018
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Design deals with matters of aesthetics. Historically, aesthetics in industrial design refers to the designed artifact: aesthetics of objects. When designed artifacts include digital technologies, aesthetics in design refers to what happens between people and artifacts as well: aesthetics of interaction. Now that these artifacts increasingly mediate our social lives, what aesthetics in design quite obviously also refers to, is what happens between people.This dissertation proposes an aesthetic of being together, as a necessary addition to current notions of aesthetics in interaction design practice, when it engages with digital systems that are part of people’s social life. It does not answer the question what Aesthetics is in general, instead it examines the work that particular notions of aesthetics do in interaction design practice.The practice based design research assembled in this dissertation starts from current notions of aesthetics in interaction design to explore the social experiences that mediated interactions between groups of people offer. What I found, through designing digital systems, is that current notions of aesthetics in interaction design are not conducive to addressing the kind of social experience people have with such systems. On the contrary, current notions actually inhibit interaction design to approach any experiences that cannot in the first place be conceived of as useful in terms of instrumental task performance. Yet, being social is hardly like performing a task or using other people in that sense.An aesthetic of being together is a proposition of a different fundament for interaction design practice. In addition to referring to properties of things and qualities of interacting with things, it refers to the kind of relations that come to expression between people interacting with each other with these things. Consequently, interaction design needs to resolve basic issues in what it considers and brings to expression, i.e. people’s relations with things and people at the same time. This requires (re-) considering what the designed thing is, what interaction is about and what the role of design is in bringing those to expression.My work contributes to the field of interaction design research an example of how, through practice, fundamental issues can be addressed. By orienting one set of concepts, ways of working and objectives into a different design situation, tensions built up that exposed foundational issues with that frame of reference, while pointing to the different fundaments needed to enable design practice to engage such situations.The results of the practical experimentation led to the articulation of a series of structural mechanisms of mediating systems.  These mechanisms provide material handles for interaction designers on how experiences of being present with others take shape. They configure the relations of artifacts and people in different ways than current notions of aesthetics afford. This theoretical investigation is then synthesised in the form of a new logic of expression for interaction design practice: an aesthetic of being together.
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6.
  • Nilsson, Marcus, 1977- (författare)
  • Mediated and Mobile Communication for Experts
  • 2014
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis focuses on systems for mediated communication that run on mobile technology. The aim has been to give an answer to the question about what require- ments there are for situation awareness for domain experts when communication is secondary and supports the primary task.This thesis originated in a critical approach to the common practice of design- ing mediated communication systems with the face-to-face meeting as a guiding scenario. Instead, this thesis explores a design process that is based on the task and the strength of the technology itself. Different tasks do, of course, make different de- mands on a system, and a task that is strongly connected to the face-to-face meeting will probably be best served by a system that is designed from that perspective.Three cases that are presented in this thesis share three common themes that have characteristics that set them apart from the face-to-face meeting. The first theme is that the communication is a secondary task that is used to support a primary task. The second theme is that the cases involve domain experts active in the primary task. The use of experts implies that communication will be task- centered and also that the need for information to sustain a valuable situation awareness may be different from a person with less experience in the domain. The third theme is that all cases and the corresponding tasks benefit from some kind of situation awareness among the participants for optimal execution of the task. The three cases are based on:Wearable computers using mediated communication with wearable computers and how to handle interruptions for users of such computersMultidisciplinary team meetings improving access to patient information and enabling individual and group interaction with this informationTrauma resuscitation giving a remote trauma expert’s correct and valuable in- formation while minimizing disturbance when supporting a local trauma re- suscitation teamPrototypes are central in all three cases, and different prototypes have been designed and evaluated to validate the benefit of designing tools for communication that do not try to replicate the face-to-face meeting.The main findings in this thesis show that the shift of focus to the primary task when designing mediated communication systems has been beneficial in all three cases. A conflict between the secondary communication that is used to support sit- uation awareness and the primary task has been identified. Full situation awareness should therefore not be a goal in these designs but communication should support enough situation awareness to benefit the primary task with minimal disturbance to it. 
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7.
  • Su, Norman Makoto, et al. (författare)
  • Standing on the Shoulders of Giants : Exploring the Intersection of Philosophy and HCI
  • 2019
  • Ingår i: CHI EA '19 Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems. - New York : Association for Computing Machinery (ACM). - 9781450359719
  • Konferensbidrag (refereegranskat)abstract
    • The aim of this one-day workshop is to provide a forum for HCI researchers to discuss a wide range of issues at the intersection of philosophy and HCI. The participants will reflect on how philosophy influenced the development of HCI in the past, how philosophical insights are being utilized in current HCI research, and how philosophy can help HCI identify and address the emerging challenges facing the field. The main objectives of the workshop are to bring together HCI researchers interested in philosophy and produce an agenda for future research bringing HCI and philosophy closer together.
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8.
