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Sökning: WFRF:(Kosmack Vaara Elsa)

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2.
  • Andersson Schaeffer, Jennie, PhD, 1974-, et al. (författare)
  • Whose place is it? : Enacted territories in the museum
  • 2022
  • Ingår i: DRS2022, DRS Conference Proceedings. - : Design Research Society.
  • Konferensbidrag (refereegranskat)abstract
    •  There is a growing trend to embrace the idea of public participation in the work of museums, from exhibition design to collections. To further develop participatory cultures in museums, these negotiations and emerging practices should be examined more closely. This paper explores a museum’s whole-hearted attempt to engage with the societal issue of climate change and work with a high degree of participationfrom civic society when staging a temporary exhibition. We investigate experiences inthe process of building, measuring, separating and transgressing during the collaboration. Based on these explorations the paper presents three emerging and interconnected territories in the staging of participatory temporary exhibitions, the territory of aesthetics, the territory of action (autonomy), and the territory of unpredictability. The result contributes to research on public participatory practices mainly in museum context
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3.
  • Domova, Veronika, et al. (författare)
  • Feel the Water : Expressing Physicality of District Heating Processes in Functional Overview Displays
  • 2019
  • Ingår i: PROCEEDINGS OF THE 2019 ACM INTERNATIONAL CONFERENCE ON INTERACTIVE SURFACES AND SPACES (ISS '19). - New York, NY, USA : ASSOC COMPUTING MACHINERY. - 9781450368919 ; , s. 229-240
  • Konferensbidrag (refereegranskat)abstract
    • This paper describes an explorative design study conducted in the scope of a collaborative research project in the district heating domain. In the scope of the project, we have arranged extensive field studies at two power plants to understand the workflows, problems, and needs of industrial operators. We relied on the gained knowledge to design and develop novel visual interfaces that would communicate the overall status of the district heating system at-a-glance. We aimed at exploring potential directions and alternatives beyond conventional industrial interfaces. One particular aspect of our research was related to how the physicality of the underlying industrial processes can be expressed by purely visual means. The paper introduces three high-fidelity prototypes demonstrating the novel visualizations developed. The paper explains the design choices made, namely the relation between the selected visual encodings to the requirements of the industrial operators' tasks. Preliminary evaluation indicates industrial operators' interest in the designed solutions. Future work will incorporate an extensive qualitative evaluation on site.
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4.
  • Gaissmaier, Miriam, et al. (författare)
  • Designing for Workplace Safety : Exploring Interactive Textiles as Personal Alert Systems
  • 2020
  • Ingår i: Proceedings of the Fourteenth International Conference on Tangible, Embedded, and Embodied Interaction. - New York, NY, USA : Association for Computing Machinery. ; , s. 53-65, s. 53-65
  • Konferensbidrag (refereegranskat)abstract
    • Despite various safety regulations and procedures, work accidents remain a significant problem in the global process industry and the Swedish steel industry. To address personal safety and safety culture, wearable alert systems were prototyped and tested with steelworkers in iterative workshops. A resulting design concept, in the form of an interactive textile patch worn on the protective gear, suggests a simple way of transmitting personal alerts using light. A crucial design factor identified is to enable the communication between workers and peers as well as communicating with control room staff. The visual design can positively influence the acceptance of the patch, but its impact on the safety culture cannot yet be assessed. The present study contributes by approaching workplace safety and culture with a new design concept of IoT and e-textile technologies based on the interaction modalities of light, sound, and vibration
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5.
  • Höök, Kristina, et al. (författare)
  • Design Processes for Bodily Interaction
  • 2010
  • Ingår i: At the workshop Artifacts in Design: Representation, Ideation, and Process, CHI, Atlanda, USA, April 2010.. - : ACM Press.
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)
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6.
