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Sökning: WFRF:(Laaksolahti Jarmo)

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1.
  • Andersson, Gerd, et al. (författare)
  • Classifying Mobile Services
  • 2004. - 1
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • A categorization of telecommunications services is presented, as a deliverable in a project commissioned by TeliaSonera.
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3.
  • Biørn-Hansen, Aksel, et al. (författare)
  • Exploring the Problem Space of CO2 Emission Reductions from Academic Flying
  • 2021
  • Ingår i: Sustainability. - : MDPI AG. - 2071-1050. ; 13:21, s. 12206-12206
  • Tidskriftsartikel (refereegranskat)abstract
    • CO2 emissions from aviation have been predicted to increase over the coming decades. Within the academic world, flying is often perceived to be a necessary prerequisite to being a successful researcher. Many Swedish universities have ambitious climate goals, but are simultaneously among the top emitters in the public sector. Reaching stated climate goals could feasibly be met through a combination of measures, including decreased flying. One way to address the challenge is to support behavioural interventions with the help of interactive visualizations of CO2 emissions from flying. Those few examples that exist in the research literature are generally directed towards management and are less applicable to universities, given the large autonomy researchers enjoy and their discretionary control of research project funds. This paper uses a design-oriented research approach to present an analysis of the problem space at the intersection of interactive visualizations using air travel data to reduce CO2 emissions from business air travel at our own university, KTH Royal Institute of Technology. Through a number of design experiments, evaluations and investigations, we have unearthed needs, challenges and opportunities for the creation of visualization tools to support more sustainable travel practices at universities and in other knowledge-intensive organisations.
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4.
  • Boman, Magnus, et al. (författare)
  • Trust in Micro Service Environments
  • 2006. - 1
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • Report produced in the project Enabling and Promoting Trust in Micro Service Environments (EPTMSE) with a web site at www.trust-eze.org. The report gives an overview of the concept of trust in domains such as psychology, sociology, philosophy, and computer science, and then describes the current domain of Micro Service Environments - open and unregulated electronic service environments - where users can create, use, and share electronic services, and where the need for decentralized trust mechanisms is high. Some design and implementation choices and solutions for trust mechanisms are suggested.
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5.
  • Bresin, Roberto, 1963-, et al. (författare)
  • Looking for the soundscape of the future : preliminary results applying the design fiction method
  • 2020
  • Ingår i: Sound and Music Computing Conference 2020.
  • Konferensbidrag (refereegranskat)abstract
    • The work presented in this paper is a preliminary study in a larger project that aims to design the sound of the future through our understanding of the soundscapes of the present, and through methods of documentary filmmaking, sound computing and HCI. This work is part of a project that will complement and run parallel to Erik Gandini’s research project ”The Future through the Present”, which explores how a documentary narrative can create a projection into the future, and develop a cinematic documentary aesthetics that releases documentary film from the constraints of dealing with the present or the past. The point of departure is our relationship to labour at a time when Robotics, VR/AR and AI applied to Big Data outweigh and augment our physical and cognitive capabilities, with automation expected to replace humans on a large scale within most professional fields. From an existential perspective this poses the question: what will we do when we don’t have to work? And challenges us to formulate a new idea of work beyond its historical role. If the concept of work ethics changes, how would that redefine soundscapes? Will new sounds develop? Will sounds from the past resurface? In the context of this paper we try to tackle these questions by first applying the Design Fiction method. In a workshop with twenty-three participants predicted both positive and negative future scenarios, including both lo-fi and hi-fi soundscapes, and in which people will be able to control and personalize soundscapes. Results are presented, summarized and discussed.
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8.
