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Sökning: swepub > Malmö universitet > Engelska > Refereegranskat > Löwgren Jonas

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  • Stahl, Anna, et al. (författare)
  • Evocative Balance Designing for Interactional Empowerment
  • 2014
  • Ingår i: International Journal of Design. - 1991-3761. ; 8:1, s. 43-57
  • Tidskriftsartikel (refereegranskat)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.
  • Höök, Kristina, et al. (författare)
  • Strong Concepts : Intermediate-Level Knowledge in Interaction Design Research
  • 2012
  • Ingår i: ACM Transactions on Computer-Human Interaction. - 1073-0516. ; 19:3
  • Tidskriftsartikel (refereegranskat)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.
  • Stjernswärd, Sigrid, et al. (författare)
  • Online self-help tools for the relatives of persons with depression: A feasibility study
  • 2012
  • Ingår i: Scandinavian Journal of Caring Sciences. - Wiley. - 1471-6712. ; 26:1, s. 70-80
  • Tidskriftsartikel (refereegranskat)abstract
    • Background:  The Internet’s potential as health care tool should be explored. Aim:  One objective was to determine the feasibility of constructing a digitally based tool through an iterative design process in cooperation with potential users. The tool’s purpose is to alleviate hardships in daily life of relatives of persons with depression. An additional aim was to explore motivation and hindrances to using the tool as a basis for design decisions. Method:  An iterative design approach, including data collection through focus groups and with paper and web-based prototypes, was used. Results:  Cooperation with potential users, using an iterative design process, was valuable in developing the digitally based tool. Motivations (i.e. to create understanding and rehabilitate oneself) and hindrances (i.e. lack of time or energy) to using the tool were illuminated. Design decisions were based on consideration towards participants’ privacy concerns, needs of support and the depression’s influence on the relatives’ daily life. Conclusion:  Prototypes and cooperation with potential users were essential and valuable for the iterative development of the website.
  • Löwgren, Jonas, et al. (författare)
  • Towards programmatic design research
  • 2013
  • Ingår i: Designs for learning. - Stockholm university, Department of computer and system sciences, DSV, Sweden and University of Aalborg, Denmark. - 2001-7480. ; 6:1-2, s. 80-100
  • Tidskriftsartikel (refereegranskat)abstract
    • The notion of design research entails research where design practice forms part of the knowledge production. Based on our characterization of the nature of design, we propose to conceptualize this kind of research as programmatic design research. Two ongoing PhD projects in interaction design are presented as examples of programmatic research processes, highlighting issues to do with the virtues and qualities of the processes, the interplay of optics and engagements in a hermeneutical dynamic, and the production of takeaways for the academic community.
  • Forsén, Gunnar, et al. (författare)
  • Pinpoint: A design study in interactive visualization for finding people in a large organization
  • 2009
  • Ingår i: Information Visualization. - Palgrave. - 1473-8716. ; 9, s. 141-151
  • Tidskriftsartikel (refereegranskat)abstract
    • This design study reports on how information visualization was applied to the common problem for knowledge workers to find people with relevant expertise and interests in a large organization. The outcome is the Pinpoint concept, an interactive visualization where the user's most closely related colleagues are presented radially for browsing, filtering and further exploration of the topical networks of the organization. Based on design reasoning and empirical validation, we claim that the concept approaches desirability as well as usefulness and usability in its intended use situation. We further argue that it is feasible for deployment under certain conditions, and that it is applicable in a range of large organizations if organization-specific policies and standards are taken into account.
  • Hajinasab, Banafsheh, et al. (författare)
  • Visualization of data from transportation simulation systems
  • 2013
  • Konferensbidrag (refereegranskat)abstract
    • Information visualization, as a way of presenting different data types in an understandable form, has the potential to support the analysis of transportation data. Visualization can often help decision makers to efficiently analyse large amount of information. One application area of information visualization is to support the analysis of the transportation data and thus facilitate the decision-making process. Most of the previous studies in this area have focused on visualization of transportation infrastructures such as roads, bridges in order to enhance the public awareness regarding upcoming projects which makes it easier to reach a consensus on the high-level decisions. However, the main focus of this article is on methods for visualization of data generated by transportation simulation systems to support analysis of the consequences of applying different transport policy measures, such as the introduction of road user charging or investment in new infrastructure. In this work, we investigate how visualization techniques could address the challenges of transportation simulation data analysis in order to facilitate the decision-making process. For this purpose, we have applied the visualization methods to a real implemented agent-based transportation simulator called TAPAS. In this case study, we have analysed the visualization related requirements of users using a user-centric approach and the visualization tool has been designed and developed based on the identified requirements.
  • Hobye, Mads, et al. (författare)
  • Designing social play through interpersonal touch : An annotated portfolio
  • 2013
  • Ingår i: Nordes 2013 : Experiments in design research : Nordes 2013 : Online proceedings. - The Royal Danish Academy of Fine Arts, Schools for Architecture, Design and Conservation. - 978-87-7830-314-1 ; s. 366-369
  • Konferensbidrag (refereegranskat)abstract
    • We present five design cases as an annotated portfolio, exploring ways to design for intimate, interpersonal touch and social intimacy in interaction design. Five key qualities are elicited from the cases, including novel connotations sparking curiosity; providing an excuse to interact; unfolding internal complexity; social ambiguity; norm-bending intimacy. The work highlights novel interaction design approaches fostering social play, turning participants into performers of their own narratives.
  • Hobye, Mads, et al. (författare)
  • Touching a stranger: Designing for engaging experience in embodied interaction
  • 2011
  • Ingår i: International Journal of Design. - Chinese Institute of Design. - 1991-3761. ; 5:3, s. 31-48
  • Tidskriftsartikel (refereegranskat)abstract
    • We present Mediated Body, an exploration into designing for engaging experience in embodied interaction. Mediated Body entails a Suit worn by a Performer engaging in social play with a Participant. The Performer and the Participant each wear a pair of headphones, and when they touch each other’s bare skin, they both hear a complex sound pattern. Our approach, which we call research-through-explorative-design, is a combination of experimental design in the lab and explorative design in the field, where qualitative assessments are used to elicit transferable knowledge contributions. This paper represents a case study of this somewhat innovative research approach in action. On the topical level, our results include three artifact-level elements that contribute to engaging experience: connecting touch and audio with the right balance between direct and emergent responsivity, justifying bare-skin touch between strangers, and providing open-ended action props with non-trivial internal complexity. Moreover, we suggest three experiential qualities as analytical tools pertaining to engaging experience in embodied interaction: the duality of performative immersion, the "magic circle" of transformative social play, and the explorative nature of emergent meaning-making.
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