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Träfflista för sökning "WFRF:(Fernaeus Ylva 1976 ) srt2:(2020-2023)"

Sökning: WFRF:(Fernaeus Ylva 1976 ) > (2020-2023)

  • Resultat 1-10 av 12
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1.
  • Baytas, Mehmet Aydin, 1988, et al. (författare)
  • Stakeholders and Value in the NFT Ecosystem : Towards a Multi-disciplinary Understanding of the NFT Phenomenon
  • 2022
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • Non-fungible tokens (NFTs) have been a defining trend for design, technology, and business in 2021. The value, legitimacy, and utility of NFTs is disputed: proponents highlight revolutionary economic and cultural potentials of an open, secure, and immutable ownership database, while opponents are displeased by the environmental issues and abundant wrongdoing in the ecosystem. Nevertheless, the phenomenon is relevant to HCI, and signifies important developments for future interactive products. To better understand the NFT phenomenon, and to inform future HCI research and design, we investigated the stakeholders in the NFT ecosystem and relations between them. Based on open data we mined from the social news website Hacker News, we contribute the first data-backed model of stakeholders in the NFT ecosystem. The model reveals a nuanced account of the outlooks of creators, owners, and technologists; identifies investment firms and auction houses as arbiters of knowledge and value; and presents implications for future research.
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2.
  • 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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3.
  • Clark, Brendon, associate professor, 1970-, et al. (författare)
  • Playing with the elasticity of hybrid design education
  • 2023
  • Ingår i: IxD&A. - : Association for Smart Learning Ecosystems and Regional Development. - 1826-9745 .- 2283-2998. ; :58, s. 110-131
  • Tidskriftsartikel (refereegranskat)abstract
    • This article explores the shift in design education from traditional, hands-on practices to digitally-based approaches, particularly accelerated by the sudden and temporary remote teaching mandates that affected design schools during the global pandemic restrictions of the early 2020’s. It uses a case involving an interaction design class during such restrictions, where students engaged in, designed, and facilitated 15-minute remote collaborative activities called “Fire-up” sessions, to demonstrate how a short design doing task can provide surface what is at stake in the design of hybrid learning activities. Reflections of the students and teachers are used to take the pulse of remote and hybrid teaching arrangements that are physicality and materiality inherent in design education, emphasizing the perceived elasticity of physical and digital arrangements in these contexts. The paper offers three main sensitizing instruments to consider when arranging and engaging in hybrid design work.
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4.
  • Fernaeus, Ylva, Docent, 1976-, et al. (författare)
  • Celebration of Finitude as a Post-Industrial Aesthetics of Interaction
  • 2023
  • Ingår i: Ninth Computing within Limits 2023.
  • Konferensbidrag (refereegranskat)abstract
    • This paper elaborates on design visions for computing, by attending to the values expressed in ideals around post-industrial ways of living. Such ideals highlight finitude not only as a challenge to overcome, but as an aesthetic quality, captured by notions of preciousness. We discuss three themes: to embrace possibilities within limits, to resist fantasies of unlimited power, and welcoming complexity as an inherent feature of the living.
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5.
  • 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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6.
  • Helms, Karey, 1985- (författare)
  • Designing with care : Self-centered research for interaction design otherwise
  • 2023
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This dissertation is about the research program designing with care as a pathway towards interaction design otherwise amid a world in crisis. Considering how established ways of doing interaction design will change involves recognizing the role of digital materials in social injustice and systemic inequality. These concerns are inseparable from the material complexity of interactive experiences and their more-than-human entanglements in care. Through five design experiments, I explore everyday human care as wickedly attending to some care doings and not others, and an intimate and generous questioning of oneself as human.I offer four contributions for interaction designers and design researchers. The first contribution is designing with care. This research program draws upon care ethics and posthumanism to establish four axioms: everyday, wickedness, intimacy, and generosity. Within this programmatic framework, the second contribution is definitions of wickedness and generosity as ethical stances that can be taken by designers and researchers. The third contribution is the synthesis of my four methodological approaches: auto-design, spatial orientations, leaky materials, and open speculations. Each is a generative and analytical pathway towards more sustainable and just futures. The fourth contribution is five careful designs as prototypes of what interaction design otherwise might be like: technologies of human waste, spying on loved ones, leaky breastfeeding bodies, scaling bodily fluids, and a speculative ethics. From my research program and contributions, I discuss disciplinary resistances to suggest three possibilities for how I argue interaction design should change: engaging with mundane yet unrecognized topics, doing design work where the consequences would be present, and reconsidering how the formats of research publications could better reflect positionality. I then reflect upon the relevancy of self-centered research in moving beyond oneself for more sustainable worlds.
