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Sökning: WFRF:(Sanches Pedro)

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1.
  • Ferreira, Pedro, et al. (författare)
  • License to chill! : how to empower users to cope with stress
  • 2008
  • Ingår i: NordiCHI '08. - New York, NY, USA : ACM. - 9781595937049 ; , s. 123-132
  • Konferensbidrag (refereegranskat)abstract
    • There exists today a paucity of tools and devices that empower people to take control over their everyday behaviors and balance their stress levels. To overcome this deficit, we are creating a mobile service, Affective Health, where we aim to provide a holistic approach towards health by enabling users to make a connection between their daily activities and their own memories and subjective experiences. This construction is based upon values detected from certain bodily reactions that are then visualized on a mobile phone. Accomplishing this entailed figuring out how to provide real-time feedback without making the individual even more stressed, while also making certain that the representation empowered rather than controlled them. Useful design feedback was derived from testing two different visualizations on the mobile in a Wizard of Oz study. In short, we found that a successful design needs to: feel alive, allow for interpretative openness, include short-term history, and be updated in real-time. We also found that the interaction did not increase our participants stress reactions.
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2.
  • 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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5.
  • Sanches, Pedro, et al. (författare)
  • Mind the body! : designing a mobile stress management application encouraging personal reflection
  • 2010
  • Ingår i: Proceedings of the 8th ACM conference on designing interactive systems. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 47-56
  • Konferensbidrag (refereegranskat)abstract
    • We have designed a stress management biofeedback mobile service for everyday use, aiding users to reflect on both positive and negative patterns in their behavior. To do so, we embarked on a complex multidisciplinary design journey, learning that: detrimental stress results from complex processes related to e.g. the subjective experience of being able to cope (or not) and can therefore not be measured and diagnosed solely as a bodily state. We learnt that it is difficult, sometimes impossible, to make a robust analysis of stress symptoms based on biosensors worn outside the laboratory environment they were designed for. We learnt that rather than trying to diagnose stress, it is better to mirror short-term stress reactions back to them, inviting their own interpretations and reflections. Finally, we identified several experiential qualities that such an interface should entail: ambiguity and openness to interpretation, interactive history of prior states, fluency and aliveness.
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7.
  • Alfaras, Miquel, et al. (författare)
  • Biosensing and Actuation-Platforms Coupling Body Input-Output Modalities for Affective Technologies
  • 2020
  • Ingår i: Sensors. - : MDPI AG. - 1424-8220. ; 20:21
  • Tidskriftsartikel (refereegranskat)abstract
    • Research in the use of ubiquitous technologies, tracking systems and wearables within mental health domains is on the rise. In recent years, affective technologies have gained traction and garnered the interest of interdisciplinary fields as the research on such technologies matured. However, while the role of movement and bodily experience to affective experience is well-established, how to best address movement and engagement beyond measuring cues and signals in technology-driven interactions has been unclear. In a joint industry-academia effort, we aim to remodel how affective technologies can help address body and emotional self-awareness. We present an overview of biosignals that have become standard in low-cost physiological monitoring and show how these can be matched with methods and engagements used by interaction designers skilled in designing for bodily engagement and aesthetic experiences. Taking both strands of work together offers unprecedented design opportunities that inspire further research. Through first-person soma design, an approach that draws upon the designer's felt experience and puts the sentient body at the forefront, we outline a comprehensive work for the creation of novel interactions in the form of couplings that combine biosensing and body feedback modalities of relevance to affective health. These couplings lie within the creation of design toolkits that have the potential to render rich embodied interactions to the designer/user. As a result we introduce the concept of "orchestration". By orchestration, we refer to the design of the overall interaction: coupling sensors to actuation of relevance to the affective experience; initiating and closing the interaction; habituating; helping improve on the users' body awareness and engagement with emotional experiences; soothing, calming, or energising, depending on the affective health condition and the intentions of the designer. Through the creation of a range of prototypes and couplings we elicited requirements on broader orchestration mechanisms. First-person soma design lets researchers look afresh at biosignals that, when experienced through the body, are called to reshape affective technologies with novel ways to interpret biodata, feel it, understand it and reflect upon our bodies.
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8.