  • Eriksson, Elina, 1979-, et al. (författare)
  • On the Necessity of Flying and of not Flying: : Exploring how Computer Scientists Reason about Academic Travel
  • 2020
  • Ingår i: ICT4S2020: Proceedings of the 7th International Conference on ICT for Sustainability. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 18-26
  • Konferensbidrag (refereegranskat)abstract
    • In order to fulfill the Paris agreement, we need to drastically reduce carbon emissions globally. 2020 is a pivotal year in this endeavour as many projections indicate that emissions need to decrease significantly before 2030. This challenge pertains to all parts of society, including (computer science) researchers. This however clashes with the fact that flying to a large extent has become built-in to the everyday practices of research and of academic life. It is feasible to imagine that computer scientists could fly less than other academics since we ought to be innovators and early adopters of computer-mediated alternatives such as video-conferencing and other forms of digital meeting technologies. It is however also possible that we fly more because conferences might be a more dominant outlet for publications in our field in comparison to other research fields. At KTH Royal Institute of Technology, the researchers at the School of Electrical Engineering and Computer Science (EECS) fly the most. In this paper, we present initial qualitative results from a survey regarding travel that was answered by computer scientists at EECS. We are in particular analysing the free text answers in order to understand how computer scientists1 reason about their own flying and about the alternatives. It will be hard to fulfil the Paris agreement without decreasing flying significantly, but this requires us to rethink how we do research, and how we travel (or not) within academia. This paper contributes with knowledge about the perceived barriers and drivers for computer scientists to decrease their flying.
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9.
  • Fernaeus, Ylva, et al. (författare)
  • Understanding Users and Their Situation
  • 2011
  • Ingår i: Emotion-Oriented Systems. - : Springer Publishing Company. - 9783642151835 ; , s. 657-671
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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10.
  • 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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13.
  • Höök, Kia, et al. (författare)
  • Evaluation of Affective Interactive Applications
  • 2011
  • Ingår i: Emotion-Oriented Systems. - Berlin, Heidelberg : Springer Nature. ; , s. 687-703
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • Methods are developed for different audiences and purposes. HCI researchers develop methods to shape the future through pure, applied and blue sky research – as is still the case with most affective interactive applications. Unsurprisingly, practitioners will be more concerned that the methods they use not only are tractable but produce better and more innovative results in terms of the systems they ultimately release into the world. Researchers, on the other hand, may have other concerns, such as the novelty of their techniques. Up until recently, most HCI methods (both for researchers and practitioners) were developed for work applications and desktop situations. They focused on efficiency, learnability, transparency, control and other work-related values. They were developed in response to a theoretical orientation which viewed the user as an information processing system not so dissimilar to the computer itself. But now that HCI is concerned with technologies that enter all aspects of life, our methods have begun to change and will need to continue to change. In keeping with our changing conception of what a “user” is and a wider concern with their experience of use of new technologies, a key challenge will be to develop and expand methods for analyzing not just what people do with the technology but how it makes them feel, and not just how people understand technology but how they make sense of it as part of their lives. Methods must be concerned, not only with issues of usefulness and usability, but also with issues of aesthetics, expression, and emotion. In addition we need to focus on evaluating technology not just in the short term under controlled conditions but also in the longer term and in broader social and cultural contexts. In this section, we will therefore provide two strands of evaluation methods. The first concerns what we might see as more traditional usability evaluation: is my system usable for the purpose it was designed for? The second strand tries to get at what we have named “third wave of HCI” in the previous chapters: does my system provide for the kind of (emotional) experience that it aimed to do?
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15.
  • Höök, Kristina, et al. (författare)
  • Interactional Empowerment
  • 2008
  • Ingår i: CHI 2008 Proceedings - Dignity in Design. - : ACM Press. - 9781605580111 ; , s. 647-656
  • Konferensbidrag (refereegranskat)abstract
    • We propose that an interactional perspective on how emotion is constructed, shared and experienced, may be a good basis for designing affective interactional systems that do not infringe on privacy or autonomy, but instead empowers users. An interactional design perspective may make use of design elements such as open-ended, ambiguous, yet familiar, interaction surfaces that users can use as a basis to make sense of their own emotions and their communication with one-another. We describe the interactional view on design for emotional communication, and provide a set of orienting design concepts and methods for design and evaluation that help translate the interactional view into viable applications. From an embodied interaction theory perspective, we argue for a non-dualistic, non-reductionist view on affective interaction design.
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17.
  • Höök, Kristina, et al. (författare)
  • Interactional Empowerment
  • 2008
  • Ingår i: ACM SIGCHI conference Computer-Human Interaction (CHI2008), Florence, Italy.
