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  • Fällman, Daniel, 1975- (författare)
  • A different way of seeing : Albert Borgmann's philosophy of technology and human-computer interaction
  • 2009
  • Ingår i: AI & Society. - : Springer. - 0951-5666 .- 1435-5655. ; 25:1, s. 53-60
  • Tidskriftsartikel (refereegranskat)abstract
    • Traditional human–computer interaction (HCI) allowed researchers and practitioners to share and rely on the ‘five E’s’ of usability, the principle that interactive systems should be designed to be effective, efficient, engaging, error tolerant, and easy to learn. A recent trend in HCI, however, is that academic researchers as well as practitioners are becoming increasingly interested in user experiences, i.e., understanding and designing for relationships between users and artifacts that are for instance affective, engaging, fun, playable, sociable, creative, involving, meaningful, exciting, ambiguous, and curious. In this paper, it is argued that built into this shift in perspective there is a concurrent shift in accountability that is drawing attention to a number of ethical, moral, social, cultural, and political issues that have been traditionally de-emphasized in a field of research guided by usability concerns. Not surprisingly, this shift in accountability has also received scarce attention in HCI. To be able to find any answers to the question of what makes a good user experience, the field of HCI needs to develop a philosophy of technology. One building block for such a philosophy of technology in HCI is presented. Albert Borgmann argues that we need to be cautious and rethink the relationship as well as the often-assumed correspondence between what we consider useful and what we think of as good in technology. This junction—that some technologies may be both useful and good, while some technologies that are useful for some purposes might also be harmful, less good, in a broader context—is at the heart of Borgmann’s understanding of technology. Borgmann’s notion of the device paradigm is a valuable contribution to HCI as it points out that we are increasingly experiencing the world with, through, and by information technologies and that most of these technologies tend to be designed to provide commodities that effortlessly grant our wishes without demanding anything in return, such as patience, skills, or effort. This paper argues that Borgmann’s work is relevant and makes a valuable contribution to HCI in at least two ways: first, as a different way of seeing that raises important social, cultural, ethical, and moral issues from which contemporary HCI cannot escape; and second, as providing guidance as to how specific values might be incorporated into the design of interactive systems that foster engagement with reality.
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  • Fällman, Daniel, 1975-, et al. (författare)
  • Capturing user experiences of mobile information technology with the repertory grid technique
  • 2010
  • Ingår i: Human Technology. - Jyväskylä, Finland : Open Science Centre. - 1795-6889. ; 6:2, s. 250-268
  • Tidskriftsartikel (refereegranskat)abstract
    • We describe the application of the repertory grid technique (RGT) as a tool for capturing the user experience of technological artifacts. In noting the artificiality of assessing the emotional impact of interactive artifacts in isolation from cognitive judgments, we argue that HCI techniques must provide practical solutions regarding how to assess the holistic meaning of users’ interactive experiences. RGT is a candidate for this role. This paper takes the reader step by step through setting up, conducting, and analyzing a RGT study. RGT is a technique on the border between qualitative and quantitative research, unique in that it respects the wholeness of cognition and does not separate the intellectual from the emotional aspects of the user experience. Compared to existing methods in HCI, RGT has the advantage of treating experiences holistically, while also providing a degree of quantitative precision and generalizability in their capture.
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  • Fällman, Daniel, 1975- (författare)
  • Desktop Computing as Paradigm : Hidden Assumptions that Suppress Mobile Information Technology
  • 2010
  • Ingår i: International Journal of Computing & Information Technology (IJCIT). - : Serials Publication. - 0974-696X. ; 1:2, s. 33-50
  • Tidskriftsartikel (refereegranskat)abstract
    • In this paper, it is argued that what we think of as information technology in support ofmobility is related to and draws on traditional ideas of desktop computing in a multitudeof ways. A key argument made is that these dependencies are not only beneficial anddesirable-in terms of user familiarity, recognition, acceptance, and a supposedly steeperlearning curve-but also carry with them restrictions and hidden assumptions that indifferent ways come to suppress mobility. Through an analysis inspired byphenomenological inquiry, this paper sets out to recognize some of the interactionalassumptions and dependencies that mobile information technology holds in relation tothe desktop computer, and which currently suppress mobility.