  • Alfaras, Miquel, et al. (författare)
  • From Biodata to Somadata
  • 2020
  • Konferensbidrag (refereegranskat)abstract
    • Biosensing technologies are increasingly available as off-the-shelf products, yet for many designers, artists and non-engineers, these technologies remain difficult to design with. Through a soma design stance, we devised a novel approach for exploring qualities in biodata. Our explorative process culminated in the design of three artefacts, coupling biosignals to tangible actuation formats. By making biodata perceivable as sound, in tangible form or directly on the skin, it became possible to link qualities of the measurements to our own somatics - our felt experience of our bodily bioprocesses - as they dynamically unfold, spurring somatically-grounded design discoveries of novel possible interactions. We show that making biodata attainable for a felt experience - or as we frame it: turning biodata into somadata - enables not only first-person encounters, but also supports collaborative design processes as the somadata can be shared and experienced dynamically, right at the moment when we explore design ideas.
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9.
  • An, Qingfan, 1997-, et al. (författare)
  • Incorporating transition design in the education of an established design subject to empower design students with systems thinking
  • 2024
  • Ingår i: Proceedings of the design society. - : Cambridge University Press. ; , s. 2785-2794
  • Konferensbidrag (refereegranskat)abstract
    • Designers’ roles are at a turning point of transforming design from an expert-driven design process within an assumed social and economic order to design practices that advocate design-led societal transition toward more sustainable futures. Design education should be adapted accordingly. Introducing the transition design concept into established design education promotes the sustainable society transition by involving more systems thinking from designers in various sectors. This study reports on a pilot practice and reflection on introducing the transition design concept to design students.
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10.
  • Bala, Paulo, et al. (författare)
  • Towards critical heritage in the wild : analysing discomfort through collaborative autoethnography
  • 2023
  • Ingår i: CHI '23. - New York : Association for Computing Machinery (ACM). - 9781450394215
  • Konferensbidrag (refereegranskat)abstract
    • As we engaged in designing digital interventions for intercultural dialogues around public cultural heritage sites, we saw an opportunity to surface multiple interpretations and points of view of history and shine a critical lens on current societal issues. To do so, we present the results of a collaborative auto-ethnography of alternative tours accompanied by intercultural guides, to explore sensory and embodied engagements with cultural heritage sites in a southern European capital. By focusing on the differences in how we experienced the heritage sites, we analyse the duality of discomfort, a common concept in HCI, in that it can both be deployed as a resource for designing systems that can transform people's understanding of history or it can be a hindrance for engagement, having an unequal effect on individuals.
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11.
  • Bogdan, Cristian M, 1971-, et al. (författare)
  • Programming for Moving Bodies
  • 2020
  • Ingår i: ACM International Conference Proceeding Series. - New York, NY, USA : Association for Computing Machinery.
  • Konferensbidrag (refereegranskat)abstract
    • Movement plays an increasingly important role in interactive systems design, from users' physical engagement, to how designed artefacts can move or be moved, and to the concert between users and artefacts. Designers, as well as programmers, have to engage more and more in physical activities when they want to create appealing experiences involving movement. There is a need for articulating emerging dialogues between designers, developers, and their materials. We will explore such dialogues in a 2-half-day workshop, focusing on data and its challenges, on tools and methods, on sensing and actuation when designing or detecting subtle body movements, and on catering for bodily changes over time.
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12.
  • Boman, Magnus, et al. (författare)
  • Sensemaking in Intelligent Health Data Analytics
  • 2015. - 6
  • Ingår i: Künstliche Intelligenz. - : Springer Science and Business Media LLC. - 0933-1875 .- 1610-1987. ; 29:2, s. 143-152
  • Tidskriftsartikel (refereegranskat)abstract
    • A systemic model for making sense of health data is presented, in which networked foresight complements intelligent data analytics. Data here serves the goal of a future systems medicine approach by explaining the past and the current, while foresight can serve by explaining the future. Anecdotal evidence from a case study is presented, in which the complex decisions faced by the traditional stakeholder of results—the policymaker—are replaced by the often mundane problems faced by an individual trying to make sense of sensor input and output when self-tracking wellness. The conclusion is that the employment of our systemic model for successful sensemaking integrates not only data with networked foresight, but also unpacks such problems and the user practices associated with their solutions.
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14.
