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Search: WFRF:(Höök Kristina)

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1.
  • Andersen, Kristina, 1970- (author)
  • Making Magic Machines
  • 2017
  • Doctoral thesis (other academic/artistic)abstract
    • How can we design experiences that explore ideas and notions of the unknown? The aim of the work outlined here is to create short, intense, workshop-like experiences that generate strong commitments, and expose underlying personal desires as drivers for new ideas. I would like to propose a material practice, which uses open-ended making to engage in the imagination of new things. Informed by a concern or a longing, this exploration employs familiar yet mundane materials - such as candy and cardboard - through which several planes collide: the possible, the unknown, the feared and the desired. The process is aimed at allowing a broad range of knowledge to materialise - through ways that are less normative, and less constrained by commercial and technological concerns, and to emerge instead as far-fetched ideas that offer a kind of knowledge, which belongs to no one. The format has evolved over time, from relatively elaborate workshops for technology prototyping, towards the point where they are now focussed on the making of work that is about technology, rather than of technology.
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2.
  • Fernaeus, Y., et al. (author)
  • Understanding users and their situation
  • 2011
  • In: Cognitive Technologies. - Berlin, Heidelberg : Springer Verlag. - 9783642151835 ; , s. 657-670, s. 653-666
  • Book chapter (peer-reviewed)abstract
    • The first step in any design process is to set the stage for what to design and how that should be realised. In terms of user-centred design, this includes to develop a sense of who will be using the system, where it is intended to be used, and what it should be used for. In this chapter we provide an overview of this part of the development process, and its place in the design cycle, and some orienting design challenges that are specific to affective interaction. Thereafter we present a variety of methods that designers may want to consider in actual design work. We end by providing a set of examples from previous and ongoing research in the field, which could also work as inspirations or guiding sources in the early stages in a user-centred design process. 
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3.
  • Garrett, Rachael, et al. (author)
  • Felt Ethics : Cultivating Ethical Sensibility in Design Practice
  • 2023
  • In: CHI '23: Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems. - : Association for Computing Machinery (ACM). - 9781450394215
  • Conference paper (peer-reviewed)abstract
    • We theoretically develop the ethical positions implicit in somaesthetic interaction design and, using the case study of a water faucet, illustrate our conceptual understanding of ethical sensibilities in design. We apply four lenses – the felt self, intercorporeal self, socio-cultural and political self, and entangled self – to show how our selves and ethical sensibilities are fundamentally constituted by a socially, materially, and technologically entwined world. Further, we show how ethical sensibilities are cultivated in the practice of somaesthetic interaction design. We contribute felt ethics as an approach to cultivating ethical sensibilities in design practice. The felt ethics approach is comprised of (i) a processual cultivation of ethical sensibility through analytical, pragmatic, and practical engagement, (ii) an ongoing critical attentiveness to the limits of our own bodies and lived experiences, and (iii) the rendering visible of our ethical practices as a matter of care.
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4.
  • Höök, Kristina, et al. (author)
  • Spatial or narrative: a study of the Agneta and Frida system
  • 1999. - 1
  • Conference paper (peer-reviewed)abstract
    • We propose that analysing interviews with subjects who have been exposed to anthropomorphic characters from a metaphorical point of view can provide insights into how characters in the interface are perceived. In a study of the Agneta & Frida system (two characters that comment contents of web pages in an ironic, humorous manner) we found that subjects who used Agneta & Frida used more narrative verbs and adverbs than users who only browsed the web pages. In the latter case, more spatial verbs and adverbs were used. This may imply that normal web browsing is perceived as navigation through a space, while Agneta & Frida provides for a more narrative experience.
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5.
  • Höök, Kristina, 1964-, et al. (author)
  • Ten Permissions for Facilitating (Live) Design Activities
  • 2024
  • In: DIS 2024 - Proceedings of the 2024 ACM Designing Interactive Systems Conference. - : Association for Computing Machinery (ACM). ; , s. 392-395
  • Conference paper (peer-reviewed)abstract
    • Workshop ideation activities are often described with little attention to the role of the facilitator - a role often portrayed as following a recipe, and not getting in the way of the process. Our experience tells a different story. In this provocation, we argue that the role of facilitator needs to be carefully considered and performed. We propose an active role for facilitators where they may encourage or challenge the process, allow risk, handle vulnerabilities (including their own), and assist in articulating the unknown, unclear, and hazy, as it emerges. To do this, facilitators acknowledge their own presence and concerns, while simultaneously handling processual ethics and iterative consent. We counterbalance the tendency to offer workshop guidelines by offering instead ten permissions for design activities that acknowledge the role of the facilitator and, inspired by Judith Butler's thought on accountability, open up to moments of unknowingness.