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  • Fällman, Daniel, 1975-, et al. (författare)
  • Establishing Criteria of Rigor and Relevance in Interaction Design Research
  • 2010
  • Ingår i: Proceedings of Create 10: The Interaction Design Conference (June-July, Napier University: Edinburgh, UK)..
  • Konferensbidrag (refereegranskat)abstract
    • Interaction design research has rapidly evolved into a unique discipline embracing practicing professionals, design educators, and academic researchers. As with many evolving disciplines, attracting attention from a large number of people with different backgrounds, interests, and ways of seeing tends to cause ‘disciplinary anxiety’, which inevitably leads to the question of what constitutes ‘good research’. What is rigorous and relevant interaction design research? How do we recognize and evaluate it? In this paper, we argue that most current attempts at dealing with issues of rigor and relevance in interaction design research tend to be on loan from other disciplines, and tend to overlook, conceal, or knowingly exclude some of what makes interaction design research such a unique field. Our primary contribution is that what may be perceived as three different design research activities—design practice, design exploration, and design studies—have their own purposes, intended outcomes, and internal logic. Each form of research must thus be examined in its own right and the notions of rigor and relevance for each of them have to be based on a firm understanding of the particular purpose of each approach. We would argue that this is not done consistently in the field today, which leads to misunderstandings, confusion, and mistakes when interaction design research is reviewed, discussed, and assessed.
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  • Fällman, Daniel, 1975-, et al. (författare)
  • Establishing criteria of rigour and relevance in interaction design research
  • 2010
  • Ingår i: Digital Creativity. - : Routledge. - 1462-6268 .- 1744-3806. ; 21:4, s. 265-272
  • Tidskriftsartikel (refereegranskat)abstract
    • Interaction design research is a unique discipline embracing practicing professionals, design educators and academic researchers, but attracting attention from people with different backgrounds and interests has lead to the question of what constitutes ‘good research’. What is rigorous and relevant interaction design research and how do we recognise and evaluate it? Most current attempts at dealing with these issues tend to be on loan from other disciplines, and may overlook, conceal, or knowingly exclude some of what makes interaction design research such a unique field. Our primary contribution is that what may be perceived as three different design research activities—design practice, design exploration and design studies—have their own purposes, intended outcomes, and internal logic. Each approach must be examined in its own right and the notions of rigour and relevance have to be based on a firm understanding of the particular purpose of each approach
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  • Fällman, Daniel, 1975- (författare)
  • In Romance with the Materials of Mobile Interaction : A Phenomenological Approach to the Design of Mobile Information Technology
  • 2003
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis deals analytically and through design with the issue of Human­Computer Interaction (HCI) with mobile devices; mobile interaction. Specifically, it is an investigation into and a capitalization on the multistable kinds of relations that arise between the threefold of human user, artifact, and world, and how dealing with this kind of technology and these relations in many ways must be regarded as different from mainstream HCI. This subject matter is theoretically, methodologically, and empirically approached from two to HCI unconventional outlooks: a phenomenological and a design-oriented attitude to research. The main idea pursued in this work is that while HCI for historical reasons follows a tradition of disembodiment, its opposite—embodiment—needs to come into view as an alternative design ideal when dealing with mobile interaction. The tradition of disembodiment in HCI, how it is applied within mobile interaction, and the conceptual switch in focusing on embodiment and human, technology, world relations are thoroughly analyzed and discussed. A proper understanding of these issues are seen as necessary for the primary purpose of this book: to provide designers of mobile interaction with the conceptual means needed to construct new and better styles of mobile interactions. To equip designers and researchers with the possibility of choosing an alternative path, the book provides a range of alternative conceptualizations for design, modeled primarily around phenomenological concepts such as embodiment, meaning, and involvement. In order to minimize the distance between these new notions and how they may be practically applied for design, four research prototypes are presented and discussed that all in different ways capitalize on these conceptualizations. The thesis concludes with an empirical-style study, which uses the Repertory Grid Technique to elicit the participants’ experiences of using a number of mobile information technology devices, including the research prototypes presented in this work.
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  • Fällman, Daniel, 1975-, et al. (författare)
  • IT Support for Flight Technicians : An Exploratory Study
  • 2000
  • Ingår i: Proceedings of the 23nd Information Systems Research Seminar in Scandinavia, IRIS23.