  • Bylund, Markus, et al. (författare)
  • Collecting and Associating Data
  • 2010
  • Patent (populärvet., debatt m.m.)abstract
    • The present invention relates to a method and system for collecting human migration data into a database, comprising the steps of receiving information regarding the spatial movement, here called a path, or stationary position, here called a station, of a mobile device in a communication network, from the same communication network, and associating information or a sequence of information that represents a path or a station, here called a signal, with previously collected specific information regarding an individual associated with the mobile device. The inventive method specifically comprises the steps of de-identifying the information by deleting all information that can uniquely identify the mobile device or the individual from the signal and from the specific information, and storing the signal together with the specific information in the database, the signal and personal information thus being associated with each other and stored without any information that can uniquely identify the mobile device or the individual.
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15.
  • Bylund, Markus, et al. (författare)
  • Mirroring your Web presence
  • 2008. - 1
  • Konferensbidrag (refereegranskat)abstract
    • This paper describes the starting points, from the standpoint of individual privacy and identity monitoring and from a technological perspective, of how to design and build tools for to help individual users track and monitor their presence on the web. Our design models and represents facets of identity by tracking their mentions in text. It is intended to provide a basis for discussion on how to redress the information imbalance users are subjected to today, due to lack of overview of their own traces.
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16.
  • Cakici, Baki, et al. (författare)
  • Detecting the Visible : The Discursive Construction of Health Threats in a Syndromic Surveillance System Design
  • 2014
  • Ingår i: Societies. - : MDPI AG. - 2075-4698. ; 4:3, s. 399-413
  • Tidskriftsartikel (refereegranskat)abstract
    • Information and communication technologies are not value-neutral tools that reflect reality; they privilege some forms of action, and they limit others. We analyze reports describing the design, development, testing and evaluation of a European Commission co-funded syndromic surveillance project called SIDARTHa (System for Information on Detection and Analysis of Risks and Threats to Health). We show that the reports construct the concept of a health threat as a sudden, unexpected event with the potential to cause severe harm and one that requires a public health response aided by surveillance. Based on our analysis, we state that when creating surveillance technologies, design choices have consequences for what can be seen and for what remains invisible. Finally, we argue that syndromic surveillance discourse privileges expertise in developing, maintaining and using software within public health practice, and it prioritizes standardized and transportable knowledge over local and context-dependent knowledge. We conclude that syndromic surveillance contributes to a shift in broader public health practice, with consequences for fairness if design choices and prioritizations remain invisible and unchallenged.
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  • Claisse, Caroline, et al. (författare)
  • Tangible Interaction for Supporting Well-being
  • 2022
  • Ingår i: CHI EA '22. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450391566
  • Konferensbidrag (refereegranskat)abstract
    • Our workshop aims to bring together researchers and practitioners across disciplines in HCI who share an interest in promoting well-being through tangible interaction. The workshop forms an impassioned response to the worldwide push towards more digital and remote interaction in nearly all domains of our lives in the context of the COVID-19 pandemic. One question we raise is: to what extent will measures like remote interaction remain in place post-pandemic, and to what extent these changes may influence future agendas for the design of interactive products and services to support living well? We aim to ensure that the workshop serves as a space for diverse participants to share ideas and engage in cooperative discussions through hands-on activities resulting in the co-creation of a Manifesto to demonstrate the importance of embodied and sensory interaction for supporting well-being in a post-pandemic context. All the workshop materials will be published online on the workshop website and disseminated through ongoing collaboration.
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19.
  • Cotton, Kelsey, et al. (författare)
  • The Body Electric : A NIME designed through and with the somatic experience of singing
  • 2021
  • Ingår i: Proceedings of the International Conference on New Interfaces for Musical Expression. - : PubPub.
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents the soma design process of creating Body Electric: A novel interface for the capture and use of biofeedback signals and physiological changes generated in the body by breathing, during singing. This NIME design is grounded in the performer's experience of, and relationship to, their body and their voice. We show that NIME design using principles from soma design can offer creative opportunities in developing novel sensing mechanisms, which can in turn inform composition and further elicit curious engagements between performer and artefact, disrupting notions of performer-led control. As contributions, this work 1) offers an example of NIME design for situated living, feeling, performing bodies, and 2) presents the rich potential of soma design as a path for designing in this context.
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20.