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6.
  • Popova, Kristina, et al. (author)
  • Vulnerability as an ethical stance in soma design processes
  • 2022
  • In: CHI '22. - New York : Association for Computing Machinery (ACM). - 9781450391573 ; , s. 1-13
  • Conference paper (peer-reviewed)abstract
    • We articulate vulnerability as an ethical stance in soma design processes and discuss the conditions of its emergence. We argue that purposeful vulnerability - an act of taking risk, exposing oneself, and resigning part of one's autonomy - is a necessary although often neglected part of design, and specifically soma design, which builds on felt experience and stimulates designers to engage with the non-habitual by challenging norms, habitual movements, and social interactions. With the help of ethnography, video analysis, and micro-phenomenological interviews, we document an early design exploration around drones, describing how vulnerability is accomplished in collaboration between members of the design team and the design materials. We (1) define vulnerability as an active ethical stance; (2) make vulnerability visible as a necessary but often neglected part of an exploratory design process; and (3) discuss the conditions of its emergence, demonstrating the importance of deliberating ethics within the design process. 
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7.
  • Sondoqah, Mousa, et al. (author)
  • Programming Human-Drone Interactions : Lessons from the Drone Arena Challenge
  • 2024
  • In: MOBISYS 2024 - Proceedings of the 10th Workshop on Micro Aerial Vehicle Networks, Systems, and Applications, DroNet 2024 and the 22nd Annual International Conference on Mobile Systems, Applications and Services. - : Association for Computing Machinery (ACM). ; , s. 49-54
  • Conference paper (peer-reviewed)abstract
    • We report on the lessons we learned on programming human-drone interactions during a three-day challenge where five teams of drone novices each programmed a nanodrone to be piloted through an obstacle course using bodily movement. Center to the participants' learning process was the eventual shift from the deceptively simple idea of seamless human-drone interactions, to the reality of drones as non-predictable systems prone to crashes. This happened as participants had to first realize, then to deal with the limitations of the drone's resource-constrained hardware. Coping with these limitations was crucially complicated by the lack of appropriate programming abstractions, which led participants to focus on plenty of low-level, sometimes immaterial details, while losing focus on the ultimate objectives. We find concrete evidence of these observations in how participants handled the visibility problem in debugging drone behaviors, applied different defensive coding techniques, and altered their piloting practice. Our insights may inform further research efforts in drone programming, especially in the vastly uncharted territory of human-drone interactions.
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8.
  • Alfaras, Miquel, et al. (author)
  • Biosensing and Actuation-Platforms Coupling Body Input-Output Modalities for Affective Technologies
  • 2020
  • In: Sensors. - : MDPI AG. - 1424-8220. ; 20:21
  • Journal article (peer-reviewed)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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9.
  • Alfaras, Miquel, et al. (author)
  • From Biodata to Somadata
  • 2020
  • Conference paper (peer-reviewed)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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10.
  • Avila, J. M., et al. (author)
  • Soma design for nime
  • 2020
  • In: Proceedings of the International Conference on New Interfaces for Musical Expression. - : International Conference on New Interfaces for Musical Expression. ; , s. 489-494
  • Conference paper (peer-reviewed)abstract
    • Previous research on musical embodiment has reported that expert performers often regard their instruments as an extension of their body. Not every digital musical instrument seeks to create a close relationship between body and instrument, but even for the many that do, the design process often focuses heavily on technical and sonic factors, with relatively less attention to the bodily experience of the performer. In this paper we propose soma design as an alternative approach to explore this space. Soma method aims to attune the sensibilities of designers, as well as their experience of their body, and make use of these notions as a resource for creative aesthetic design. We report on a series of workshops exploring the relationship between the body and the guitar with a soma design approach. The workshops resulted in a series of guitar-related artefacts and NIMEs that emerged from the somatic exploration of balance and tension during guitar performance. Lastly we present lessons learned from our research that could inform future Soma-based musical instrument design, and how NIME research may also inform soma design. 
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11.
  • Balaam, Madeline, et al. (author)
  • Emotion Work in Experience-Centred Design
  • 2019
  • In: CHI Conference on Human Factors in Computing Systems Proceedings (CHI 2019), May 4–9, 2019, Glasgow, Scotland UK. - New York, NY, USA : ACM.
