SwePub
Sök i SwePub databas

  Utökad sökning

Träfflista för sökning "WFRF:(Lindell Rikard) "

Sökning: WFRF:(Lindell Rikard)

  • Resultat 1-25 av 48
Sortera/gruppera träfflistan
   
NumreringReferensOmslagsbildHitta
1.
  • Andersson, Jennie, et al. (författare)
  • It Could Just as Well Have Been in Greek: : Experiences from Introducing Code as a Design Material to Exhibition Design Students
  • 2016
  • Ingår i: TEI '16 Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction Pages 126-132. - EINDHOVEN, Netherlands : ACM. - 9781450335829 ; , s. 126-132
  • Konferensbidrag (refereegranskat)abstract
    • This paper discusses the experience and learning from introducing programming in a museum exhibition design course. Thirty-seven information design students from Sweden, with no previous experience in programming, participated in the course in 2014 and 2015. The students' tasks were to create interactive exhibition stations at a county museum in five weeks. We introduced Arduino and Processing programming in the course to enlarge the information design students' repertoire and to find ways to develop the interactive aspects of the exhibition medium. We aim to identify and discuss challenges and strengths when introducing code as design material in design education. The education of future exhibition designers is an important matter relevant the TEI community.
  •  
2.
  • Andersson Schaeffer, Jennie, et al. (författare)
  • Design to engage? : Embodied information in control rooms
  • 2015
  • Ingår i: Vision Plus 2015 Conference VisionPlus. - Birmingham City , United Kingdom.
  • Konferensbidrag (refereegranskat)abstract
    • Information and the design of information effect the situation in control rooms for automated industrial processes. The design conveys to the operators the state and changes of state of the process. According to the common view among control room equipment developers, issues for design in highly automated control rooms, include the operators likely ignoring information, being bored and are not noticing variations until the variation triggers an alarm. Such problems can have economic and environmental consequences. In the highly automated control rooms of the future, these risks of can be dealt with from various point of view. The current thinking behind human-computer interaction (HCI) design is engineering the ‘human factor’ instead of understanding the human situation. Visionary areas in computing might convert HCI product development processes to design-driven processes that focus on user experience. The TAIPA research project presented in this paper focuses on the user experience in two control rooms. Based on the results and previous research, we examine how the information might be given a tangible and ambient design to engage operators. This paper presents illustrations of aspects of future design for the control room.
  •  
3.
  • Andersson Schaeffer, Jennie, et al. (författare)
  • Emotions in design : Considering user experience for tangible and ambient interaction in control rooms
  • 2016
  • Ingår i: Information Design Journal. - Sweden : John Benjamins publishing company. - 0142-5471 .- 1569-979X. ; 22:1, s. 19-31
  • Tidskriftsartikel (refereegranskat)abstract
    • Operators in highly automated control rooms are said to be constantly bored, and boredom is an emotional state that can have economic and environmental consequences. This article presents insights into users’ emotions and their role in the design of control rooms. The study focused on the users’ experience in two control rooms, where operators explored their emotions in relation to a situation, object, place, or action. Based on the results of the study and previous research, this article examines control room’s information design and makes recommendations on how it might be given a tangible and ambient form.
  •  
4.
  • Du, Jiaying, et al. (författare)
  • Perception of Delay in Computer Input Devices Establishing a Baseline for Signal Processing of Motion Sensor Systems
  • 2016
  • Ingår i: The 3rd EAI International Conference on IoT Technologies for HealthCare HealthyIoT'16. - Västeraås, Sweden : Springer International Publishing. ; , s. 107-112
  • Konferensbidrag (refereegranskat)abstract
    • New computer input devices in healthcare applications using small embedded sensors need firmware filters to run smoothly and to provide a better user experience. Therefore, it has to be investigated how much delay can be tolerated for signal processing before the users perceive a delay when using a computer input device. This paper is aimed to find out a threshold of unperceived delay by performing user tests with 25 participants. A communication retarder was used to create delays from 0 to 100 ms between a receiving computer and three different USB-connected computer input devices. A wired mouse, a wifi mouse and a head-mounted mouse were used as input devices. The results of the user tests show that delays up to 50ms could be tolerated and are not perceived as delay, or depending on the used device still perceived as acceptable.