  • Ferreira, Pedro, et al. (författare)
  • Awareness, transience and temporality : Design opportunities from Rah Island
  • 2013
  • Ingår i: Human-Computer Interaction – INTERACT 2013. - Berlin, Heidelberg : Springer. - 9783642404795 ; , s. 696-713
  • Konferensbidrag (refereegranskat)abstract
    • This paper deals with the implications of the socialness of private communication. Drawing upon ethnographic observations of first time mobile phone users in Rah, an island in Vanuatu, we revisit the debate on how the mobile phone reconfigures private and personal communication. Our observations show how the advent of the mobile phone disrupts and challenges existing practices around how private communication is managed on the island. These observations are used to open up a design space where we explore the socialness of personal, private communication. Drawing on the analysis, we discuss three directions for future thinking of mobile interaction design: (1) designing for spatial awareness; (2) designing for transience and (3) designing with temporality. We expand on these to discuss the notion of digital patina, which we argue, is an exciting topic to explore for the design of personal, social communication.
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22.
  • Höök, Kristina, et al. (författare)
  • Soma-based design theory
  • 2017
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : ACM. - 9781450346566 ; , s. 550-557
  • Konferensbidrag (refereegranskat)abstract
    • Movement-based interaction design is increasingly popular, with application domains ranging from dance, sport, gaming to physical rehabilitation. In a workshop at CHI 2016, a set of prominent artists, game design-ers, and interaction designers embarked on a research journey to explore what we came to refer to as "aesthetics in soma-based design". In this follow-up work-shop, we would like to take the next step, shifting from discussing the philosophical underpinnings we draw upon to explain and substantiate our practice, to form our own interaction design theory and conceptualisations. We propose that soma-based design theory needs practical, pragmatic as well as analytical study -- otherwise the felt dimension will be missing. We will consider how such tacit knowledge can be articulated, documented and shared. To ground the discussion firmly in the felt experience of our own practice, the work-shop is organised as a joint practical design work session, supported by analytical study.
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23.
  • Höök, Kristina, 1964-, et al. (författare)
  • Unpacking Non-Dualistic Design : The Soma Design Case
  • 2021
  • Ingår i: ACM Transactions on Computer-Human Interaction. - : Association for Computing Machinery (ACM). - 1073-0516 .- 1557-7325. ; 28:6
  • Tidskriftsartikel (refereegranskat)abstract
    • We report on a somaesthetic design workshop and the subsequent analytical work aiming to demystify what is entailed in a non-dualistic design stance on embodied interaction and why a first-person engagement is crucial to its unfoldings. However, as we will uncover through a detailed account of our process, these first-person engagements are deeply entangled with second- and third-person perspectives, sometimes even overlapping. The analysis furthermore reveals some strategies for bridging the body-mind divide by attending to our inner universe and dissolving or traversing dichotomies between inside and outside; individual and social; body and technology. By detailing the creative process, we show how soma design becomes a process of designing with and through kinesthetic experience, in turn letting us confront several dualisms that run like fault lines through HCI's engagement with embodied interaction.
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24.
  • Jenkins, Tom, et al. (författare)
  • Fabulating Futures for Flourishing and Vibrant Worlds
  • 2023
  • Ingår i: The 10th Nordic Design Research Society (Nordes) Conference.
  • Konferensbidrag (refereegranskat)abstract
    • This one-day workshop will explore fabulations in design research. Bringing together design researchers and practitioners in hands-on exploration and critical dialogue, we will explore emerging practices and potentials of using fabulations in futures-oriented and exploratory practice-based design research. Drawing on fabulations’ relations with feminist technoscience and more-than-human concerns, we seek to understand if and how the practice of fabulating can contribute to designing vibrant worlds that can flourish in new ways.
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25.