  • Conference paper (peer-reviewed)abstract
    • Experience Centred Design (ECD) implores us to develop empathic relationships and understanding of participants, to actively work with our senses and emotions within the design process. However, theories of experience-centred design do little to account for emotion work undertaken by design researchers when doing this. As a consequence, how a design researcher’s emotions are experienced, navigated and used as part of an ECD process are rarely published. So, while emotion is clearly a tool that we use, we don’t share with one another how, why and when it gets used. This has a limiting effect on how we understand design processes, and opportunities for training. Here, we share some of our experiences of working with ECD. We analyse these using Hochschild’s framework of emotion work to show how and where this work occurs. We use our analysis to question current ECD practices and provoke debate.
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12.
  • Benyon, David, et al. (author)
  • Spaces of Interaction
  • 2010. - 8
  • Conference paper (peer-reviewed)abstract
    • As the world becomes increasingly computationally enabled, so our view of human-computer interaction (HCI) needs to evolve. The proliferation of wireless connectivity and mobile devices in all their various forms moves people from being outside a computer and interacting with it to being inside an information space and moving through it. Sensors on the body, wearable computers, wireless sensor networks, increasingly believable virtual characters and speech-based systems are all contributing to new interactive environments. New forms of interaction such as gesture and touch are rapidly emerging and interactions involving emotion and a real sense of presence are beginning. These are the new spaces of interaction we need to understand, design and engineer. Most importantly these new forms of interaction are fundamentally embodied. Older views of a disembodied cognition need to be replaced with an understanding of how people with bodies live in and move through spaces of interaction.
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13.
  • Benyon, David, et al. (author)
  • Spaces of Interaction
  • 2010
  • In: Proceedings of ACM/BCS Visions of Computer Science, International Academic Research Conference, Edinburgh. - : ACM/BCS.
  • Conference paper (peer-reviewed)
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17.
  • Brown, Carl, et al. (author)
  • Final report on interactive route guidance 1988-1991
  • 1991. - 1
  • Reports (other academic/artistic)abstract
    • In this report we present the more important research contributions made in the Interactive Route Guidance (IRG) project* carried out at SICS Knowledge Based Systems Laboratory. The emphasis has been to look at those issues which affect acceptability of the IRG system both from the driver's and society's point of view. These contributions include : - a hierarchical representation of maps. - a heuristic search algorithm for route-finding in a hierarchical space. - a description of navigator stereotypes which may be implemented as user models in a navigational system. - principles for description of routes to the resident-navigator. - a methodology for the description of dynamic information that may affect traffic and route planning. - an algorithm which tailors planned routes to constraints and considers dynamic information in the planning. - a methodology for the presentation of route changes. - a system architecture for the integration of the route planning mechanism with the mechanisms for planning and presenting routes suitable for human stereotypes. - a system architecture for the integration of in-car information systems.
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18.
  • Bullock, Adrian, et al. (author)
  • Demo: playing fantasyA with SenToy
  • 2003. - 1
  • Conference paper (peer-reviewed)abstract
    • In this paper we describe a way of controlling the emotional states of a synthetic character in a game (FantasyA) through a tangible interface named SenToy. SenToy is a doll with sensors in the arms, legs and body, allowing the user to influence the emotions of her character in the game. The user performs gestures and movements with SenToy, which are picked up by the sensors and interpreted according to a scheme found through an initial Wizard of Oz study. Different gestures are used to express each of the following emotions: anger, fear, happiness, surprise, sadness and gloating. Depending upon the expressed emotion, the synthetic character in FantasyA will, in turn, perform different actions. The evaluation of SenToy acting as the interface to the computer game FantasyA has shown that users were able to express most of the desired emotions to influence the synthetic characters, and that overall, players, especially children, really liked the doll as an interface.
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19.
  • Bullock, Adrian, et al. (author)
  • SenToy: a tangible interface to control the emotions of a synthetic character
  • 2003. - 2
  • Conference paper (peer-reviewed)abstract
    • Assuming that learning is done best as a collaboration activity, better technical support for communication should be in place. Today's communication support for netlearning is in most cases asynchronous. Support for audio and video for synchronous communication will make it possible to collaborate more natural as in face-to-face meetings. Adding possibilities for an electronic shared workspace will amplify this collaboration to get it, in some cases, even better than face-to-face meetings. One problem with this is that people are not aware of the technological tools that exist today. Another problem is that people also might have tried synchronous communication in earlier days, where neither network, nor computers were powerful enough, which gave poor performance and a bad experience with echoing audio and blocky video with very few frames/s.This is not the case today. By making people aware of that and by making them try and use the different technologies they will get trust in use of the technology and be able to develop methodologies that utilise the technology in a pedagogic way (http://www.meetings.sunet.se/). By making people use net-based meetings as a natural way for communication new possibilities opens for netlearning.
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20.