  • Konferensbidrag (refereegranskat)abstract
    • This paper reports an interpretive case study conducted at three different airports in Sweden and Norway during 1999. The focus of the study has been to establish an understanding of the work practice of flight technicians and the use of IT support tools for aircraft maintenance. By use of observations, interviews and document reviews, we found three main issues. First, there is a gap between the education of flight technicians and their production work. Second, flight maintenance is time critical, which makes on-site educational efforts difficult. Third, the diversity of computer systems used by flight technicians hinder efficient and productive maintenance, as well as restrain a recent trend towards mobility of IT support tools.
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  • Fällman, Daniel, 1975- (författare)
  • Mediated reality through glasses or binoculars? Exploring use models of wearable computing in the context of aircraft maintenance.
  • 2003
  • Ingår i: International Journal of Human-Computer Interaction. - Mahwah, NJ : Lawrence Erlbaum Associates. - 1044-7318 .- 1532-7590. ; 15:2, s. 265-284
  • Tidskriftsartikel (refereegranskat)abstract
    • Aircraft maintenance is often considered a typical application for specialized wearable computer systems, designed and used for a specific purpose only. From the findings of an interpretive case study conducted at Scandinavian Airlines Systems, the largest commercial airline in Scandinavia, there is evidence to question the potential usefulness of such a system.Instead, in this article, aircraft maintenance is used to explore the potentialities of different use models of wearable computing (i.e., the way the system is designed, used, and understood, and which should also make sense in other environments). The use models are (a) a vertical model addressed by a binoculars-analogy, where the system is designed and used for a specific purpose; and (b) a horizontal model, approached by perceiving wearable computers as eyeglasses, where the system is used throughout the day for a number of activities. Problems with both models suggest an alternative use model, which is presented as the embodied use model, drawing on the notion of embodiment introduced by Ihde (1990).
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  • Fällman, Daniel, 1975- (författare)
  • Mobility as involvement : On the role of involvement in the design of mobile support systems for industrial application
  • 2009
  • Ingår i: AI & Society. - : Springer. - 0951-5666 .- 1435-5655. ; 25:1, s. 43-52
  • Tidskriftsartikel (refereegranskat)abstract
    • In this article, the concept of mobility is examined theoretically, from a phenomenological perspective, as well as empirically, through two design case studies. First, a background to how the notion of mobility is generally conceptualized and used in academia as well as within industry is provided. From a phenomenological analysis, it becomes necessary to question the currently dominating understanding of mobility as first and foremost a provider of freedom from a number of constraints. Rather, it is argued, mobility needs to be understood primarily as quite the opposite; as being about getting involved in different contexts. Based on this analysis, it is described how such an altered way of understanding mobility has come to challenge our design team’s preconceptions of mobile interaction design and influence the design of two mobile support system for service and maintenance in industrial settings.
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  • Fällman, Daniel, 1975-, et al. (författare)
  • Rigor and Relevance Remodeled
  • 2002
  • Ingår i: Proceedings of IRIS25.
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)
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  • Fällman, Daniel, 1975- (författare)
  • The New Good : Exploring the Potential of Philosophy of Technology to Contribute to Human-Computer Interaction
  • 2011
  • Ingår i: Proceedings of ACM CHI 2011. - New York, NY : ACM Press. - 9781450302289 ; , s. 1051-1060
  • Konferensbidrag (refereegranskat)abstract
    • As a result of the increased interest in issues such as engagement, affection, and meaning, contemporary human- computer interaction (HCI) has increasingly come to examine the nature of interactions between artifacts, humans, and environments through concepts such as user experience and meaning. In the transition from usability metrics to user experience, what appears lacking is a more explicit characterization of what it is HCI now strives for as a discipline—i.e. what constitutes a ‘good’ user experience? Through a detailed look at two contemporary philosophies of technology—Albert Borgmann’s notion of the device paradigm and Don Ihde’s non-neutrality of technology- mediated experience—this paper seeks to explore the potential of the philosophy of technology to contribute new insights and provide well-grounded conceptual tools for coming to terms with what may become HCI’s ‘new good’. 
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  • Fällman, Daniel, 1975-, et al. (författare)
  • User-centered inclusive design : Making public transport accessible
  • 2009
  • Ingår i: Include 2009, International Conference on Inclusive Design. - Royal College of Art, London.