  • Svanaes, Dag, et al. (författare)
  • Understanding the context of design : towards tactical user centered des
  • 2008
  • Ingår i: NordiCHI '08. - New York : ACM Special Interest Group on Computer Science Education. - 9781595937049 ; , s. 353-362
  • Konferensbidrag (refereegranskat)abstract
    • It is widely recognized that system usability requires active involvement of end-users in all phases of software development, and there is currently a broad consensus among researchers and practitioners in the field as to what constitutes a good user-centered design process. Despite this, many systems development projects still fail when it comes to addressing usability issues and appropriately involving users in the design process. We find that a project's boundary conditions are becoming increasingly important for the potential impact of user-centered design activities, and hence the success of the end result of the project. We propose and define "context of design" as a concept to embrace the socio-technical system in which user-centered design takes place. The context of design includes, but is not limited to, the internal structure of the developer and the client organizations, contractual and tender issues, software engineering tools, and stakeholder agendas and relations. We illustrate the reasoning with various cases in which user-centered design has been constrained by factors in the context of design. We recommend that user-centered-design projects give priority to an early identification of factors in the context of design that pose risks to end-product usability. By analyzing the context of design for each project, we may be able to better tailor user-centered design activities to reach the goal of building a more usable end-result.
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9.
  • Tobiasson, Helena, 1964- (författare)
  • Traces of Movement : Exploring physical activity in societal settings
  • 2015
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • How are we moving, or how much physical activities are present in societal settingssuch as eldercare units, schools, universities and offices? This general question was explored using different design-oriented approaches in four cases, with children,elderly, students and office workers. The results unveil a complexity of the problemarea that initially seemed quite straightforward. In many of the explored settings and situations, and for many of the participants, the activities they are engaged with do not include or encourage their abilities for physical movements to any great extent and this is not in line with the extent of movement that they actually desire. Physical activity can be defined as an activity performed through movement that expends energy. Research results from the public health domains and related areas show a major concern for the negative effects related to low levels of physical activity and prolonged sedentary postures found in many of the above-mentioned settings. In general, physical activities of today seem mainly related to sports, and specific activities designed for improving health and well-being. The participants in the four explorative case studies in this thesis demonstrated how they would like their physical activities to be integrated in the everyday activities of the different settings explored and not mainly as a separate activity specifically dedicated for health and well-being. How can knowledge of physical activity inform the design and development of interactive products and systems in these settings? New insights were gained through design-oriented explorations together with the participants inthe different field settings and through analysis of these observations. The results are not only the insights gained through the analysed empirical observations but also include a physical activity-oriented design method called Physical Movement Sketching as well as experiences from using Movement Probes. The experiences from using these two design methods led me to formulate a proposal for a new approach called Movement Acumen Design. This approach applies a socioecological perspective on physical activities. It provides methods and concepts to support the integration of physical activities into everyday activities performed with the support of interactive technology and it argues that physical activity should reclaim a more central role in these situations. Let us design for it to happen!
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10.
  • Turmo Vidal, Laia, 1991- (författare)
  • Designing for Intercorporeality : An Interaction Design Approach to Technology-Supported Movement Learning
  • 2021
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Technology-supported movement learning has emerged as an area with ample possibilities within Human Computer Interaction and Interaction Design, as interactive technology can help people to develop and improve sensorimotor competencies. To date, design research has largely focused on technology development and on supporting individual learning experiences. However, it has engaged less with the social and situated contexts of movement learning. This dissertation proposes an interaction design approach that focuses on such contexts: designing for intercorporeality. This approach aims at enhancing how people teach and learn movement by designing and using biofeedback technologies.Designing for intercorporeality is theoretically grounded in phenomenology and situated perspectives on movement learning. Focused on the fitness domain, it is empirically grounded in analytical studies of social fitness practices and in three design projects in the contexts of yoga, circus training and strength training. Following a research through design methodology, the projects center on developing a particular form of biofeedback artefacts, the Training Technology Probes (TTPs), that extend people’s appreciation of their own and the others’ movement. The projects also center on designing the use of the TTPs as interactional resources that enhance the teachers’ and students’ ability to articulate, communicate, understand and act on movement knowledge.Designing for intercorporeality presents three defining characteristics. First, a set of aesthetic ideals on what designs should incorporate to enhance teaching and learning. These relate to enhancing people’s movement appreciation and supporting them in building relevant meaning and action to address the practice’s movements. Second, it presents design knowledge in the form of a strong concept: intercorporeal biofeedback. The concept captures interactive use patterns between people and technology, illustrating how the aesthetic ideals can be incorporated in the designs. The third characteristic concerns the designs’ effects on people’s experience, which show how the design approach enhances how people teach and learn movement.Through articulating designing for intercorporeality, this dissertation broadens and deepens design research in the area of technology-supported movement learning in Human Computer Interaction and Interaction Design. It contributes design knowledge on how to design interactive technologies that can meaningfully cater and add to the social and situated contexts of movement learning.  
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