  • Bullock, Adrian, et al. (author)
  • Towards tangibility in gameplay: building a tangible affective interface for a computer game
  • 2003. - 2
  • In: ICMI '03 Proceedings of the 5th international conference on Multimodal interfaces. - New York, NY, USA : ACM. - 1581136218 ; , s. 60-67
  • Conference paper (peer-reviewed)abstract
    • Game development is an emerging area of development for new types of interaction between computers and humans. New forms of communication are now being explored there, influenced not only by face to face communication but also by recent developments in multi-modal communication and tangible interfaces. This demo will feature a computer game, FantasyA, where users can play the game by interacting with a tangible interface, SenToy (see Figure 1). The main idea is to involve objects and artifacts from real life into ways to interact with systems, and in particular with games. So, SenToy is an interface for users to project some of their emotional gestures through moving the doll in certain ways. This device would establish a link between the users (holding the physical device) and a controlled avatar (embodied by that physical device) of the computer game, FantasyA.
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21.
  • Bylund, Markus, et al. (author)
  • Pieces of identity
  • 2008. - 1
  • Conference paper (peer-reviewed)abstract
    • We describe the motivation, design, and deployment of the Pieces of Identity system. Two goals motivated the system: to provoke a discussion concerning the relationship between privacy and mobile information technology during an inauguration event of a mobile technology research center, and to stir reactions contributing to the widening of the design space of privacy and information and communication technology (ICT). The results contrasts the two well-established preconceptions about privacy that nothing is private anymore and that personal information is best locked away.
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22.
  • Chalmers, Matthew, et al. (author)
  • Social Navigation and Seamful Design
  • 2004. - 5
  • In: Cognitive Studies: Bulletin of the Japanese Cognitive Science Society. ; 11:3, s. 171-181
  • Journal article (peer-reviewed)
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23.
  • Claisse, Caroline, et al. (author)
  • Tangible Interaction for Supporting Well-being
  • 2022
  • In: CHI EA '22. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450391566
  • Conference paper (peer-reviewed)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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24.
  • Cockton, Gilbert, et al. (author)
  • Moving Towards a Journal-centric Publication Model for CHI : Possible Paths, Opportunities and Risks
  • 2019
  • In: CHI EA '19 EXTENDED ABSTRACTS. - New York, NY, USA : ASSOC COMPUTING MACHINERY. - 9781450359719
  • Conference paper (peer-reviewed)abstract
    • As a scholarly field, the ACM SIGCHI community maintains a strong focus on conferences as its main outlet for scholarly publication. Historically, this originates in how the field of computer science adopted a conference-centric publication model as well as in the organizational focus of ACM. Lately, this model has become increasingly challenged for a number of reasons, and multiple alternatives are emerging within the SIGCHI community as well as in adjacent communities. Through revisiting examples from other conferences and neighboring communities, this panel explores alternative publication paths and their opportunities and risks.
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  • Eriksson, Sara, et al. (author)
  • Dancing With Drones : Crafting Novel Artistic Expressions Through Intercorporeality
  • 2019
  • In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. - New York, NY, USA : ACM. - 9781450359702 ; , s. 617:1-617:12
  • Conference paper (peer-reviewed)abstract
    • Movement-based interactions are gaining traction, requiring a better understanding of how such expressions are shaped by designers. Through an analysis of an artistic process aimed to deliver a commissioned opera where custom-built drones are performing on stage alongside human performers, we observed the importance of achieving an intercorporeal understanding to shape body-based emotional expressivity. Our analysis reveals how the choreographer moves herself to: (1) imitate and feel the affordances and expressivity of the drones' 'otherness' through her own bodily experience; (2) communicate to the engineer of the team how she wants to alter the drones' behaviors to be more expressive; (3) enact and interactively alter her choreography. Through months of intense development and creative work, such an intercorporeal understanding was achieved by carefully crafting the drones' behaviors, but also by the choreographer adjusting her own somatics and expressions. The choreography arose as a result of the expressivity they enabled together.
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29.
  • Eriksson, Sara, et al. (author)
  • Ethics in Movement : Shaping and Being Shaped in Human-Drone Interaction
  • 2020
  • In: CHI‘20. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450367080
  • Conference paper (peer-reviewed)abstract
    • How is ethics shaped by the particularities of a design? Through a detailed video analysis, we explore how ethicality is shaped in interaction between a choreographer, a performer and a choir of five drones, performing together on the opera stage. We pinpoint how movements enabled by the human-drone assemblage may limit or liberate artistic expressions vis-à-vis the norms of operatic performance. From a somaesthetics perspective on ethics, we show how the process of crafting rich experiences together with drones can deepen sensory appreciation skills, leading to an increased understanding of underlying somatic drivers and imposed norms. Somatic awareness thereby enables a richer repertoire of movements, expanding the ability to freely choose how to act, and cultivating empathy towards others. This shifts our understanding of ethics in HCI as solely about abstract rules or policies 'out there' to also concern the specifics of how technology informs or dictates movement and experience.   