  • Konferensbidrag (refereegranskat)abstract
    • This paper describes a commissioned, user-centered inclusive design case study where an exceptionally heterogeneous group of users have been involved in all phases. With the overall aim of seeking to make public transport more accessible, this project has specifically focused on information issues relating to train stations. The objective has been to design and implement a fully functional prototype of an information terminal that can provide accessible information to as wide a group of users as possible. To fulfill this goal, we have taken a user-centered path, working with two groups of users. First, a heterogeneous group of users took active part in the early phases of the project, allowing us to quickly assess new design ideas and mock-up prototypes; provide entirely new design ideas in a participatory manner; as well as help us abandon some of our own preconceptions. A second, similarly heterogeneous user group, more formally tested and evaluated a finalized prototype of the system in situ at a real train station, in real time, and using real train information. Following the results of this evaluation, we have proposed a number of improvements to the system.
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  • Fällman, Daniel, 1975- (författare)
  • 'Where's the Interface?' : Enhanced Use Models for Mobile Interaction
  • 2001
  • Ingår i: Proceedings of INTERACT'01, Eight IFIP TC.13 Conference on Human-Computer Interaction (Waseda University Conference Centre, Shinjuku, Tokyo, Japan, July 9-13). - Los Alamitos, CA : IEEE Press.
  • Konferensbidrag (refereegranskat)abstract
    • This paper is an overview of my dissertation work, which addresses challenges involved in designing use models, interfaces and interaction styles for mobile technology that go beyond notions and metaphors found in desktop computing. A model of attention and a model of use are presented to explain distinctive requirements of mobile technology. Prototypes are being developed in collaboration with ABB, Scandinavian Airlines System and The Interactive Institute to demonstrate three different use models, where the embodied use model—which blends the gap between the virtual and the physical—is of particular interest.
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  • Trotto, Ambra, 1978-, et al. (författare)
  • Shaping the Absence : An Architectural Perspective for Interaction Design
  • 2013
  • Konferensbidrag (refereegranskat)abstract
    • Through the course Dense Spaces 2012—i.e. designing small, intelligent spaces such as elevators—carried out together with a group of architecture students at Umeå School of Architecture, Umeå University, Sweden, we report on, exemplify, and discuss how architectural theories, skills, and attitudes can come to complement and provide new food for thought for other design fields, including interaction design. We present the course, discuss some resulting spaces, and reflect on feedback from the participants. Then, we discuss some outcomes of the course that have broader implications. Unlike a more traditional technology-centered perspective, an architectural approach seems more prone to focus on designing what we term dynamic absence, i.e. design also concerned with what is not there. In a similar vein, an architectural approach also seems to address complexity by not fragmenting design challenges into smaller problems. The more holistic architectural attitude provides the opportunity to treat technology as a design material, along with the other architectural design materials the design situation offers, including structures, light, space, and absence. In this way, the architectural approach seems to shift the attention away from the design of representations and metaphors to instead focus on designing meaningful engagements in these spaces. 
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  • True, Nicholas, et al. (författare)
  • Confabulation in the Time of Transdisciplinarity : Reflection on HCI Education and a Call for Conversation
  • 2013
  • Ingår i: Proceeding HCI'13 Proceedings of the 15th international conference on Human-Computer Interaction: human-centred design approaches, methods, tools, and environments. - Berlin, Heidelberg : Springer. - 9783642392313 ; , s. 128-136
  • Konferensbidrag (refereegranskat)abstract
    • As HCI becomes ever-increasingly more transdisciplinary it encounters increasingly complex problems practical, methodological, and pedagogical in natures. This paper is an introductory exploration of the influence HCI education has in bridging academia and industry as students become practitioners. We examined how design pedagogy materializes and takes shape in both work and student process/attitudes as they become professionals, suggesting there is an area of importance to the community that is overlooked. Education shapes designers, designers shape the world, which prompts the need for a dialogue on how education pedagogy shapes practitioners that embody methods, values, skills, goals, and practices. As practitioners embody their knowledge into designs there arises a discussion that ought to be had.