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • We propose that an interactional perspective on how emotion is constructed, shared and experienced, may be a good basis for designing affective interactional systems that do not infringe on privacy or autonomy, but instead empowers users. An interactional design perspective may make use of design elements such as open-ended, ambiguous, yet familiar, interaction surfaces that users may use as a basis to make sense of their own emotions and their communication with one-another. With such tools, users are provided with power over their own data and the interpretation of it – providing for privacy and autonomy. We describe the interactional view on design for emotional communication, and provide a set of orienting design concepts and methods for design and evaluation that help translate the interactional view into viable applications. From an embodied interaction theory perspective, we argue for a non-dualistic, nonreductionist perspective on affective interaction design.
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18.
  • Höök, Kristina, et al. (författare)
  • The Sensual Evaluation Instrument: Developing a Trans-Cultural Self-Report Measure of Affect
  • 2007
  • Ingår i: International journal of human-computer studies. ; , s. 315-328
  • Tidskriftsartikel (refereegranskat)abstract
    • In this paper we describe the development and testing of a tool for self-assessment of affect while interacting with computer systems, meant to be used in many cultures. We discuss our research approach within the context of existing cultural, affective and HCI theory, and describe testing of its effectiveness in the US and Sweden.
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19.
  • Isbister, Katherine, et al. (författare)
  • Generating Ideas and Building Prototypes
  • 2011
  • Ingår i: Emotion-Oriented Systems. - : Springer. - 9783642151835 ; , s. 671-687
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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20.
  • Isbister, Katherine, et al. (författare)
  • The Sensual Evaluation Instrument: Developing an Affective Evaluation Tool
  • 2006. - 1
  • Ingår i: ACM SIGCHI conference Computer-Human Interaction (CHI2006).
  • Konferensbidrag (refereegranskat)abstract
    • In this paper we describe the development and initial testing of a tool for self-assessment of affect while interacting with computer systems: the Sensual Evaluation Instrument. We discuss our research approach within the context of existing affective and HCI theory, and describe stages of evolution of the tool, and initial testing of its effectiveness.
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21.
  • Kratz, Sven, et al. (författare)
  • Body, Movement, Gestures & Tactility in Interaction with Mobile Devices
  • 2011
  • Ingår i: Mobile HCI. - Stockholm, Sweden.
  • Konferensbidrag (refereegranskat)abstract
    • In the search for novel and more expressive interaction techniques for mobile devices, bodily aspects such as movement, gesture, and touch based interfaces are prominent. For instance, touch-screen gestures have found widespread application in mobile device interfaces while bodily gestures involving device movement are successfully applied in gaming scenarios. Other modalities, like pressure, free-hand and on body interaction are increasingly being explored in research systems in mobile settings. This is becoming possible through current developments that have made sensing and actuating technologies cheaper and more easily integrated in mobile and handheld devices. The turn towards experiential, embodied, enacted perspectives on cognition and action has also contributed to a shift in what aspects of interaction focus upon in interaction design. This has lead to HCI-researchers to explore now only how the whole human body can be taken into account in design, but also to explore new domains of application for instance in leisure, entertainment and public urban environments.
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22.
  • KTH Utbildningar 2027/2028
  • 2017
  • Konstnärligt arbeteabstract
    • I projektet Framtidens KTH-utbildningar har vi tagit fram förslag på hur vår verksamhet skulle kunna se ut för studenter, lärare, alumner och arbetsgivare – eller vad de kommer att vara. Visioner blir ofta luddiga så vi har istället skapat konkreta bilder som vi hoppas öppnar för samtal och ett vidare arbete med utbildningar för läsåret 2027/2028 då KTH firar tvåhundraårsjubileum.Denna katalog är endast till för idévärlden och innebär inget åtagande för KTH att erbjuda de utbildningar eller koncept som beskrivs. Men det är tillåtet att önska sig dem.
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23.
  • Laaksolahti, Jarmo, et al. (författare)
  • Anticipatory Guidance of Plot
  • 2003. - 1
  • Ingår i: Anticipatory Behavior in Adaptive Learning Systems. - Berlin, Heidelberg, New York : Springer Verlag. - 3540404295
  • Bokkapitel (refereegranskat)
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24.