  •  
5.
  • Forsman, Viking, et al. (författare)
  • Classifying Excavator Collisions Based on Users’ Visual Perception in the Mixed Reality Environment
  • 2021
  • Ingår i: Proceedings of the 16th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications - Volume 2: HUCAPP. - Setúbal, Portugal : SciTePress. - 9789897584886 ; , s. 255-262
  • Konferensbidrag (refereegranskat)abstract
    • Visual perception plays an important role for recognizing possible hazards. In the context of heavy machinery, relevant visual information can be obtained from the machine's surrounding and from the human-machine interface that exists inside the cabin. In this paper, we propose a method that classifies the occurring collisions by combining the data collected by the eye tracker and the automatic logging mechanism in the mixed reality simulation. Thirteen participants were asked to complete a test scenario in the mixed reality simulation, while wearing an eye tracker. The results demonstrate that we could classify the occurring collisions based on two visual perception conditions: (1) whether the colliding objects were visible from the participants' field of view and (2) whether the participants have seen the information presented on the human-machine interface before the collisions occurred. This approach enabled us to interpret the occurring collisions differently, compared to the traditional approach that uses the total number of collisions as the representation of participants' performance.
  •  
6.
  • Gläntan : interaktiv ljud och ljusinstallation
  • 2018
  • Konstnärligt arbete (refereegranskat)abstract
    • Skogen är utgångspunkt för ett konstnärligt utforskande kring relationen mellan människa och träden, inte bara som råvara. Verket är inspirerat av Tomas Tranströmers dikt Gläntan och Suzanne Simmards forskning kring trädens kommunikation -  en hittills hemlig värld, ett slags internet av Mykorrhiza där träden kommunicerar och hjälper varandra. I verket Gläntan inbjöds besökaren att intteragera och genom rörelse skapa klanger och få hundratals optiska fibrer att lysa upp trädens kronor. Gläntan är producerat av LINDUO Anna Berglind, konstnär och ljusdesign och Rikard Lindell, tonsättare och interaktionsdesigner. Ett tvärdisciplinärt utforskande där vi tillsammans utvecklar nya former för interaktion där konst och musik inbjuder till inlevelse och deltagande.Projektet har genomförts med stöd från Region Västmanland och Kulturrådet i samverkan med Statens lantbruksuniversitet (SLU) skogsmästarskolan i Skinnskatteberg.
  •  
7.
  • Huldran och hygget : konst installation
  • 2017
  • Konstnärligt arbete (refereegranskat)abstract
    • Processen tog sin början med research i form av en öppen workshop för en skogsintresserad allmänhet. Förtroliga samtal med deltagarnas personliga minnesberättelser av skogen dokumenterades i form av ljudupptagning och fotografier. När det börjat skymma inbjöds deltagarna att tisllamans med Rikard Lindell utforska ett interaktivt ljus och ljudverk.Dokumentationen från insamlade minnesberättelser ingick som undersökningsmetoder och inspirationskälla för den kommande utställning Rejmyre glasbruk. Resultatet visades i form av där trä, glas, ljusinstallationer audio och videoverk. Glasinstallationen Skogsinventering, bestod av insamlade växter som med hjälp av slumpingteknik lämnat avtryck av flora och fauna i ”glasplåtar” vilka likt en Laterna Magica projicerade skuggbilder från ett förflutet skogslandskap. Minnesberättelser från workshopen bildade även underlag till ljudverket Requiem för skogen som tonsatts av Rikard Lindell.Huldran och hygget gjordes i smaverka med Rejmyre artlab
  •  
8.
  • Kade, Daniel, et al. (författare)
  • Acting 2.0 : When Entertainment Technology Helps Actors to Perform
  • 2015
  • Ingår i: ACM International Conference Proceeding Series. - New York, NY, USA : ACM. - 9781450338523
  • Konferensbidrag (refereegranskat)abstract
    • Motion capture shoots involve a wide range of technology and entertainment production systems such as motion capture cameras, tracking software and digital environments to create entertainment applications. However, acting in this high-tech environment is still traditional and brings its own challenges to the actors. Good acting and imagination skills are highly needed for many motion capture shoots to deliver satisfying results. In our research, we are exploring how to support the actors and use a head-mounted projection display to create a mixed reality application helping actors to perform during motion capture shoots. This paper presents the latest enhancements of our head-mounted projection display application and dis- cusses the use of this technology for motion capture acting as well as the potential use for entertainment purposes.