  • Komazec, Ksenija, et al. (författare)
  • Building a Tiny House from Waste An alternative platform for exploring sustainability
  • 2023
  • Ingår i: FormAkademisk. - : The Assosiation FormAkademisk. - 1890-9515. ; 16:4
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper contributes to the understanding of how critical reflection can be applied to sustainability. This was accomplished by tracing the progression of a tiny-house project over time and the associated activities, which involved sourcing secondhand and discarded materials. We are a group of researchers and practitioners who worked together to explore and challenge the established norms of sustainability in housing practices: who is building, what is being built, with what materials, and through which processes. The use of discarded materials as resources for building a tiny house came to be decisive in shaping a platform for inclusion and sustainable practices. While the most common practice of building involves buying the materials needed at a lumber yard, working with discarded and secondhand materials requires time and flexibility. Tools play a central role in adapting random waste to specific purposes, a process that also demands skills in handling tools creatively. Additionally, gathering, organizing, and cleaning are activities that should be given special attention when working with these types of materials. In this paper, we explain how we reinjected waste materials into the production chain and how our work contributes to sustainable development from environmental and social perspectives. The argument for sustainability in our research revolves around exploring processes that include more groups in society and alternative ways of organizing the resources available.
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7.
  • Kosmack Vaara, Elsa, et al. (författare)
  • Exploring and Prototyping the Aesthetics of Felt Time
  • 2021
  • Ingår i: Journal for Artistic Research. - Amsterdam : Society for Artistic Research. - 2235-0225. ; :22
  • Tidskriftsartikel (refereegranskat)abstract
    • The intention of this research is to investigate how interaction designers may explore felt time through the culinary practice of sourdough baking. In this exposition we share how the physical experience and manipulation/shaping of time in sourdough baking provides an experience of fulfillment and satisfaction. We show our insights on how interaction designers, and possibly many other communities of practice and discourse, may learn from this.The goal is to inspire the audience to engage in a broad and critical discourse around felt time and to emphasize the value of prototyping a felt time repertoire in interaction design. The research exploration is built on the collaboration between an interaction designer/researcher, a culinary connoisseur baker and a sculptor/design researcher and teacher.
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8.
  • Kosmack Vaara, Elsa (författare)
  • Exploring the Aesthetics of Felt Time
  • 2017
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • By building a felt time repertoire, designers can sensitively feed a sense of time into their design work. And this in turn can help them produce an interaction gestalt that is richer, more sensual. My research on this suggests that this is not entirely easy, however. One has to develop a ‘feel’ for time. My research exploration began when I worked on designing a biofeedback data system, Affective Health, struggling with the tension and division between clocktime and the users’ unceasingly changing, ‘felt’ experiences. By turning to artistic practice, of music and culinary arts, I hoped to find keys to this question. Through connecting interaction-design research to these practices, I could start unfolding possibilities of temporal aesthetics in interaction design. I point to a space where designers can expand their understanding of felt time and playfully explore the sense of time that interactive systems and physical materials can deliver. Through the aspects below I point to the importance of being sensitive to felt forms and expressions of time to approach the temporal gestalt in interaction. • Through my research I have strived to move outside clocktime and re-imagine the sense of time that interactive systems deliver.• One part of this space is felt rhythms and how they shape temporal experiences.• In common to those rhythms are the rest and pause moments that form their vitality.• One way of working with rhythm is to see how felt shapes and rhythms of time resonate through the temporal gestalt in interaction.• Aesthetic sensitivity, felt timers, can help us to orient ourselves in time.• By approaching time as plastic: time as a form and shape that we can hold on to, squeeze and weave together, we can start finding tools for remoulding the sense of time in systems, artefacts and services.• Finally, I have worked with aesthetic transformations that can encourage people to start experiencing temporality from new perspectives and with a different approach.
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9.