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  • True, Nicholas, et al. (författare)
  • The Voice Harvester : An Interactive Installation
  • 2013
  • Ingår i: Conference on Human Factors in Computing Systems, Extended Abstracts. - New York, NY : ACM Press. - 9781450319522 ; , s. 3003-3006
  • Konferensbidrag (refereegranskat)abstract
    • The Voice Harvester is an exploratory interactive installation that embodies human voice in physical materials. Sound input is processed, amplified and transmitted through audio drivers connected to a thin, flexible membrane that agitates the material on it. The title “Voice Harvester” is derived from the original design brief, which called for an object able to elicit non-linguistic, expressive, and naturalistic human vocal sounds to explore the full range of capability of the human voice through use of a novel, playful, and embodied interaction. This paper describes the intention, design process, construction, technical details, interaction, and planned/potential uses of this design exploration.
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  • Waterworth, John, et al. (författare)
  • The Reality Helmet : Transforming the Experience of Being-in-the-World
  • 2003
  • Ingår i: Proceedings of HCI 2003: Designing for Society (Bath, UK, September 8-12). - Bath, UK : British HCI Group. ; , s. 1-4
  • Konferensbidrag (refereegranskat)abstract
    • The Reality Helmet is a wearable device providing a novel form of interactive experience, in which the user’s vision and hearing is completely shielded off from the world. Video and sounds are sampled by the Helmet from the surrounding environment, but through computer processing sounds are presented to the wearer as vision and sights are turned into a soundscape. The result is a radical transformation of the nature of being in the world, an extreme form of artificial synaesthesia. The Reality Helmet leads its wearer to question the relationship between what is out there and what is sensed. Conference participants will be invited to wear the Helmet and experience a different way of being in the world.
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  • Zarin, Rouien, 1978-, et al. (författare)
  • Ambient Interactive Architecture : Enriching Urban Spaces with Low-cost, Lightweight Interactive Lighting
  • 2010
  • Ingår i: Proceedings of Colour & Light in Architecture, An International Conference, (November 11-12, Venice, Italy). - : Colour & Light in Architecture. ; , s. 296-301
  • Konferensbidrag (refereegranskat)abstract
    • We investigate how an existing urban space, a pedestrian tunnel under a busy road, can be enriched using low-cost, lightweight sensors, digital technology, and lighting equipment. Our installation utilizes bars of LED lights placed in a pedestrian tunnel and connected to and individually controlled by a microcontroller. When vehicles pass overhead, a laser sensor detects the movement and passes on this data to the microcontroller that processes the data and changes the lighting within the tunnel in various ways according to our custom-made algorithms. The purpose of the installation has been to convey meaning in an ambient, non-prescriptive way to the pedestrians, bicyclists, and others passing through the tunnel about the traffic situation on the busy roadway overhead. In carrying out this project in a public space not originally designed for installations and events of this kind, we have encountered a large number of practical concerns that need to be dealt with, including issues of access to the power grid, changing weather condition, stakeholders and gatekeepers with different perspectives, and issues of safety and vandalization.
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  • Zarin, Rouien, 1978-, et al. (författare)
  • Be Green : implementing an Interactive,Cylindrical Display in the Real World
  • 2013
  • Ingår i: Proceedings of the 2nd ACM International Symposium on Pervasive Displays (PerDis '13). - New York, NY : ACM Press. - 9781450320962 ; , s. 55-60
  • Konferensbidrag (refereegranskat)abstract
    • Many studies in Human-Computer Interaction and related fields,such as pervasive displays, have historically centered around userevaluation and knowledge production, focusing on usability issuesand on creating a more efficient user experience. As the trajectoryof HCI moves toward the so-called ‘third wave’, new values arebeing emphasized and explored. These include concepts such asembodiment and engagement, complementing usability as theprimary metric of evaluation. This paper explores the ideation,iteration, design, and real-world deployment of such a ‘thirdwave’ interactive pervasive installation in the form of aninteractive, large cylindrical display. The purpose was to displaythe air quality data in a manner that would inspire elevatedenvironmental consciousness and discussion among Umeåcitizens, especially with regard to the environmental impact ofdifferent methods of transportation.
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  • Zarin, Rouien, 1978-, et al. (författare)
  • Stop Motion Animation as a Tool for Sketching in Architecture
  • 2012
  • Ingår i: Proceeding of the 2012 Design Research Society International Conference.