  •  
9.
  • Kade, Daniel, et al. (författare)
  • An Immersive Motion Capture Environment
  • 2013
  • Konferensbidrag (refereegranskat)abstract
    • Motion capturing technology has been used for quite a while and several research has been done within this area. Nevertheless, we discovered open issues within current motion capturing environments. In this paper we provide a state-of-the-art overview of the addressed research areas and show issues with current motion capturing environments. Observations, interviews and questionnaires have been used to reveal the challenges actors are currently facing in a motion capturing environment. Furthermore, the idea to create a more immersive motion capturing environment to improve the acting performances and motion capturing outcomes as a potential solution is introduced. It is hereby the goal to explain the found open issues and the developed ideas which shall serve for further research as a basis. Moreover, a methodology to address the interaction and systems design issues is proposed. A future outcome could be that motion capture actors are able to perform more naturally, especially if using a non-body-worn solution.
  •  
10.
  • Kade, Daniel, 1984-, et al. (författare)
  • Evaluation of a mixed reality head-mounted projection display to support motion capture acting
  • 2018
  • Ingår i: Lecture Notes in Computer Science. - Cham : Springer Verlag. - 9783319762692 ; , s. 14-31
  • Konferensbidrag (refereegranskat)abstract
    • Motion capture acting is a challenging task, it requires trained and experienced actors who can highly rely on their acting and imagination skills to deliver believable performances. This is especially the case when preparation times are short and scenery needs to be imagined, as it is commonly the case for shoots in the gaming industry. To support actors in such cases, we developed a mixed reality application that allows showing digital scenery and triggering emotions while performing. In this paper we tested our hypothesis that a mixed reality head-mounted projection display can support motion capture acting through the help of experienced motion capture actors performing short acting scenes common for game productions. We evaluated our prototype with four motion capture actors and four motion capture experts. Both groups considered our application as helpful, especially as a rehearsal tool to prepare performances before capturing the motions in a studio. Actors and experts indicated that our application could reduce the time to prepare performances and supports the set up of physical acting scenery.
  •  
11.
  • Kade, Daniel, 1984-, et al. (författare)
  • Evaluation of a Mixed Reality Projection Display to Support Motion Capture Acting
  • 2016
  • Ingår i: 13th EAI International Conference on Mobile and Ubiquitous Systems.
  • Konferensbidrag (refereegranskat)abstract
    • We present an evaluation of our mixed reality prototype for motion capture acting, tested with experienced motion capture actors. Motion capture acting requires trained and experienced actors who can highly rely on their acting and imagination skills. This is especially the case when preparation times are short and scenery needs to be imagined. To support actors in such cases, we developed a mixed reality application that allows showing digital scenery and triggering emotions while performing. In this paper we tested our prototype with experienced motion capture actors performing short acting scenes. We also evaluated the prototype’s usefulness for motion capture with four actors and four motion capture experts. The actors and experts considered our application helpful, especially as a rehearsal tool to prepare performances before motion capture shoots. They indicated that our application could reduce the time to prepare performances support the preparation of physical acting scenarios.
  •  
12.