  • Kosmack Vaara, Elsa, et al. (författare)
  • Mirroring bodily experiences over time
  • 2009. - 6
  • Ingår i: Proceedings of the 27th international conference extended abstracts on Human factors in computing systems. ; , s. 4471-4476
  • Konferensbidrag (refereegranskat)abstract
    • The Affective Health system is a mobile lifestyle application that aims to empower people to reflect on their lives and lifestyles. The system logs a mixture of biosensor-data and other contextually oriented data and transforms these to a colorful, animated expression on their mobiles. It is intended to create a mirror and thereby empower users to see activity patterns and relate these to their experiences of stress. People's different cultural backgrounds and their different physiological and psychological composition give them different perceptions and associations of time. We explore the time dimension of our system through working through a set of different designs that organize events as time going linearly forward, in a circular movement or relating to geographical places. Here we discuss the process of designing a mobile interface for presenting temporal data in a way that allows multiple and subjective interpretation.
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10.
  • Kosmack Vaara, Elsa, et al. (författare)
  • Mirroring bodily experiences over time
  • 2009
  • Ingår i: Proceeding of the twenty-seventh annual SIGCHI conference on Human factors in computing systems: Extended Abstracts.
  • Konferensbidrag (refereegranskat)
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  • Sanches, Pedro, et al. (författare)
  • Affective Health – designing for empowerment rather than stress diagnosis
  • 2010
  • Ingår i: Know thyself: monitoring and reflecting on facets of one's life at CHI 2010, Atlanta, GA, USA.
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • When designing Affective Health, a mobile stress management tool using biosensors, we gradually understood how severely limited inferences can be when we move from laboratory situations to everyday usage. We also came to understand the strong connection between our subjectively perceived resources for dealing with stress and healing. Therefore, rather than employing a diagnose-and-treat design model, we propose that designers empower users to make their own reflections and interpretations of their own bio-sensor data. We show how this can be done through encouraging reflection, alternative interpretations and active appropriation of biosensor data – avoiding a reductionist, sometime erroneous, mediation of automatic interpretation from bodily data to emotion models or, in this case, stress diagnosis.
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  • Simbelis, Vygandas, et al. (författare)
  • Changing Perspectives of Time in HCI
  • 2013
  • Ingår i: Proceedings: CHI EA '13 CHI '13 Extended Abstracts on Human Factors in Computing Systems. - Paris, France : ACM Press. ; , s. 3211-3214
  • Konferensbidrag (refereegranskat)abstract
    • The aim of this workshop is to unpack different ways of thinking about time, drawing a distinction between time as experienced, and time as counted by a ticking clock or measured by a computer algorithm. The concept of time is often taken for granted within HCI, yet high- lighting the assumptions that underpin it could provide a resource for research and innovation. In this extended abstract, we illustrate how this is so. 
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15.
  • Simbelis, Vygandas, et al. (författare)
  • Delete by Haiku: Poetry from Old SMS Messages
  • 2017
  • Ingår i: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems. - Denver, USA : ACM Press. ; , s. 460-460
  • Konferensbidrag (refereegranskat)abstract
    • The work draws on repurposing practices to inform design for deletion and handling of digital waste – a way of letting go – in graceful and aesthetically appealing ways.Delete by Haiku 1 is a mobile phone application that explores how deleting old text messages can become an enjoyable and creative practice by turning messages into haiku poetry. Through the application users interactively repurpose selected old text messages on their mobile phone into a haiku poem aided by a haiku- generating algorithm. By repeatedly pinching the selected messages they break apart into words that tumble down in a Tetris like manner. Gradually words are deleted until the remaining words find their position and form a haiku.The video presents a walkthrough of how to interact with the application to select messages in various ways, how to apply ‘themes’ to gain some control over the generation process, and eventually share created poems with others through social media. 
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16.
