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Ståhl, A., Tholander, J., Laaksolahti, J. & Kosmack Vaara, E. (2017). Being, bringing and bridging - Three aspects of sketching with nature. In: DIS 2017 - Proceedings of the 2017 ACM Conference on Designing Interactive Systems: . Paper presented at 12th ACM Conference on Designing Interactive Systems, DIS 2017, 10 June 2017 through 14 June 2017 (pp. 1309-1320).
Open this publication in new window or tab >>Being, bringing and bridging - Three aspects of sketching with nature
2017 (English)In: DIS 2017 - Proceedings of the 2017 ACM Conference on Designing Interactive Systems, 2017, p. 1309-1320Conference paper, Published paper (Refereed)
Abstract [en]

We articulate and reflect on the use of nature as a physical sketching material. We have closely documented explorations of various organic and non-organic materials found during excursions in a local forest and how we used them as resources in sketching. This serves as an exemplar case of how sketching in interaction design can be grounded in empirical explorations of nature. We discuss three examples of sketching based on explorations and experiences with elements and objects from a forest. Processes and characteristics of phenomena in nature such falling leaves, melting and freezing of snow, and perennial growth allowed us to expand our design repertoire and sketching skills, especially as new forms of representations and interactions. Based on this we outline three aspects of how nature can be included in sketching processes: being in nature, bringing nature to the lab, and bridging nature and interaction design.

Keywords
Design exemplar, Design grounding, Interaction design, Nature, Physical sketching, Research through design, New forms, Organic materials, Forestry
National Category
Natural Sciences
Identifiers
urn:nbn:se:ri:diva-30878 (URN)10.1145/3064663.3064764 (DOI)2-s2.0-85023161717 (Scopus ID)9781450349222 (ISBN)
Conference
12th ACM Conference on Designing Interactive Systems, DIS 2017, 10 June 2017 through 14 June 2017
Available from: 2017-09-07 Created: 2017-09-07 Last updated: 2019-01-29Bibliographically approved
Simbelis, V., Kosmack Vaara, E., Ferreira, P., Laaksolahti, J. & Höök, K. (2017). Delete by Haiku: Poetry from Old SMS Messages. In: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems: . Paper presented at CHI EA '17, May 6 - 11, 2017, Denver, Colorado, USA (pp. 460-460).
Open this publication in new window or tab >>Delete by Haiku: Poetry from Old SMS Messages
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2017 (English)In: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, 2017, p. 460-460Conference paper, Published paper (Refereed)
Abstract [en]

The work draws on repurposing practices to inform design for deletion and handling of digital waste -- a way of letting go -- in graceful and aesthetically appealing ways.

Delete by Haiku is a mobile phone application that explores how deleting old text messages can become an enjoyable and creative practice by turning messages into haiku poetry. Through the application users interactively repurpose selected old text messages on their mobile phone into a haiku poem aided by a haiku-generating algorithm. By repeatedly pinching the selected messages they break apart into words that tumble down in a Tetris like manner. Gradually words are deleted until the remaining words find their position and form a haiku.

The video presents a walkthrough of how to interact with the application to select messages in various ways, how to apply "themes" to gain some control over the generation process, and eventually share created poems with others through social media.

National Category
Other Computer and Information Science
Identifiers
urn:nbn:se:ri:diva-32373 (URN)10.1145/3027063.3049781 (DOI)
Conference
CHI EA '17, May 6 - 11, 2017, Denver, Colorado, USA
Note

Extended abstract.