  • Karpashevich, Pavel (författare)
  • Designing Monstrous Experiences Through Soma Design
  • 2023
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • There is currently a wave of research and development of novel on-body technologies and materials, including shape-changing technologies to be worn on or used close to the body. Traditional interaction design methods and interface models are not always a good fit for designing meaningful interactions with these technologies as they primarily interact with our somatic selves—not our language-oriented, symbol-processing ways of being in the world. Design researchers are therefore borrowing ideas and methods from the arts and humanities to design with and help to ”humanize” these technologies. One such approach, originating in pragmatist philosophy, is a design program named soma design. Soma design grounds design processes in our first-person sensuous, subjective experience of the world, aiming to deepen our aesthetic appreciation of ourselves and the world that surrounds us. Soma design has previously mostly addressed gentle, soft experiences. The work,I came to engage in, shifted away from the solely soft and comfortable, and instead addressed borderline uncomfortable, at times uncanny, yet evocative experiences. To shed light on and better articulate those experiences, I turned to monster theories, in particular, using the lens of the monster from the humanities, alongside the impurity concept from social anthropology.In my work, I define these monstrous experiences as ambiguous experiences, which transgress the seemingly opposing experiential categories of comfort versus discomfort. I did so through designing with technologies that apply restriction, pressure, shape-changing, weight-shifting onto our bodies that introduced ways of alienating us from our own bodily rhythms such as our breathing rhythm. As I argue, monstrous experiences constitute one way of addressing some of the dividing dualistic rifts in interaction design. Through the analysis of my design studies, I show how monstrous experiences help to dissolve the distinction between the inside and the outside of the human body—especially when they come into contact with each other through wearable technology, questioning and bridging the boundaries of where one ends and the other begins. In my design experiments, monster experiences are bordering between the human-like and organic versus the alien and unnatural. Monstrous experiences thus expand the repertoire of soma design, adding more ”radical” design exemplars. They help with ”humanizing” the domain of uncomfortable experiences through providing a different articulation, rooted in literature and art.My work on monstrous experiences makes two main contributions to design for somatic experiences. First, the monster can serve as an analytical lens that bridges dichotomies such as comfort/discomfort, inside/outside, or leader/follower. It provides another perspective from which such opposing categories, despite their seemingly built-in contradictions, can be united into a coherent whole. Second, monstrous experiences can serve as an estrangement method, a design tool for discovering new ways of connecting with our somatic selves, the world that surrounds us or other people, as well as new ways of using sensors and actuators to address, change, affect or alienate bodily processes. Monstrous experiences can help to explore the space between soft/hard and pleasant/uncomfortable experiences, thus, offering an alternative perspective on ”naturalness” in interaction design.
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26.
  • Karpashevich, Pavel, et al. (författare)
  • Reinterpreting schlemmer's Triadic Ballet : Interactive costume for unthinkable movements
  • 2018
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450356206 - 9781450356213
  • Konferensbidrag (refereegranskat)abstract
    • In the 1920s, Oskar Schlemmer, artist in the Bauhaus move-ment, created the Triadic Ballet costumes. These restrict movement of dancers, creating new expressions. Inspired by this, we designed an interactive wire costume. It restricts lower body movements, and emphasizes arm movements spurring LED-light 'sparks' and 'waves' wired in a tutu-like costume. The Wire Costume was introduced to a dancer who found that an unusual bond emerged between her and the costume. We discuss how sensory alteration (sight, kinesthet-ic awareness and proprioception) and bodily training to ad-just to the new soma, can result in novel, evocative forms of expression. The interactive costume can foster a certain mood, introduce feelings, and even embody a whole charac-ter - only revealed once worn and danced. We describe a de-sign exploration combining cultural and historical research, interviews with experts and material explorations that culmi-nated in a novel prototype.
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27.
  • Karpashevich, Pavel, et al. (författare)
  • Touching Our Breathing through Shape-Change : Monster, Organic Other, or Twisted Mirror
  • 2022
  • Ingår i: ACM Transactions on Computer-Human Interaction. - : Association for Computing Machinery (ACM). - 1073-0516 .- 1557-7325. ; 29:3
  • Tidskriftsartikel (refereegranskat)abstract
    • We report on a soma design process, where we designed a novel shape-changing garment-the Soma Corset. The corset integrates sensing and actuation around the torso in tight interaction loops. The design process revealed how boundaries between the garment and the wearer can become blurred, leading to three flavours of cyborg relations. First, through the lens of the monster, we articulate how the wearer can adopt or reject the garment, resulting in either harmonious or disconcerting experiences of touch. Second, it can be experienced as an organic "other"-with its own agency-resulting in uncanny experiences of touch. Through mirroring the wearer's breathing, the garment can also be experienced as a twisted version of one's own body. We suggest that a gradual sensitisation of designers-through soma design and reflection on the emerging human-technology relations-may serve as a pathway for uncovering and articulating novel, machine-like, digital touch experiences.
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28.