  • Simbelis, Vygandas 'Vegas', et al. (författare)
  • Repurposing Bits and Pieces of the Digital
  • 2015
  • Ingår i: 34TH ANNUAL CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, CHI 2016. - New York, NY, USA : ACM Digital Library. - 9781450333627 ; , s. 840-851
  • Konferensbidrag (refereegranskat)abstract
    • Repurposing refers to a broad set of practices, such as recycling or upcycling, all aiming to make better use of or give new life to physical materials and artefacts. While these practices have an obvious interest regarding sustainability issues, they also bring about unique aesthetics and values that may inspire design beyond sustainability concerns. What if we can harness these qualities in digital materials? We introduce Delete by Haiku, an application that transforms old mobile text messages into haiku poems. We elaborate on how the principles of repurposing - working on a low budget, introducing chance and combining the original values with the new ones - can inform interaction design in evoking some of these aesthetic values. This approach changes our views on what constitutes "digital materials" and the opportunities they offer. We also connect recent debates concerning ownership of data with discussions in the arts on the "Death of the Author."
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17.
  • Ståhl, Anna, et al. (författare)
  • Being, bringing and bridging - Three aspects of sketching with nature
  • 2017
  • Ingår i: DIS 2017 - Proceedings of the 2017 ACM Conference on Designing Interactive Systems. - New York, NY, USA : ACM. - 9781450349222 ; , s. 1309-1320
  • Konferensbidrag (refereegranskat)abstract
    • We articulate and reflect on the use of nature as a physical sketching material. We have closely documented explorations of various organic and non-organic materials found during excursions in a local forest and how we used them as resources in sketching. This serves as an exemplar case of how sketching in interaction design can be grounded in empirical explorations of nature. We discuss three examples of sketching based on explorations and experiences with elements and objects from a forest. Processes and characteristics of phenomena in nature such falling leaves, melting and freezing of snow, and perennial growth allowed us to expand our design repertoire and sketching skills, especially as new forms of representations and interactions. Based on this we outline three aspects of how nature can be included in sketching processes: being in nature, bringing nature to the lab, and bridging nature and interaction design.
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18.
  • Ståhl, Anna, et al. (författare)
  • REFLECTING ON THE DESIGN PROCESS OF AFFECTIVE HEALTH
  • 2011
  • Ingår i: Proceedings of IASDR2011, the 4th World Conference on Design Research. ; , s. 1-12
  • Konferensbidrag (refereegranskat)abstract
    • We describe the design process behind a bio-sensorbased wellness-system, named Affective Health, aimed to help users to get into biofeedback loops as well as find patterns in their bodily reactions over time. By discussing details of the design process, we provide a reflected account of the particular design we arrived at. Three design qualities are used to both generate and evaluate the different design sketches. They are, in short, (1) the design must feel familiar to users, mirroring their experience of themselves, (2) creating designs that leave space for users’ own interpretation of their body data, and (3) that the modalities used in the design does not contradict one-another, but instead harmonize, helping users to make sense of the representation. The final user encounter of the Affective Health system shows that those design qualities were indeed both useful and important to users’ experience of the interaction.
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  • Tholander, Jakob, et al. (författare)
  • But I Don’t Trust My Friends : Ecofriends - An Application for Reflective Grocery Shopping
  • 2012
  • Ingår i: MobileHCI '12 Proceedings of the 2012 ACM annual conference on Human Computer Interaction With Mobile Devices and Services. - New York : ACM Digital Library. - 9781450311052 ; , s. 143-146
  • Konferensbidrag (refereegranskat)abstract
    • The Ecofriends application was designed to encourage people to reflect on their everyday grocery shopping from social and ecological perspectives. Ecofriends portrays the seasonality of various grocery products as being socially constructed, emphasizing subjective dimensions of what it means for a product to be in season, rather than attempting to communicate it as an established fact. It provides the user with unexpected information (news, weather, blog posts and tweets) about the place where the product was grown, and visualises how the product’s popularity shifts throughout the year, among the user’s friends, among chefs and other food experts, and the general public. Key findings from users’ first encounters with the system are presented. In particular, we discuss aspects of trust, information fragments as catalysts, and how several of the participants were challenged by the system’s portrayal of season.
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