Available from: 2017-10-26 Created: 2017-10-26 Last updated: 2019-08-14Bibliographically approved
Rostami, A., Rossitto, C., Barkhuus, L., Hook, J., Laaksolahti, J., Taylor, R., . . . Williamson, J. (2017). Design fiction for mixed-reality performances. In: Conference on Human Factors in Computing Systems - Proceedings: . Paper presented at 2017 ACM SIGCHI Conference on Human Factors in Computing Systems, CHI EA 2017, 6 May 2017 through 11 May 2017. Association for Computing Machinery
Open this publication in new window or tab >>Design fiction for mixed-reality performances
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2017 (English)In: Conference on Human Factors in Computing Systems - Proceedings, Association for Computing Machinery , 2017Conference paper, Published paper (Refereed)
Abstract [en]

Designing for mixed-reality performances is challengingboth in terms of technology design, and in terms ofunderstanding the interplay between technology,narration, and (the outcomes of) audience interactions.This complexity also stems from the variety of roles inthe creative team often entailing technology designers,artists, directors, producers, set-designers andperformers. In this multidisciplinary, one-dayworkshop, we seek to bring together HCI scholars,designers, artists, and curators to explore the potentialprovided by Design Fiction as a method to generateideas for Mixed-Reality Performance (MRP) throughvarious archetypes including scripts, programs, andposters. By drawing attention to novel interactivetechnologies, such as bio-sensors and environmentalIoT, we seek to generate design fiction scenarioscapturing the aesthetic and interactive potential formixed-reality performances, as well as the challengesto gain access to audience members’ data – i.e.physiological states, daily routines, conversations, etc

Place, publisher, year, edition, pages
Association for Computing Machinery, 2017
Keywords
Audience participation, Bio-sensors, Design Fiction, Internet of things (IoT), Mixed-reality performance, Biosensors, Environmental technology, Human engineering, Virtual reality, Audience interaction, Design fictions, Interactive technology, Mixed reality, Physiological state, Technology designs, Internet of things
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-29775 (URN)10.1145/3027063.3027080 (DOI)2-s2.0-85019563755 (Scopus ID)9781450346566 (ISBN)
Conference
2017 ACM SIGCHI Conference on Human Factors in Computing Systems, CHI EA 2017, 6 May 2017 through 11 May 2017
Available from: 2017-07-04 Created: 2017-07-04 Last updated: 2018-12-20Bibliographically approved
Simbelis, V., Ferreira, P., Kosmack Vaara, E., Laaksolahti, J. & Höök, K. (2016). Repurposing Bits and Pieces of the Digital. In: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems: . Paper presented at 2016 CHI Conference on Human Factors in Computing Systems (CHI 2016), May 7-12, 2016, San Jose, US (pp. 840-851).
Open this publication in new window or tab >>Repurposing Bits and Pieces of the Digital
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2016 (English)In: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016, p. 840-851Conference paper, Published paper (Refereed)
Abstract [en]

Repurposing refers to a broad set of practices, such as recycling or upcycling, all aiming to make better use of or give new life to physical materials and artifacts. While these practices have an obvious interest regarding sustainability issues, they also bring about unique aesthetics and values that may inspire design beyond sustainability concerns. What if we can harness these qualities in digital materials? We introduce Delete by Haiku, an application that transforms old mobile text messages into haiku poems. We elaborate on how the principles of repurposing -- working on a low budget, introducing chance and combining the original values with the new ones -- can inform interaction design in evoking some of these aesthetic values. This approach changes our views on what constitutes "digital materials" and the opportunities they offer. We also connect recent debates concerning ownership of data with discussions in the arts on the "Death of the Author."

National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-32375 (URN)10.1145/2858036.2858297 (DOI)2-s2.0-85015043535 (Scopus ID)978-1-4503-3362-7 (ISBN)
Conference
2016 CHI Conference on Human Factors in Computing Systems (CHI 2016), May 7-12, 2016, San Jose, US
Available from: 2017-10-26 Created: 2017-10-26 Last updated: 2020-02-07Bibliographically approved
Tholander, J., Laaksolahti, J. & Nylander, S. (2014). Experiencing art through kinesthetic dialogue (9ed.). In: : . Paper presented at 2014 ACM SIGCHI Conference on Designing Interactive Systems, DIS 2014; Vancouver, BC; Canada; 21 June 2014 through 25 June 2014.
Open this publication in new window or tab >>Experiencing art through kinesthetic dialogue
2014 (English)Conference paper, Published paper (Refereed)
Abstract [en]

From the analysis of how the Lega, a touch, motion, and location sensitive device that allows museum visitors to share their experiences, we identified kinaesthetic dialogue as an orienting concept for the understanding and the design of movement-based social interaction and experiences. It provides an analytical lens which captures critical aspects of kinaesthetic action in aesthetic experiences, as well as for better understanding of how users appropriate such artefacts in interaction. We believe that kinaesthetic dialog is a promising candidate for a meta-concept to capture interaction design knowledge in movement based technologies.