  • Konferensbidrag (refereegranskat)abstract
    • Widely acknowledged as an archetypal design activity, sketching is typically carried out using little more than pen and paper. Today’s designed artifacts however, are often given qualities that are hard to capture with traditional means of sketching. While pen and paper sketching catches the character of a building, it may not equally well capture how that building changes with the seasons, how people pass through it, how the light moves in between its rooms from sunrise to dawn, and how its façade subtly decays over centuries. Yet, it is often exactly these dynamic and interactive aspects that are emphasized in contemporary design work. So is there a way for designers to be able to sketch also these dynamic processes? Over several years and in different design disciplines, we have been exploring the potential of stop motion animation (SMA) to serve this purpose. SMA is a basic form of animation typically applied to make physical objects appear to be alive. The animator moves objects in small increments between individually photographed frames. When the photographs are combined and played back in continuous sequence, the illusion of movement is created. Although SMA has a long history in filmmaking, the animation technique has received scarce attention in most design fields including product design, architecture, and interaction design. This paper brings SMA into the area of sketching in architecture by reporting on the planning, conduct, result, and evaluation of a workshop course carried out with a group of 50 students at Umeå School of Architecture, Umeå University, Sweden.
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  • Zarin, Rouien, 1978-, et al. (författare)
  • The woodbot pilots : exploring no-handsinteraction for interactive public installations
  • 2011
  • Ingår i: Diversity and unity. - : IASDR.
  • Konferensbidrag (refereegranskat)abstract
    • We present and discuss the Woodbot Pilots, an interactive experience in the form of a gesture-based game that runs on a large-scale interactive installation designed to be placed in an airport terminal and used by the general public. The background of the project is described, as well as the installation itself and a scenario of its use. To end the paper, we discuss some of the issues it raises in relation to public installations as well as some of the lessons we have learnt in conceiving, designing, implementing, and studying its use.
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  • Zarin, Rouien, et al. (författare)
  • Through the troll forest : exploring tabletop interaction design for children with special cognitive needs
  • 2011
  • Ingår i: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems. - New York, NY, USA : ACM Press. - 9781450302289
  • Konferensbidrag (refereegranskat)abstract
    • We describe the interaction design process of conceiving, designing, implementing, and testing Trollskogen, a purpose-built tabletop multitouch system featuring a range of small software applications, termed ‘micro applications’. Each micro application is devised as a tool intended to improve or allow for exercise of social communication skills. Throughout the project, we have worked closely with a group of six children diagnosed with Autism Spectrum Disorder (ASD) or Down’s syndrome, all in the age range of 5-8. The system has been designed together with the users, their teachers, and various experts as a complement to the current curricula. In this paper, the three main phases of our design process are described and we conclude the paper by reporting on and discussing some preliminary findings and observations from a small user study
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  • Zarin, Rouien, et al. (författare)
  • Using Stop Motion Animation to Sketch in Architecture : A Practical Approach
  • 2012
  • Ingår i: Design and Technology Education. - : Design and Technology Association. - 1360-1431 .- 2040-8633. ; 7:3, s. 78-86
  • Tidskriftsartikel (refereegranskat)abstract
    • Widely acknowledged as an archetypal design activity,sketching is typically carried out using little more than penand paper. Today’s designed artifacts however, are oftengiven qualities that are hard to capture with traditionalmeans of sketching. While pen and paper sketchingcatches the character of a building, it may not equally wellcapture how that building changes with the seasons, howpeople pass through it, how the light moves in betweenits rooms from sunrise to dawn, and how its façade subtlydecays over centuries. Yet, it is often exactly these dynamicand interactive aspects that are emphasised incontemporary design work. So is there a way for designersto be able to sketch also these dynamic processes?Over several years and in different design disciplines, wehave been exploring the potential of stop motionanimation (SMA) to serve this purpose. SMA is a basicform of animation typically applied to make physicalobjects appear to be alive. The animator moves objects insmall increments between individually photographedframes. When the photographs are combined and playedback in continuous sequence, the illusion of movement iscreated. Although SMA has a long history in filmmaking,the animation technique has received scarce attention inmost design fields including product design, architecture,and interaction design. This paper brings SMA into thearea of sketching in architecture by reporting on theplanning, conduct, result, and evaluation of a workshopcourse carried out with a group of 50 students at Umeå School of Architecture, Umeå University, Sweden.
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