  • Kade, Daniel, 1984- (författare)
  • Head-mounted Projection Display to Support and Improve Motion Capture Acting
  • 2016
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Current and future animations seek for realistic motions to create an illusion of authentic and believable animations. A technology widely used to support this process is motion capture. Therefore, motion capture actors are used to enrich the movements of digital avatars with suitable and believable motions and emotions.Acting for motion capture, as it is performed today, is a challenging work environment for actors and directors. Short preparation times, minimalistic scenery, limited information about characters and the performance as well as memorizing movements and spatial positions requires actors who are trained and able to highly rely on their acting and imagination skills. In many cases these circumstances can lead to performances with unnatural motions such as stiff looking and emotionless movements, as well as less believable characters. To compensate this, time-consuming repetitions of performances or post-processing of motion capture recordings is needed.To improve this, we explore the possibilities of acting support and immersion through an interactive system supporting motion capture actors during their performances. In this process, we use an approach that combines research methods from interaction design and computer science. For our research, we firstly identify the challenges actors are facing in motion capture, as well as suggest possible concepts to support the actors. Thereafter, we explore initial prototypes built to support actors during their performance in a motion capture studio. The resulting insights from these initial prototypes led to the design exploration and development of a mixed reality head-mounted projection display that allows showing virtual scenery to the actors and provides real-time acting support. Thereafter, we describe our developed mixed reality application and our findings on how hardware and software prototypes can be designed as acting support, usable in a motion capture environment. A working prototype allowing to evaluate actors' experiences and performances was built as a proof-of-concept.Additionally, we explored the possibility to use our developed mixed reality prototype in other fields and investigated its applicability for computer games and as an industrial simulator application.Finally, we conducted user studies with traditionally trained theatre and TV actors, experienced motion capture actors and experts, evaluating the experiences with our prototype. The results of these user studies indicate that our application makes it easier for motion capture actors to get into demanded moods and to understand the acting scenario. Furthermore, we show a prototype that complies with the requirements of a motion capture environment, that has the potential to improve motion capture acting results and supports actors with their performances.
  •  
13.
  • Kade, Daniel, 1984-, et al. (författare)
  • Low-cost mixed reality simulator for industrial vehicle environments
  • 2016
  • Ingår i: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), Volume 9740. - Cham : Springer International Publishing. - 9783319399065 ; , s. 597-608
  • Konferensbidrag (refereegranskat)abstract
    • High-end industrial vehicle simulators are generally expensive and aim at providing a high level of realism. The access to such simulators is often a limited resource to researchers and developers who find themselves using a PC-based simulator instead. We challenge this approach by introducing a low-cost mixed reality simulator for industrial vehicles that allows to test new vehicle control concepts and design ideas in a rapid prototyping manner. Our simulator prototype consists of a head-mounted projection display, a CAVE-like room covered with a retro-reflective cloth and a rotatable chair with controls to steer an industrial vehicle. The created digital environment represents an obstacle course for an excavator and can be controlled by a joystick, a keyboard and can be explored by natural head movements. Performed user tests with 21 participants showed that the mixed reality simulator is perceived as more realistic, natural to use and provides a more immersive experience than a PC-based simulator with the same environment and controls.
  •  
14.
  • Kade, Daniel, 1984-, et al. (författare)
  • Supporting Acting Performances Through Mixed Reality and Virtual Environments
  • 2016
  • Ingår i: Proceedings of SETECEC 2016.
  • Konferensbidrag (refereegranskat)abstract
    • Motion capture actors need to deal with short preparation times and highly rely on their acting and imagination skills. To support these actors, we developed a mixed reality application that allows showing digital acting environments while performing and tested our prototype with 6 traditionally trained theatre and TV actors. As a result, these 6 actors indicated that our application supported them getting into the demanded acting moods with less unrequired emotions. The acting scenario was also better understood with less need of explanation than when just discussing the scenario, as commonly done in theatre acting.
  •  
15.
  • Kade, Daniel, 1984-, et al. (författare)
  • Supporting motion capture acting through a mixed reality application
  • 2017
  • Ingår i: Optimizing Human-Computer Interaction With Emerging Technologies. - : IGI Global. - 9781522526179 - 1522526161 - 9781522526162 ; , s. 248-273
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • Current and future animations seek for more human-like motions to create believable animations for computer games, animated movies and commercial spots. A technology widely used technology is motion capture to capture actors' movements which enrich digital avatars motions and emotions. However, a motion capture environment poses challenges to actors such as short preparation times and the need to highly rely on their acting and imagination skills. To support these actors, we developed a mixed reality application that allows showing digital environments while performing and being able to see the real and virtual world. We tested our prototype with 6 traditionally trained theatre and TV actors. As a result, the actors indicated that our application supported them getting into the demanded acting moods with less unrequired emotions. The acting scenario was also better understood with less need of explanation than when just discussing the scenario, as commonly done in theatre acting.