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30.
  • Fagerberg, Petra, et al. (author)
  • Designing gestures for affective input: an analysis of shape, effort and valence
  • 2003. - 1
  • In: MUM 2003. - Norrköping, Sweden : ACM Publications. - 1581138261 ; , s. 57-65
  • Conference paper (peer-reviewed)abstract
    • We discuss a user-centered approach to incorporating affective expressions in interactive applications, and argue for a design that addresses both body and mind. In particular, we have studied the problem of finding a set of affective gestures. Based on previous work in movement analysis and emotion theory [Davies, Laban and Lawrence, Russell], and a study of an actor expressing emotional states in body movements, we have identified three underlying dimensions of movements and emotions: shape, effort and valence. From these dimensions we have created a new affective interaction model, which we name the affective gestural plane model. We applied this model to the design of gestural affective input to a mobile service for affective messages.
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31.
  • Fagerberg, Petra, et al. (author)
  • eMoto : Emotionally Engaging Interaction
  • 2004
  • In: Personal and Ubiquitous Computing. - London, UK : Springer-Verlag. - 1617-4909 .- 1617-4917. ; 8:5, s. 377-381
  • Journal article (peer-reviewed)
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32.
  • Fernaeus, Ylva, et al. (author)
  • Designing for Joyful Movement
  • 2018
  • In: Funology 2. - : Springer. - 9783319682136 ; , s. 193-207
  • Book chapter (peer-reviewed)abstract
    • Interaction design research has broadened its focus from settings in which people would sit more or less still in front of static computers doing their work tasks, to instead thriving off new interactive materials, mobile use, and ubiquitously available data of all sorts, creating interactions everywhere. These changes have put into question such as play versus learning, work versus leisure, or casual versus serious technology use. As both hardware and software have become mobile—both literally and in terms of transgressing cultural categories—the different social spheres and the rules that they are associated with are changing
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33.
  • Fernaeus, Ylva, 1976- (author)
  • Let's Make a Digital Patchwork : Designing for Childrens Creative Play with Programming Materials
  • 2007
  • Doctoral thesis (other academic/artistic)abstract
    • This thesis explores new approaches to making and playing with programming materials, especially the forms provided with screen-based digital media. Designing with these media expressions can be very attractive to children, but they are usually not made available to them in the same degree as are physical materials.Inspired by children's play with physical materials, this work includes design explorations of how different resources alter, scaffold and support children in activities of making dynamic, screen-based systems. How tangibles turn the activity of programming into a more physical, social and collaborative activity is emphasised. A specific outcome concerns the importance of considering 'offline' and socially oriented action when designing tangible technologies. The work includes the design of a tangible programming system, Patcher, with which groups of children can program systems displayed on a large screen surface.The character of children's programming is conceptualised through the notion of a digital patchwork, emphasising (1) children's programming as media-sensitive design, (2) making programming more concrete by combining and reusing readily available programming constructs, and (3) the use of tangibles for social interaction.
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  • Fernaeus, Ylva, 1976-, et al. (author)
  • Plei-Plei!
  • 2012. - 1
  • Book (other academic/artistic)abstract
    • Let us introduce an amazing crowd of researchers at Mobile Life Centre in Stockholm, Sweden, and some of their friends at Nokia Research Center, Microsoft Research Cambridge and Ericsson Research. These people are at the international forefront of research in the domain of mobile interactive technology – a situation that this book aims to celebrate!This is also a printed book, which means it may work a bit like a time capsule, showcasing a set of explorations that may appear peculiar and out-dated, depending on when you happen to read it. It may therefore be highlighted that all the work presented in here was conducted during the first five years of the Mobile Life Centre (2007-2012) — a time when the mobile mass market, as well as research in this field, was still new, fresh and explorative in nature.The title, Plei-Plei, refers to a playful approach towards research as characteristic in the work presented in this book. The term is also used by natives in the pacific islands of Vanuatu, to describe “mere play” in their everyday lives, as well as in their use of mobile phones. This means that the book is not just about fun and games, but rather an attempt to capture how research can be driven by a genuine curiosity of, and inspiration from, what people enjoy doing.Since many of our friends have told us that research papers are usually too long and also somewhat boring to read, we have chosen to present this work by highlighting some of our favourite results with illustrations and shorter texts that hopefully will be more inspirational and enjoyable to read. Thanks to massive help from Boris Design Studio, we are immensely impressed with the result that is now in your hand.Please Enjoy!