  • Laaksolahti, Jarmo, et al. (författare)
  • Editorial : “Usability”
  • 2011
  • Ingår i: Cognitive Technologies. - Berlin, Heidelberg : Springer Verlag. ; , s. 637-640
  • Konferensbidrag (refereegranskat)abstract
    • This editorial provides a brief introduction and overview of the following 4 chapters dedicated to the design and evaluation of systems for affective interaction. In such systems affect must be a consideration from the start rather than an afterthought or they are likely to fail due to mistakes in the design. Hence one of the purposes of this part of the handbook is to accommodate affective interaction into a user-centred design loop, thereby increasing the chances of arriving at successful designs. Each chapter corresponds to a step in a generic UCD process and discusses the theoretical and practical underpinnings of activities typically found in the step, lists challenges related to bringing affective interaction into the loop, suggests methods that have proven to be useful in each step, and where appropriate gives examples of systems for affective interaction that have been designed.
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25.
  • Laaksolahti, Jarmo, et al. (författare)
  • Enhancing Believability using Affective Cinematography
  • 2003. - 1
  • Ingår i: Intelligent Virtual Agents, 4th International Workshop, IVA 2003. - Berlin, Heidelberg : Springer Verlag. - 3540200037
  • Konferensbidrag (refereegranskat)
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26.
  • Laaksolahti, Jarmo, et al. (författare)
  • Evaluating Believability in an Interactive Narrative
  • 2001. - 1
  • Ingår i: Intelligent Agent Technology - Research and Development. - New Jersey, London, Singapore, Hong Kong : World Scientific. - 9810247060
  • Konferensbidrag (refereegranskat)
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27.
  • Laaksolahti, Jarmo (författare)
  • Explaining recommendations through user groups
  • 2000. - 1
  • Ingår i: Proceedings of NordiCHI'2000: the First Nordic Conference on Computer Human Interaction, 23-25 Oct 2000, Stockholm, Sweden.
  • Konferensbidrag (refereegranskat)
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28.
  • Laaksolahti, Jarmo (författare)
  • Methods for evaluating a dramatic game
  • 2005. - 1
  • Konferensbidrag (refereegranskat)abstract
    • This paper describes ongoing work on creating a dramatic gaming prototype. A specific problem is how to evaluate the game and the gaming experience as there are no existing methods specifically suited for this purpose. Two methods are presented that aim to capture different aspects of the players’ subjective experiences. One of the methods, the sensual evaluation instrument, is an experimental non-verbal method that attempts to capture players’ immediate emotional experiences. The other, Repertory Grid Technique, is a method for eliciting and evaluating people’s subjective experience of interacting with technology, used after the gaming session.
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30.
  • Laaksolahti, Jarmo (författare)
  • Plot, Spectacle, and Experience : Contributions to the Design and Evaluation of Interactive Storytelling
  • 2008
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Interactive storytelling is a new form of storytelling emerging in the crossroads of many scholarly, artistic, and industrial traditions. In interactive stories the reader/spectator moves from being a receiver of a story to an active participant. By allowing participants to influence the progression and outcome of the story new experiences will arise. This thesis has worked on three aspects of interactive storytelling: plot, spectacle, and experience. The first aspect is concerned with finding methods for combining the linear structure of a story, with the freedom of action required for an interactive experience. Our contribution has focused on a method for avoiding unwanted plot twists by predicting the progression of a story and altering its course if such twists are detected.The second aspect is concerned with supporting the storytelling process at the level of spectacle. In Aristotelian terms, spectacle refers to the sensory display that meets the audience of a drama and is ultimately what causes the experience. Our contribution focuses on graphically making changing emotions and social relations, important elements of dramatic stories in our vision, salient to players at the level of spectacle. As a result we have broadened the view of what is important for interactive storytelling, as well as what makes characters believable. So far not very much research has been done on evaluating interactive stories. Experience, the third aspect, is concerned with finding qualitative methods for evaluating the experience of playing an interactive story. In particular we were interested in finding methods that could tell us something about how a players experience evolved over time, in addition to qualities such as agency that have been claimed to be characteristic for interactive stories. Our contribution consists of two methods that we have developed and adapted for the purposes of evaluating interactive stories that can provide such information. The methods have been evaluated on three different interactive storytelling type games.