  •  
16.
  • Kade, Daniel, 1984-, et al. (författare)
  • Supporting motion capture acting through a mixed reality application
  • 2018
  • Ingår i: Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications. - : IGI Global. - 9781522554707 - 1522554696 - 9781522554691 ; , s. 1780-1807
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • Current and future animations seek for more human-like motions to create believable animations for computer games, animated movies and commercial spots. A technology widely used technology is motion capture to capture actors' movements which enrich digital avatars motions and emotions. However, a motion capture environment poses challenges to actors such as short preparation times and the need to highly rely on their acting and imagination skills. To support these actors, we developed a mixed reality application that allows showing digital environments while performing and being able to see the real and virtual world. We tested our prototype with 6 traditionally trained theatre and TV actors. As a result, the actors indicated that our application supported them getting into the demanded acting moods with less unrequired emotions. The acting scenario was also better understood with less need of explanation than when just discussing the scenario, as commonly done in theatre acting.
  •  
17.
  • Kade, Daniel, et al. (författare)
  • Towards Stanislavski-based Principles for Motion Capture Acting in Animation and Computer Games
  • 2013
  • Konferensbidrag (refereegranskat)abstract
    • Current and future animations crave for realistic motions to create a perception of motions that are close to a realistic human-like performance. To create such human-like animations, motion capture actors enrich the movements of digital avatars with realistic and believable motions and emotions. Acting for motion capture, as it is performed today, implies certain challenges. In this paper we address these challenges and argue how to support motion capture actors especially when acting for computer games. We discuss the nature of motion capture acting in the view of Stanislavski’s acting principles and point out the actors’ skills and demands. We conclude that the developed principles should be: ’Imagination’, ’Objectives’, ’Information & Visual References’, ’Magic if’, ’Adaptation’ and ’Relaxation’ to support motion capture actors with their work.
  •  
18.
  • Kumlin, Tomas, 1966-, et al. (författare)
  • Biosignal Augmented Embodied Performance
  • 2017
  • Ingår i: Proceedings of AudioMostly AM. - New York, NY, USA : ACM. - 9781450353731
  • Konferensbidrag (refereegranskat)abstract
    • We explore the phenomenology of embodiment based on research through design and reflection on the design of artefacts for augmenting embodied performance. We present three designs for musicians and a dancer; the designs rely on the artists’ mastery acquired from years of practice. Through the knowledge of the living body, their instruments —cello, flute and dance —are extensions of themselves; thus, we can explore technology with rich nuances and precision in corporeal schemas. With the help of Merleau-Ponty’s phenomenology of embodiment we present two perspectives for augmented embodied performance: the interactively enacted teacher, and the humanisation of technology.
  •  
19.
  • Lindell, Rikard (författare)
  • Assessment, Sorting and Collecting of a Thousand Drawings
  • 2006
  • Ingår i: The First International Symposium on Culture, Creativity and Interaction Design (CCID2006) of The 20th BCS HCI Group conference in co-operation with ACM, London.
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents a study of an interactive prototype software tool for assessment, sorting and collecting of over a thousand drawings in greyscale and of one motive theme; the shape of the letter X. The research goal is the design of graphical user interfaces for creative activities, creation of music, illustration, animation, and video. The idea is to visualise all the users' content on an infinitely large two-dimensional data surface. Users navigate through three generic interaction techniques: Panning, Zoom and Search. The main research question here is: Will we find breakdowns in the interaction for this approach for content of over a thousand drawings. We found that the infinitely large two-dimensional data surface approach does not breakdown for navigation and inspection, but we are not very for from its limit.
  •  
20.
  • Lindell, Rikard (författare)
  • Attending Experiential Qualities in System Development
  • 2014
  • Ingår i: 8th Nordic Conference on Human-Computer Interaction NordiCHI2014.
  • Konferensbidrag (refereegranskat)abstract
    • Bridging the gap between designing digital artefacts and implementing them is still an open issue, despite agile system development. Interaction design is a design practice, whereas software engineering describes itself as engineering and science. There is a long tradition in design of discussing materials and the craft of making artefacts. Thus, if we have a material, it is reasonable to say that we have a craft. If programming language code is a design material, then, making a finished artefact is the shaping of that material. The development process can thus continue as a design process up to version 1.0. This calls for a new the role of software engineering in project and a change programming education.