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35.
  • Fernaeus, Ylva, et al. (author)
  • Understanding Users and Their Situation
  • 2011
  • In: Emotion-Oriented Systems. - : Springer Publishing Company. - 9783642151835 ; , s. 657-671
  • Book chapter (other academic/artistic)
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36.
  • Ferreira, Pedro, et al. (author)
  • Appreciating plei-plei around mobiles : playfulness in Rah island
  • 2012
  • In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems(CHI '12). - New York, NY, USA : ACM Press. - 9781450310154 ; , s. 2015-2024
  • Conference paper (peer-reviewed)abstract
    • We set out to explore and understand the ways in which mobiles made their way into an environment--Rah Island in Vanuatu--for the first time. We were struck by their playful use, especially given the very limited infrastructure and inexpensive devices that were available. Based on our findings, we discuss tensions between playfulness and utility, in particular relating to socio-economic benefits, and conclude that playfulness in these settings needs to be taken as seriously as in any other setting. Additionally, we formulated three challenges when designing for play in similar settings: (1) engage intimately with the materials of inexpensive ICT; (2) revisit design recommendations for playfulness to ensure that they can travel/translate into other cultures; and (3) alleviate existing tensions.
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37.
  • Ferreira, Pedro, et al. (author)
  • Bodily Orientations around Mobiles: Lessons learnt in Vanuatu
  • 2011
  • In: ACM Conference on Human Factors in Computing Systems.
  • Conference paper (other academic/artistic)abstract
    • Since we started carrying mobiles phones, they have altered the ways in which we orient our bodies in the world. Many of those changes are invisible to us – they have become habits, deeply engrained in our society. To make us more aware of our bodily ways of living with mobiles and open the design space for novel ways of designing mobiles and their interactions, we decided to study one of the last groups of users on earth who had not been exposed to mobiles: the people of Vanuatu. As they had so recently started using mobiles, their use was still in flux: the fragility of the mo-bile was unusual to them as was the need to move in order to find coverage. They were still getting used to carrying their mobiles and keeping them safe. Their encounters with mobile use exposed the need to consider somaesthetics practices when designing mobiles as they profoundly affect our bodily ways of being in the world.
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38.
  • Ferreira, Pedro, et al. (author)
  • License to chill! : how to empower users to cope with stress
  • 2008
  • In: NordiCHI '08. - New York, NY, USA : ACM. - 9781595937049 ; , s. 123-132
  • Conference paper (peer-reviewed)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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39.
  • Ferreira, Pedro, 1982- (author)
  • Play as Freedom : Implications for ICT4D
  • 2015
  • Doctoral thesis (other academic/artistic)abstract
    • Information and Communication Tech nologies for Development (ICT4D) deals with understanding the relationship between modern technology use and social and economic development. While play may not appear as an immediate concern to the field, a recent body of work has emerged questioning the role of play in ICT4D and the reasons behind its apparent dismissal. Some have even argued that aspects of pleasure and enjoyment get only marginal treatment within academic studies of technology more generally. In ICT4D however, concerns over lack of resources and a sense of urgency in addressing more pressing needs, creates in itself an added set of boundaries which may further restrict both the playful activities themselves, as well as their recognition in academic work. In this work I will revisit the work done in ICT4D with regards to play in order to frame the contributions that lie herein.I will revisit in this work two distinct projects I have worked in during my PhD: the first an ethnographic fieldwork in Rah Island, Vanuatu, where I documented the first weeks of mobile phone usage; the second project took place during an internship at Microsoft Research India, where I participated in the design, development and deployment of KrishiPustak, a social networking system for low-literate users in rural areas around Hunsur district. To understand and unpack my reflections around play in both these projects, I propose a framing of play as a freedom, inspired by Amartya Sen’s work, discussing three of its roles: its instrumental role, in that play serves as a vehicle for achieving secondary outcomes, such as with educational games; its constructive role, in that play in itself unleashes an attitude of deliberation over the boundaries that surround play, questioning and re shaping those boundaries. I draw on Christena Nippert-Eng’s notion of boundary play and boundary work to explore the contributions that play has in constructively determining and reshaping values, goals and priorities in ICT4D work.But most importantly, this thesis emphasizes play’s third role, its intrinsic role to be the starting point of any understanding: i.e. play is important because people have reasons to value play. This urges us to consider the intrinsic importance, not only to observe play as it unfolds, but to actively design for, and open up opportunities for play to occur.
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40.