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32.
  • Laaksolahti, Jarmo, et al. (författare)
  • The lega : A device for leaving and finding tactile traces
  • 2011
  • Ingår i: Proceedings of the 5th International Conference on Tangible Embedded and Embodied Interaction. - New York, NY, USA : ACM. - 9781450306287 ; , s. 193-196
  • Konferensbidrag (refereegranskat)abstract
    • This paper describes experiences from development and deployment of the Lega, a hand held device for physical sharing of experiences during an art exhibition. Touching and moving the device in different ways creates a tactile trace that can be experienced by others through their own device. The system was successfully deployed at an art exhibition for two months where user studies were performed. Here we present some general observations regarding the systems performance and discuss issues that we encountered.
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34.
  • Laaksolahti, Jarmo, et al. (författare)
  • Using the sensual evaluation instrument
  • 2009. - 1
  • Ingår i: Journal of Digital Creativity. - : Taylor & Francis. ; 3, s. 165-175
  • Konferensbidrag (refereegranskat)abstract
    • In our research we made use of an instrument previously developed to facilitate nonverbal self-report of emotion, which consists of 8 sculpted objects. We describe the use of this instrument in the assessment of three interactive storytelling experiences in a small user study, and draw some conclusions about the instrument’s effectiveness in supporting design.
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35.
  • Lindström, Madelene, et al. (författare)
  • Affective diary : designing for bodily expressiveness and self-reflection
  • 2006
  • Ingår i: CHI 2006 · Work-in-Progress. - New York, NY, USA : ACM Press. - 1595932984 ; , s. 1037-1042
  • Konferensbidrag (refereegranskat)abstract
    • A diary provides a useful means to express inner thoughts and record experiences of past events. In re-readings, it also provides a resource for reflection, allowing us to re-experience, brood over or even shed the thoughts and feelings we’ve associated with events or people. To expand on the ways in which we creatively engage in diary-keeping, we have designed an affective diary that captures some of the physical, bodily aspects of experiences and emotions–what we refer to as "affective body memorabilia". The affective diary assembles sensor data, captured from the user and uploaded via their mobile phone, to form an ambiguous, abstract colourful body shape. With a range of other materials from the mobile phone, such as text and MMS messages, photographs, etc., these shapes are made available to the user. Combining these materials, the diary is designed to invite reflection and to allow the user to piece together their own stories.
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36.
  • Mavroudi, Anna, et al. (författare)
  • A card game for designing activities for technology-enhanced learning in higher education
  • 2022
  • Ingår i: Education and Information Technologies. - : Springer. - 1360-2357 .- 1573-7608. ; 27, s. 2367-2383
  • Tidskriftsartikel (refereegranskat)abstract
    • The importance of providing mechanisms and tools that effectively support the transition from implicit to explicit representations of Learning Design has been emphasised by previous research in the field of Technology-Enhanced Learning (TEL). In addition, the benefits of Game-based learning approaches have been long documented in the educational research literature. The paper presents the design, implementation and evaluation of a card game that aims to support the design process of TEL activities in higher education. The game was tested by a group of 36 students and tutors (n = 36) in higher education during an interactive workshop. Feedback was asked by the participants using an anonymous survey. The results reveal that the participants a) are satisfied with the game process, b) appreciate the groupwork and interaction taking place, and c) believe that they used their communication and collaboration skills. The paper includes the description of the outputs of a group (i.e., the cards selected for their TEL scenario and their actual TEL scenario) to exemplify that it is possible to use the game in order to elicit or diagnose existing LD knowledge from the game participants. The paper concludes on the usefulness of the approach suggested, limitations, and plans for future work.
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37.