  •  
21.
  • Lindell, Rikard, 1973-, et al. (författare)
  • Augmented Embodied Performance
  • 2017
  • Ingår i: New Interfaces for Musical Expression NIME. - Copenhagen, Denmark.
  • Konferensbidrag (refereegranskat)abstract
    • We explore the phenomenology of embodiment based on research through design and reflection on the design of artefacts for augmenting embodied performance. We present three designs for highly trained musicians; the designs rely on the musicians’ mastery acquired from years of practice. Through the knowledge of the living body their instruments —saxophone, cello, and flute — are extensions of themselves; thus, we can explore technology with rich nuances and precision in corporeal schemas. With the help of Merleau-Ponty’s phenomenology of embodiment we present three hypotheses for augmented embodied performance: the extended artistic room, the interactively enacted teacher, and the humanisation of technology.
  •  
22.
  • Lindell, Rikard (författare)
  • Code as Design Material
  • 2012
  • Konferensbidrag (refereegranskat)abstract
    • The new ubiquitous assistive devices have increased design space for innovative highly interactive design. Designers can no longer rely on a design process based on the known interaction idioms. This impedes the design process because the non-interactive material - sketches, scenarios, storyboards - does not provide designers the essential talk-backs needed to be able to make reliable assessments of the design characteristics. Whereas, interactive prototypes provide these talk-backs. What if we think of code as a design material, programming as a design craft, and what if the designer's repertoire include material consciousness with code?
  •  
23.
  • Lindell, Rikard (författare)
  • Collaborative Live Multimedia Surface Interaction
  • 2008
  • Ingår i: SIGRAD 2008 The Annual SIGRAD Conference, Special Theme: Interaction, Stockholm. - 9789173937337 ; , s. 81-82
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents the construction of an interactive prototype for collaborative live multimedia performances whose purpose is to explore "surface interaction" in practice. The prototype is currently being field-tested. Collaborating laptop musicians and video artists use the prototype in real performance situations using monophonic touch screen or keyboard-and-mouse. The driving vision is that information content is the base for all interaction between users and the systems. I call this concept content centric interaction. Users conduct their activities in an unbroken creative flow. The computer is a surface onto which all the user's' information content is visualised; the surface can extend to infinity like a magic paper. Surface interaction permits content centric computing, where content of different data type is moulded into blended media. Longitudinal studies of the prototype require usable features for collaborative music and video live performances delivered by robust technology. The prototype utilise; for example, OpenGL for all graphics, operating system services were provided by SDL (Simple DirectMedia Layer), and RakNet was used to develop realtime multiuser collaboration services. The game development community's technologies were applicable in creating a non-generic interaction artefact. Surface interaction is well suited for exploring novel interaction techniques for instance gesture control and multi touch displays, and is quickly emerging from a concept to usable tools and systems.
  •  
24.
  • Lindell, Rikard (författare)
  • Crafting Interaction : Learning from the Digital Arts Craftsmanship
  • 2013
  • Konferensbidrag (refereegranskat)abstract
    • Bridging interaction design and engineering is problematic because design and engineering have different epistemology. With the advent of ubiquitous digital devises the design space has increased which has made it more difficult to rely on sketches of known interaction idioms to convey the design's experiential qualities to stakeholders and engineers. The digital arts rely on programming and appropriation to craft technology that explores artistic problems and to be used in exhibitions and performances. To this end, the digital arts have succeeded in both creating and making, where the community of interaction design and software engineering struggle. With starting point in code as a design material, how can the digital arts facilitate and artisanal approach to the creation of highly interactive digital artefacts with rich experience qualities?
  •  
25.