  • Lee-Smith, Matthew L., et al. (författare)
  • Data as a material for design : alternative narratives, divergent pathways, and future directions
  • 2023
  • Ingår i: CHI EA '23. - : ACM Digital Library. - 9781450394222
  • Konferensbidrag (refereegranskat)abstract
    • This one-day workshop will bring together a diverse group of practitioners and researchers within the CHI community to discuss and explore data's increasing use as a material for design. This workshop encourages the submission of design exemplars, i.e., physical or digital works (in progress), design processes, or provocative or controversial pieces on the topic of data as a design material. If we are to continue to explore what data means as a design material and how we will continue to co-exist with them in our everyday lives through new and exciting ways and means, we must develop new strategies, tactics, tools, and outcomes. By bringing together products, processes, and provocations, this workshop will nurture and extend the continuation of research inquiring into data as a design material in its many forms. Our workshop will be conducted through physical and digital activities before, during, and after the onsite event at CHI 2023.
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29.
  • Moore, Heather, et al. (författare)
  • Ethnographies of Practice, Visioning, and Foresight
  • 2014
  • Ingår i: Innovation for Sustainable Economy & Society. - 9789522655912
  • Konferensbidrag (refereegranskat)abstract
    • A comparative study of three concluded projects is presented, to be used as a backdrop for a newly proposed project on critical adoption of 5G network infrastructure, middleware and service proposed solutions. Since the implementation of those proposed solutions lie 5-8 years into the future, forecasting is necessary and the three concluded projects act as a complementary backcasting exercise in this context. All three concluded projects focused on the development and envisioning of infrastructures for future digital services, all with the proviso that involvement of a wide range of stakeholders could be secured. They were all subject to a rapidly changing development, both on the side of engineering advances and on the side of societal views on such advances. Hence, the new project will have an emphasis on transparency of protocol design and participatory engagement of a greater range of perspectives.
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33.
  • 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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34.
  • Sanches, Pedro, et al. (författare)
  • Ambiguity as a resource to inform proto-practices : The case of skin conductance
  • 2019
  • Ingår i: ACM Transactions on Computer-Human Interaction. - : Association for Computing Machinery. - 1073-0516 .- 1557-7325. ; 26:4
  • Tidskriftsartikel (refereegranskat)abstract
    • Skin conductance is an interesting measure of arousal level, largely unfamiliar to most end-users. We designed a mobile application mirroring end-users’ skin conductance in evocative visualizations, purposefully made ambiguous to invite rich interpretations. Twenty-three participants used the system for a month. Through the lens of a practice-based analysis of weekly interviews and the logged data, several quite different—sometimes even mutually exclusive—interpretations or proto-practices arose: as stress management; sports performance; emotion tracking; general life logging; personality representation; or behavior change practices. This suggests the value of a purposefully open initial design to allow for the emergence of broader proto-practices to be followed by a second step of tailored design for each identified goal to facilitate the transition from proto-practice to practice. We contribute to the HCI discourse on ambiguity in design, arguing for balancing openness and ambiguity with scaffolding to better support the emergence of practices around biodata.
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35.
  • Sanches, Pedro, et al. (författare)
  • Data Bites Man : The Production of Malaria by Technology
  • 2018
  • Ingår i: Proceedings of the ACM on Human-Computer Interaction. - : Association for Computing Machinery (ACM). - 2573-0142. ; 2:CSCW
  • Tidskriftsartikel (refereegranskat)abstract
    • Malaria surveillance is a practice concerned with collection and analysis of data. This paper presents an ethnographical account of an international team of researchers producing data about malaria in the Zanzibar archipelago. We show that malaria is increasingly constituted by data, and inextricably interwoven with the practices of data workers using ICT tools. Through the practices we document here malaria: 1) becomes a problem to be managed by asymptomatic, as well as symptomatic individuals, 2) increases its geographical incidence through surveillance data and articulation work, and 3) becomes more certain, through coordination mechanisms enabled by ICT. As electronic data, malaria builds and mobilizes diverse human, organizational, and infrastructural worlds around it, who must now be dedicated to its production, management, and care.
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37.
  • Sanches, Pedro, et al. (författare)
  • Diffraction-in-action : Designerly Explorations of Agential Realism Through Lived Data
  • 2022
  • Ingår i: CHI '22. - New York, NY, USA : Association for Computing Machinery.