  • Mentis, Helena M., et al. (författare)
  • My self and you : Tension in bodily sharing of experience
  • 2014
  • Ingår i: ACM Transactions on Computer-Human Interaction. - : Association for Computing Machinery. - 1073-0516 .- 1557-7325. ; 21:4
  • Tidskriftsartikel (refereegranskat)abstract
    • There is a growing interest in designing systems for sharing experience through bodily interaction. To explore this design space, we built a probe system we named the Lega. In our 2-month-long research design process, we noted that the users' attention was set on their own reflective experience, rather than attending to the person(s) with which they were sharing their experience. To explain these findings, we present an inductive analysis of the data through a phenomenological lens to pinpoint what causes such behavior. Our analysis extends our understanding of how to design for social embodied interaction, pointing to how we need to embrace the tension between self-reflection and shared experience, making inward listening and social expression visible acts, accessible to social construction and understanding. It entails experiencing our embodied self as others experience us in order to build a dialogue.
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38.
  • Pargman, Daniel, et al. (författare)
  • From Moore's Law to the Carbon Law
  • 2020
  • Ingår i: ICT4S 2020. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 285-293
  • Konferensbidrag (refereegranskat)abstract
    • In society in general and within computing in particular, there has, and continues to be, a focus on faster, cheaper, better etc. Such perspectives clash with the fact that impeding climate change and the need for radically decreased CO2 emissions (c.f. the Paris Agreement) will have fundamental and far-reaching ramification for computing and for all other sectors of society during the coming decades. In the call for the first Computing within Limits workshop, it was stated that "A goal of this community is to impact society through the design and development of computing systems in the abundant present for use in a future of limits and/or scarcity."There have since been several contributions to Computing within Limits that have accepted the challenge of discussing and imagining what such systems as well as what "a future of limits and/or scarcity"could look like. Despite this, there is currently no consensus about what exactly such a future entails and the community can consequently only offer hazy ideas about exactly what systems we should strive to design and develop. The basic problem can be summed up as follows: we know that fundamental changes are necessary and will come, but we still struggle with envisioning what a post-growth/decarbonising society looks like and what computing systems need to be designed and developed for use in such futures, or, to support that transition. In this paper we argue that the work of imagining an actionable "future of limits"could benefit from using the "carbon law"as a starting point. The carbon law is based on work in the environmental sciences and we exemplify how it can be used to generate requirements that can guide the development of computing systems for a future of limits. While these lessons are general, we exemplify by describing a research project that aims to support the KTH Royal Institute of Technology's goal of-in line with the carbon law-radically reducing CO2 emissions from academic flying over the next decade. We give examples of how computing can aid in this task, including by presenting visualisation tools that we have developed to support the KTH carbon abatement goals. We also discuss the role of computer science in general and of Computing within Limits in particular in supporting the transition to a more sustainable (or at least a less unsustainable) future.
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39.
  • Pargman, Daniel, et al. (författare)
  • Who Gets to Fly?
  • 2022
  • Ingår i: Academic Flying and the Means of Communication. - Singapore : Palgrave Macmillan. ; , s. 133-158
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • In this chapter, we posit that academics need to reduce their flying in line with the ‘Carbon Law’ if we are to attain the agreed-upon targets of the Paris agreement. This entails reducing emissions in general as well as reducing emissions from flying by at least 50 per cent every decade from 2020 and on. We present data from KTH Royal Institute of Technology regarding our flying and use two specific departments as examples. We unpack this data, using material visualisations (i.e. post-it notes and poker chips) to raise questions that are not immediately apparent when looking at top-down statistics about flying. Our material visualisations instead present data about flying patterns and habits in a format that viscerally displays the differences (‘inequalities’) that exist between and within departments. Such visualisations emphasise that reducing the frequency and the length of air trips will inevitably lead to discussions and negotiations about who gets to fly (or not), as well as discussions about exactly what constitutes ‘unnecessary’ flights. The chapter ends with a reflection about the limitations of our language and how the task of reducing carbon emission from flying necessitates a reinvention of how we think and talk about flying.
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41.
  • Persson, Per, et al. (författare)
  • Expressive messaging on mobile platforms
  • 2001. - 2
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents design requirements for expressive, avatar-based multi-modal messaging on mobile platforms. It is argued that expressive messaging needs to exploit context of peers, embodied appearance and behaviour, in combination with text. Our approach allows strong expressiveness and yet simple, on the fly message compositions required in a mobile, noisy setting. Technical challenges for a user ready prototype are sketched. It is argued that the context of usage between work-related stationary terminals and mobile ones is radically different.