  • Ferreira, Pedro, et al. (author)
  • The Case for Play in the Developing World : Lessons from Rah Island, Vanuatu
  • 2015
  • In: Indigenous People and Mobile Technologies. - : Routledge.
  • Book chapter (other academic/artistic)abstract
    • This chapter investigates the potential of mobile technologies for Indigenous empowerment in the context of the Sami community, based on the example of an application for mobile devices that reveals a Sami linguistic landscape via augmented reality. Mobile technology is reshaping not only the media landscape, but also the way people can interact with the environmental landscape. The mobility is approached not only in terms of technological accessibility but also as a practice, i.e., in relation to uses and representations of place, space, and landscape. The potential of linguistic landscapes is emphasized in the problematization and investigation of the effects of public signs on language behaviour. Indigenous linguistic landscapes can contribute to ethnolinguistic vitality and to the strengthening of identity. The mobility of mobile technology can indeed reinforce the sense of place because it can function as a form of digital cartography and place-specific knowledge.
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41.
  • Fitzpatrick, G., et al. (author)
  • Daring to change : Creating a slower more sustainable academic life
  • 2018
  • In: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450356206 - 9781450356213
  • Conference paper (peer-reviewed)abstract
    • Numerous reports and studies point to increasing performance criteria and workplace stress for academics/researchers. Together with the audience, this panel will explore how we experience this in the HCI community, focussing particularly on what we can do to change this for a slower more sustainable academic culture. The future of good quality HCI research is dependent on happy healthy researchers and reasonable realistic academic processes.
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42.
  •  
43.
  • Frank, Anders, 1969- (author)
  • Gamer mode : Identifying and managing unwanted behaviour in military educational wargaming
  • 2014
  • Doctoral thesis (other academic/artistic)abstract
    • Games are rule-governed systems at the same time as they are fiction, simulating or representing a real or an abstract world. This defining characteristic may create for different forms of tensions, that is, at different times players may focus on the rules, the fiction or on both during game play. In military education with games, this poses a problem when the learner becomes too focused on the rules, trying to win at any price rather than taking the representation and what it implies in terms of permissible behaviour seriously. In here we attempt to understand how participants in a wargaming situation act out this tension by studying the interaction between the player and the game in military tactical training.The results first of all confirm that there is a tension – there are occasions where players are mainly concerned with winning the wargame, disregarding what the theme is meant to represent. I propose the term gamer mode to refer to this player orientation: players in gamer mode have an extreme rule-focused interaction, meaning they behave rationally with respect to game rules but irrationally with respect to the portrayed real-life situation they are training for. Gamer mode can probably occur for many reasons. This thesis documents two contributing factors. The first concerns whenever the game does not match players’ expectation on mimicking warfare. In these situations players may find that the game breaks the fragile contract of upholding an accurate representation of warfare. The other factor that may lead to gamer mode are game design features such as explicit reward structures or victory conditions.To remedy the situation, the instructor can, in real-time, actively support players’ orientation towards the game and explain in-game events, keeping them on track. When gamer mode occur I argue that the conditions for learning are compromised as the gaming activity becomes its own learning subject, blurring and overshadowing the learning objective. Although the results suggest that gamer mode is mainly detrimental to learning I conclude that gamer mode is a natural way students will approach games and as such, needs to be dealt with by the instructor.
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44.
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45.
  • Gamboa, Mafalda, et al. (author)
  • More Samples of One: Weaving First-Person Perspectives into Mainstream HCI Research
  • 2024
  • In: DIS 2024 - Proceedings of the 2024 ACM Designing Interactive Systems Conference. - : Association for Computing Machinery (ACM). ; , s. 364-367
  • Conference paper (peer-reviewed)abstract
    • Interactive systems have become an integral part of our daily lives, influencing how we communicate, work, and play. Understanding the intricate relationship between humans and technology is at the core of Human-Computer Interaction (HCI) research and design. Amid the array of methodological tools available, first-person research methods have emerged as powerful instruments that enable researchers to delve deeply into the human-technology experience. Five years after the first edition of the Designing Interactive Systems (DIS) workshop on first-person methods, this full day workshop invites HCI researchers, practitioners, and enthusiasts to embark on a journey of discovery of their sample of one. Drawing inspiration from the rich tradition of autoethnography, autobiographical design, embodied ideation, and more, we aim to explore the omnipresence of technology in our everyday lives while acknowledging our own subjectivity and positionality in research and design.
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46.
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47.
  • Gaver, W., et al. (author)
  • What makes a good CHI design paper?
  • 2017
  • In: interactions. - : Association for Computing Machinery. - 1072-5520 .- 1558-3449. ; 24:3, s. 20-21
  • Journal article (peer-reviewed)
  •  
48.