  • Konferensbidrag (refereegranskat)abstract
    • Recent design research has shown an interest in diffraction and agential realism, which promise to offer generative alternatives when designing with data that resist treating data as objective or neutral. We explore engaging diffractively with 'lived data' to surface felt and prospective aspects of data as it is entangled in everyday lives of designers. This paper presents five biodata-based case studies demonstrating how design researchers can create knowledge about human bodies and behaviors via strategies that allow them to engage data diffractively. These studies suggest that designers can find insights for designing with data as it is lived by working with it in a slow, open-ended fashion that leaves room for messiness and time for discovering difference. Finally, we discuss the role of ambiguous, open-ended data interpretations to help surface different meanings and entanglements of data in everyday lives.
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40.
  • Sanches, Pedro (författare)
  • Health Data : Representation and (In)visibility
  • 2015
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Health data requires context to be understood. I show how, by examining two areas: self-surveillance, with a focus on representation of bodily data, and mass-surveillance, with a focus on representing populations. I critically explore how Information and Communication Technology (ICT) can be made to represent individuals and populations, and identify implications of such representations. My contributions are: (i) the design of a self-tracking stress management system, (ii) the design of a mass-surveillance system based on mobile phone data, (iii) an empirical study exploring how users of a fitness tracker make sense of their generated data, (iv) an analysis of the discourse of designers of a syndrome surveillance system, (v) a critical analysis of the design process of a mass-surveillance system, and (vi) an analysis of the historicity of the concepts and decisions taken during the design of a stress management system. I show that producing health data, and subsequently the technological characteristics of algorithms that produce them depend on factors present in the ICT design process. These factors determine how data is made to represent individuals and populations in ways that may selectively make invisible parts of the population, determinants of health, or individual conception of self and wellbeing. In addition, I show that the work of producing data does not stop with the work of the engineers who produce ICT-based systems: maintenance is constantly required.
  •  
41.
  • Sanches, Pedro, et al. (författare)
  • Knowing your population : privacy-sensitive mining of massive data
  • 2013
  • Ingår i: Network and Communication Technologies. - : Canadian Center of Science and Education. - 1927-064X .- 1927-0658. ; 2:1, s. 34-51
  • Tidskriftsartikel (refereegranskat)abstract
    • Location and mobility patterns of individuals are important to environmental planning, societal resilience, public health, and a host of commercial applications. Mining telecommunication traffic and transactions data for such purposes is controversial, in particular raising issues of privacy. However, our hypothesis is that privacy-sensitive uses are possible and often beneficial enough to warrant considerable research and development efforts. Our work contends that peoples’ behavior can yield patterns of both significant commercial, and research, value. For such purposes, methods and algorithms for mining telecommunication data to extract commonly used routes and locations, articulated through time-geographical constructs, are described in a case study within the area of transportation planning and analysis. From the outset, these were designed to balance the privacy of subscribers and the added value of mobility patterns derived from their mobile communication traffic and transactions data. Our work directly contrasts the current, commonly held notion that value can only be added to services by directly monitoring the behavior of individuals, such as in current attempts at location-based services. We position our work within relevant legal frameworks for privacy and data protection, and show that our methods comply with such requirements and also follow best-practices.
  •  
42.
  •  
43.
  •  
44.
  • Sanches, Pedro, et al. (författare)
  • Under Surveillance : Technology Practices of those Monitored by the State
  • 2020
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 1-13
  • Konferensbidrag (refereegranskat)abstract
    • This paper documents the experiences of those living under state surveillance. We interviewed our participants about how they lived under threat, and how it changed their technology practices. Our participants spanned three groups - journalists who reported from countries where their activities were illegal; activists who took part in civil disobedience, and individuals who worked in illegal activities that would have likely led to prosecution. In our analysis we cover four themes: first, 'the imagined surveillant'. Second, the danger and dependencies of technology use, third, their coping strategies, and lastly how belonging to a group can protect but also expose. In our discussion we cover how we can design for dissidents, and how to deal with the difficult questions this raises. We conclude by advocating for research that takes into account a critical view of the state in HCI and more broadly for an anti-surveillance stance in the design of technologies.
  •  
45.