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42.
  • Persson, Per, et al. (författare)
  • Expressive Messaging on Mobile Platforms
  • 2001. - 1
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • We present a design for expressive multimodal messaging on mobile platforms. Strong context, simple text messages, and crude animations combine well to produce surprisingly expressive results.
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43.
  • Persson, Per, et al. (författare)
  • Understanding social intelligence
  • 2002. - 1
  • Ingår i: Socially Intelligent Agents. - Boston, MA : Springer Publishers. - 9781402070570 - 9780306473739 ; , s. 21-28
  • Bokkapitel (refereegranskat)
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44.
  • Persson, Per, et al. (författare)
  • Understanding socially intelligent agents: a multilayered phenomenon
  • 2001. - 1
  • Ingår i: IEEE transactions on systems, man and cybernetics. Part A. Systems and humans. - : Institute of Electrical and Electronics Engineers (IEEE). - 1083-4427 .- 1558-2426. ; 31:5, s. 349-360
  • Tidskriftsartikel (refereegranskat)abstract
    • The ultimate purpose with Socially Intelligent Agent (SIA) technology is not to simulate social intelligence per se, but to let an agent give an impression of social intelligence. Such user-centred SIA technology, must consider the everyday knowledge and expectations by which users make sense of real, fictive or artificial social beings. This folk-theoretical understanding of other social beings involves several, rather independent levels such as expectations on behaviour, expectations on primitive psychology, models of folk-psychology, understanding of traits, social roles and empathy. The framework presented here allows us to analyse and reconstruct users´ understanding of existing and future SIAs, as well as specifying the levels SIA technology models in order to achieve an impression of social intelligence.
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45.
  • Rostami, Asreen, et al. (författare)
  • Design fiction for mixed-reality performances
  • 2017
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : Association for Computing Machinery. - 9781450346566
  • Konferensbidrag (refereegranskat)abstract
    • Designing for mixed-reality performances is challengingboth in terms of technology design, and in terms ofunderstanding the interplay between technology,narration, and (the outcomes of) audience interactions.This complexity also stems from the variety of roles inthe creative team often entailing technology designers,artists, directors, producers, set-designers andperformers. In this multidisciplinary, one-dayworkshop, we seek to bring together HCI scholars,designers, artists, and curators to explore the potentialprovided by Design Fiction as a method to generateideas for Mixed-Reality Performance (MRP) throughvarious archetypes including scripts, programs, andposters. By drawing attention to novel interactivetechnologies, such as bio-sensors and environmentalIoT, we seek to generate design fiction scenarioscapturing the aesthetic and interactive potential formixed-reality performances, as well as the challengesto gain access to audience members’ data – i.e.physiological states, daily routines, conversations, etc
  •  
46.
  • 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. 
  •  
47.
  • 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."
  •  
48.
  •  
49.
  • Sjölinder, Marie, et al. (författare)
  • User involvement of patients with eating disorder – the design process from user needs to prototype
  • 2010
  • Ingår i: ICEHST 2010 - International Conference on e-Health Services and Technologies. - University of Piraeus, Athens, Greece.
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • The aim of this work was to investigate different methods for involving patients with eating disorders in the design process. According to the specific needs of this group of patients four main design goals were set up for the system. These were: Providing an artificial case manager able of answering questions and of interacting with the patient; Enhancing motivation to get well; Providing distraction from the disease; Providing an appealing environment that the patients find interesting enough to use for a longer period of time. To meet these requirements several methods for involving end-users were used including “Cultural Probes”, “Repertory Grid Technique” and ”Wizard of Oz”. This paper describes our experiences of using these methods when developing a system for patients with eating disorders. The methods and the tasks used in the different studies also turned out to be a distraction away from the disease, which shows the potential of making the development process a part of the actual usage. The patients’ enthusiasm regarding the tasks in the studies also showed the importance of using methods suitable with respect to the symptoms of the disease and tasks that the specific group of patients find interesting and meaningful.
  •  
50.
  • 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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