  • Ghajargar, Maliheh, 1980-, et al. (author)
  • From "Explainable AI" to "Graspable AI"
  • 2021
  • In: TEI 2021 - Proceedings of the 15th International Conference on Tangible, Embedded, and Embodied Interaction. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450382137
  • Conference paper (peer-reviewed)abstract
    • Since the advent of Artificial Intelligence (AI) and Machine Learning (ML), researchers have asked how intelligent computing systems could interact with and relate to their users and their surroundings, leading to debates around issues of biased AI systems, ML black-box, user trust, user’s perception of control over the system, and system’s transparency, to name a few. All of these issues are related to how humans interact with AI or ML systems, through an interface which uses different interaction modalities. Prior studies address these issues from a variety of perspectives, spanning from understanding and framing the problems through ethics and Science and Technology Studies (STS) perspectives to finding effective technical solutions to the problems. But what is shared among almost all those efforts is an assumption that if systems can explain the how and why of their predictions, people will have a better perception of control and therefore will trust such systems more, and even can correct their shortcomings. This research field has been called Explainable AI (XAI). In this studio, we take stock on prior efforts in this area; however, we focus on using Tangible and Embodied Interaction (TEI) as an interaction modality for understanding ML. We note that the affordances of physical forms and their behaviors potentially can not only contribute to the explainability of ML systems, but also can contribute to an open environment for criticism. This studio seeks to both critique explainable ML terminology and to map the opportunities that TEI can offer to the HCI for designing more sustainable, graspable and just intelligent systems.
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49.
  • Ghajargar, Maliheh, 1980-, et al. (author)
  • Graspable AI : Physical Forms as Explanation Modality for Explainable AI
  • 2022
  • In: ACM International Conference Proceeding Series. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 1-4
  • Conference paper (peer-reviewed)abstract
    • Explainable AI (XAI) seeks to disclose how an AI system arrives at its outcomes. But the nature of the disclosure depends in part on who needs to understand the AI and the available explanation modalities (e.g., verbal and visual). Users' preferences regarding explanation modalities might differ, as some might prefer spoken explanations compared to visual ones. However, we argue for broadening the explanation modalities, to consider also tangible and physical forms. In traditional product design, physical forms have mediated people's interactions with objects; more recently interacting with physical forms has become prominent with IoT and smart devices, such as smart lighting and robotic vacuum cleaners. But how tangible interaction can support AI explanations is not yet well understood. In this second studio proposal on Graspable AI (GAI) we seek to explore design qualities of physical forms [12] as an explanation modality for XAI. We anticipate that the design qualities of physical forms and their tangible interactivity can not only contribute to the explainability of AI through facilitating dialogue [5], relationships [18] and human empowerment [15], but they can also contribute to critical and reflective discourses on AI [2, 13]. Therefore, this proposal contributes to design agendas that expand explainable AI into tangible modalities, supporting a more diverse range of users in their understanding of how a given AI works and the meanings of its outcomes. 
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50.
  • Ghajargar, Maliheh, 1980-, et al. (author)
  • Tangible XAI
  • 2022
  • Other publication (pop. science, debate, etc.)abstract
    • Computational systems are becoming increasingly smart and automated. Artificial intelligence (AI) systems perceive things in the world, produce content, make decisions for and about us, and serve as emotional companions. From music recommendations to higher-stakes scenarios such as policy decisions, drone-based warfare, and automated driving directions, automated systems affect us all.But researchers and other experts are asking, How well do we understand this alien intelligence? If even AI developers don’t fully understand how their own neural networks make decisions, what chance does the public have to understand AI outcomes? For example, AI systems decide whether a person should get a loan; so what should—what can—that person understand about how the decision was made? And if we can’t understand it, how can any of us trust AI?The emerging area of explainable AI (XAI) addresses these issues by helping to disclose how an AI system arrives at its outcomes. But the nature of the disclosure depends in part on the audience, or who needs to understand the AI. A car, for example, can send warnings to consumers (“Tire Pressure Low”) and also send highly technical diagnostic codes that only trained mechanics can understand. Explanation modality is also important to consider. Some people might prefer spoken explanations compared to visual ones. Physical forms afford natural interaction with some smart systems, like vehicles and vacuums, but whether tangible interaction can support AI explanation has not yet been explored.In the summer of 2020, a group of multidisciplinary researchers collaborated on a studio proposal for the 2021 ACM Tangible Embodied and Embedded (TEI) conference. The basic idea was to link conversations about tangible and embodied interaction and product semantics to XAI. Here, we first describe the background and motivation for the workshop and then report on its outcomes and offer some discussion points.
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