  • Lindell, Rikard (författare)
  • Crafting interaction : The epistemology of modern programming
  • 2014
  • Ingår i: Personal and Ubiquitous Computing. - : Springer Science and Business Media LLC. - 1617-4909 .- 1617-4917. ; 18:3, s. 613-624
  • Tidskriftsartikel (refereegranskat)abstract
    • There is a long tradition in design of discussing materials and the craft of making artefacts. "Smart" and interactive materials affected what constitutes a material. Interaction design is a design activity that creates the appearance and behaviour of information technology, challenged by the illusiveness of interactive materials. With the increased design space of ubiquitous devices, designers can no longer rely on a design process based on known interaction idioms, especially for innovative highly interactive designs. This impedes the design process, because non-interactive materials, by which designers create sketches, storyboards, and mock-up prototypes, do not provide the essential talkbacks needed to make reliable assessments of the design characteristics. Without a well-defined design, the engineering process of artefacts has unclear ends, which are not encompassed in the rational epistemology of engineering. To value the experiential qualities of these artefacts, the prototypes need to be interactive and crafted in code. This paper investigates the materiality of information technology, specifically programming language code from which interactive artefacts are made. A study of users of programming languages investigates how they describe programming language code as a material. If you have a material, it is reasonable, because of the tradition in the material and craft fields, to say you have a craft. Thus, considering code a design material allows the metaphor of craft to be used for the activity of programming. 
  •  
Skapa referenser, mejla, bekava och länka
  • Resultat 1-25 av 48
Typ av publikation
konferensbidrag (33)
tidskriftsartikel (5)
doktorsavhandling (4)
konstnärligt arbete (3)
bokkapitel (2)
licentiatavhandling (1)
visa fler...
visa färre...
Typ av innehåll
refereegranskat (41)
övrigt vetenskapligt/konstnärligt (7)
Författare/redaktör
Lindell, Rikard (24)
Lindell, Rikard, 197 ... (21)
Kade, Daniel, 1984- (7)
Sitompul, Taufik Akb ... (7)
Wallmyr, Markus (6)
Özcan, Oguzhan (5)
visa fler...
Ürey, Hakan (4)
Kade, Daniel (4)
Andersson Schaeffer, ... (3)
Özcan, O. (3)
Ozcan, Oguzhan (3)
Ürey, H. (3)
Berglind, Anna, 1961 ... (2)
Holstein, Tobias (2)
Kumlin, Tomas, 1966- (2)
Lindén, Maria (1)
Larsson, Thomas (1)
Lisper, Björn (1)
Andersson, Jennie (1)
Baumann, Konrad (1)
Gerdtman, Christer (1)
Frisk, Henrik (1)
Gustafsson, Jan, Doc ... (1)
Schaeffer, Jennie (1)
Du, Jiaying (1)
Forsman, Viking (1)
Lindström, H (1)
Holmgren, Mette (1)
Björk, Staffan, Doce ... (1)
Özcan, Oguzhan, Prof ... (1)
Lindell, Rikard, Ass ... (1)
Fjeld, Morten, Profe ... (1)
Tahiroglu, Koray (1)
Riis, Morten (1)
Jörgensen, Tanja (1)
Thomassen, Aukje (1)
Roysson, Simon (1)
Saghafian, Mina (1)
Laumann, Karin (1)
Sundnes, Kristina (1)
Palanque, Philippe, ... (1)
Siren, Antti (1)
Berglind, Anna, 1961 ... (1)
Lindell, Rikard, 197 ... (1)
Berglind Mörlid, Thi ... (1)
Berglind, Mira (1)
Dodig-Crnkovic, Gord ... (1)
Lindell, Rikard, Uni ... (1)
Krzywinski, Jens, Pr ... (1)
visa färre...
Lärosäte
Mälardalens universitet (44)
Linköpings universitet (3)
Högskolan Dalarna (2)
Kungl. Musikhögskolan (1)
Språk
Engelska (44)
Svenska (4)
Forskningsämne (UKÄ/SCB)
Teknik (22)
Naturvetenskap (16)
Humaniora (6)
Samhällsvetenskap (1)

År

Kungliga biblioteket hanterar dina personuppgifter i enlighet med EU:s dataskyddsförordning (2018), GDPR. Läs mer om hur det funkar här.
Så här hanterar KB dina uppgifter vid användning av denna tjänst.

 
pil uppåt Stäng

Kopiera och spara länken för att återkomma till aktuell vy