  • Sas, C., et al. (författare)
  • Mental wellbeing : Future agenda drawing from design, HCI and big data
  • 2020
  • Ingår i: DIS 2020 Companion - Companion Publication of the 2020 ACM Designing Interactive Systems Conference. - New York, NY, USA : Association for Computing Machinery, Inc. ; , s. 425-428
  • Konferensbidrag (refereegranskat)abstract
    • Most HCI work on the exploration and support of mental wellbeing involves mobiles, sensors, and various on-line systems which focus on tracking users. However, adoption of, and adherence to such systems is not ideal. Are there innovative ways to better design for mental wellbeing? A promising novel approach is to encourage changes to behavior through the use of tailored feedback informed by machine learning algorithms applied to large sets of use data. This one day workshop aims to explore novel ways to actively engage participants through interactive systems, with an overall aim to shape the research agenda of future HCI work on mental wellbeing. The workshop is designed in an innovative format offering a mixture of traditional presentation, hands-on design and future-thinking activities. The workshop brings together both practitioners and HCI researchers from across a range areas addressing mental wellbeing. 
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46.
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47.
  • Sondergaard, Marie Louise Juul, et al. (författare)
  • Fabulation as an Approach for Design Futuring
  • 2023
  • Ingår i: DESIGNING INTERACTIVE SYSTEMS CONFERENCE, DIS 2023. - : Association for Computing Machinery (ACM). ; , s. 1693-1709, s. 1693-1709
  • Konferensbidrag (refereegranskat)abstract
    • Envisioning alternative futures and desirable worlds is a core element of design that must be cultivated, especially when a deep transition of practices, values, and power is necessary for vibrant and just future lifeworlds. In this paper, we contribute towards fabulation as an approach for design futuring that foregrounds feminist commitments and more-than-human concerns. Analyzing two fabulation case studies around biodata and bodily fuids, we ofer three themes based on our process of developing these fabulations: how they engage materials, how they work to trouble temporalities, and how they cultivate imagination. We argue for the emerging potential of fabulation as an approach for open-ended, joyful design futuring, mobilizing speculative storytelling to foreground absent or neglected relations when imagining alternative lifeworlds.
  •  
48.
  • Ståhl, Anna, et al. (författare)
  • Making New Worlds - Transformative Becomings with Soma Design
  • 2022
  • Ingår i: CHI '22: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 1-17
  • Konferensbidrag (refereegranskat)abstract
    • Soma design is intended to increase our ability to appreciate through all our senses and lead to more meaningful interactions with the world. We contribute a longer-term study of soma design that shows evidence of this promise. Using storytelling approaches we draw on qualitative data from a three-month study of the soma mat and breathing light in four households. We tell stories of people's becomings in the world as they learn of new possibilities for their somas; and as their somas transform. We show how people drew on their somaesthetic experiences with the prototypes to find their way through troubled times; and how through continued engagement some felt compelled to make transformations in how they live their lives. We discuss the implications for the overarching soma design program, focusing on what is required to design for ways of leading a better life. 
  •  
49.
  • Svee, Eric-Oluf, et al. (författare)
  • Time Geography Rediscovered: A Common Language for Location-Oriented Services
  • 2009
  • Ingår i: LocWeb. - New York, NY, USA : ACM Press. - 9781605584577
  • Konferensbidrag (refereegranskat)abstract
    • We propose that the concepts of Time Geography be evaluated as a framework for use within location-oriented services. Originally conceived as a system to describe patterns in human migration, Time Geography is ideally suited for providing the common language and concepts necessary for dialogue within this evolving area. Location-oriented services have been the focus of a great deal of attention, but with research occurring in many disparate disciplines, the lack of a common model that can conceptualize these ideas has not received appropriate attention. To demonstrate its applicability within location-oriented services, we present a research activity which makes explicit use of concepts from Time Geography, with the hope that it can be seen as a tractable and practical solution for several difficulties facing this fast growing area of interest.
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50.
  • Tennent, Paul, et al. (författare)
  • Articulating Soma Experiences using Trajectories
  • 2021
  • Ingår i: CHI '21: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. - New York : ACM Press. ; , s. 1-16
  • Konferensbidrag (refereegranskat)abstract
    • In this paper, we reflect on the applicability of the concept of trajectories to soma design. Soma design is a first-person design method which considers users’ subjective somatic or bodily experiences of a design. Due to bodily changes over time, soma experiences are inherently temporal. Current instruments for articulating soma experiences lack the power to express the effects of experiences on the body over time. To address this, we turn to trajectories, a well-known concept in the HCI community, as a way of mapping this aspect of soma experience. By showing trajectories through a range of dimensions, we can articulate individual experiences and differences in those experiences. Through analysis of a set of soma experience designs and a set of temporal dimensions within the experiences, this paper demonstrates how trajectories can provide a practical conceptual framing for articulating the temporal complexity of soma designs.
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