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7.
  • Helms, Karey, 1985-, et al. (författare)
  • Troubling Care: Four Orientations for Wickedness in Design
  • 2021
  • Ingår i: ACM Conference on Designing Interactive Systems (DIS 2021). - New York, NY, USA : ACM Publications. ; , s. 789-801
  • Konferensbidrag (refereegranskat)abstract
    • Tensions in designing for care are often positioned as conflicts to be resolved. We draw upon queer theories to investigate caring for loved ones as not "in-line" with normative expectations of care as positive and fulfilling. Through the critique of two autobiographical design projects designed for informal, everyday care of our families, we describe four troubling orientations of care: willful detours, selfish shortcuts, naughty invasions, and unhappy departures. From these, we argue that tensions in care may not always be designed against, but can also be desired and generative.We conclude by discussing a "wickedness" in caring for loved ones that problematizes in-home technologies as attractively naughty and potentially violent, and the four orientations as resources for interaction designers to spatially navigate tensions of domestic care.
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8.
  • Lundström, Anders, 1981-, et al. (författare)
  • Co-watching 360-Films in Nursing Homes
  • 2021
  • Ingår i: Human-Computer Interaction, Interact 2021, PT I. - Cham : Springer Nature. ; , s. 502-521, s. 502-521
  • Konferensbidrag (refereegranskat)abstract
    • This work investigates experiences and practical aspects of co-located and co-watched 360-videos in head mounted displays by groups of older people at nursing homes. In a study involving 19 residents at two different nursing homes, co-watching screenings were arranged with 360-videos produced in the local area by filmmakers. Data was collected through non-participant observation and semi-structured interviews with the participants. Input from nurses and facilitators were also collected. We found this to be a much appreciated, feasible, and enjoyable immersive experience improving short-term well-being, expressed through (e.g.) new conversations, pride in participation, and spontaneous movements. However, the value of co-watching was mainly captured for residents who already knew each other, and we found limited indications of virtual co-presence. We further recognized the value of the videos themselves and the desire for new 360-video experiences. But also, a need for better headsets suitable for older people and shared use at nursing homes to avoid social isolation due to the introduction of VR technology.
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9.
  • Lundström, Anders, 1981-, et al. (författare)
  • Making Crank-Powered Interactions : Methods, Demonstrators, Materials
  • 2022
  • Ingår i: DIS '22. - New York, NY, USA : ACM Digital Library. ; , s. 913-924
  • Konferensbidrag (refereegranskat)abstract
    • We here present a series of design explorations focusing on batteryless interactions powered by hand cranking body movements. The explorations concern not only the matter of powering but also the use of human physical engagement for controlling interactive systems, as well as how to support designers in testing, exploring, and making such interactions. This pictorial illustrates contributions concerned with the embodied and electro-physical prototyping of such experiences, in addition to our efforts to facilitate such design work through new technical tools.
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10.
  • Miniotaitė, Jūra, et al. (författare)
  • Gentle Gestures of Control : On the Somatic Sensibilities of an IoT Remote App
  • 2022
  • Ingår i: Diseña. - : Pontificia Universidad Catolica de Chile. - 2452-4298 .- 0718-8447. ; :20, s. 1-16
  • Tidskriftsartikel (refereegranskat)abstract
    • The design of user experiences for physical appliances increasingly involves connection, monitoring, and control via smartphone applications. Despite the rich possibilities for interaction provided by smartphones, the current standard mode of engagement with such apps is through graphical user interface manipulations. To explore new felt experiences for this use context, a remote-control app for a robotic vacuum cleaner was designed, enabling participants to have their gaze focused on the robot, while steering it by gently tilting the phone. This particular interaction is used as a case to emphasize the role of somatic sensibilities when designing smartphone applications in the context of IoT. Through a phenomenologically-inspired analysis, we describe the user experience in terms of physical manipulation, perception, effort, and utility, and through social and emotional engagement. An important attribute was how the interaction, through its subtleness, created a somatically connected experience.
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