National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-24300 (URN)2-s2.0-84904470340 (Scopus ID)
Conference
2014 ACM SIGCHI Conference on Designing Interactive Systems, DIS 2014; Vancouver, BC; Canada; 21 June 2014 through 25 June 2014
Available from: 2016-10-31 Created: 2016-10-31 Last updated: 2019-08-08Bibliographically approved
Belenguer, J. S., Lundén, M., Laaksolahti, J. & Sundström, P. (2012). Immaterial materials: designing with radio (8ed.). In: : . Paper presented at The Sixth International Conference on Tangible.
Open this publication in new window or tab >>Immaterial materials: designing with radio
2012 (English)Conference paper, Published paper (Refereed)
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-24232 (URN)
Conference
The Sixth International Conference on Tangible
Available from: 2016-10-31 Created: 2016-10-31 Last updated: 2018-08-23Bibliographically approved
Sundström, P., Kosmack Vaara, E., Solsona Belenguer, J., Wirström, N., Lundén, M., Laaksolahti, J., . . . Höök, K. (2011). Experiential Artifacts as a Design Method for Somaesthetic Service Development (11ed.). In: : . Paper presented at UbiComp 2011 Workshop on the Role of Design in UbiComp Research and Practice.
Open this publication in new window or tab >>Experiential Artifacts as a Design Method for Somaesthetic Service Development
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2011 (English)Conference paper, Published paper (Refereed)
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-23921 (URN)
Conference
UbiComp 2011 Workshop on the Role of Design in UbiComp Research and Practice
Projects
supple
Available from: 2016-10-31 Created: 2016-10-31 Last updated: 2018-08-23Bibliographically approved
Laaksolahti, J., Tholander, J., Lundén, M., Solsona Belenguer, J., Karlsson, A. & Jaensson, T. (2011). The LEGA: a device for leaving and finding tactile traces (6ed.). In: : . Paper presented at Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction (pp. 193-196). New York, NY, USA: ACM
Open this publication in new window or tab >>The LEGA: a device for leaving and finding tactile traces
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2011 (English)Conference paper, Published paper (Refereed)
Abstract [en]

This paper describes experiences from development and deployment of the Lega, a hand held device for physical sharing of experiences during an art exhibition. Touching and moving the device in different ways creates a tactile trace that can be experienced by others through their own device. The system was successfully deployed at an art exhibition for two months where user studies were performed. Here we present some general observations regarding the systems performance and discuss issues that we encountered.

Place, publisher, year, edition, pages
New York, NY, USA: ACM, 2011 Edition: 6
Series
TEI '11
Keywords
gestural interaction, individual and social use, tactile interaction
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-23924 (URN)10.1145/1935701.1935739 (DOI)
Conference
Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
Projects
supple
Available from: 2016-10-31 Created: 2016-10-31 Last updated: 2018-08-23Bibliographically approved
Fernaeus, Y., Isbister, K., Höök, K., Laaksolahti, J. & Sundström, P. (2011). Understanding users and their situation (10ed.). In: Emotion-Oriented Systems: The Humaine Handbook: (pp. 653-666). Springer
Open this publication in new window or tab >>Understanding users and their situation
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2011 (English)In: Emotion-Oriented Systems: The Humaine Handbook, Springer , 2011, 10, p. 653-666Chapter in book (Refereed)
Abstract [en]

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.

Place, publisher, year, edition, pages
Springer, 2011 Edition: 10
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-23907 (URN)10.1007/978-3-642-15184-2_34 (DOI)
Projects
INVOLVE
Available from: 2016-10-31 Created: 2016-10-31 Last updated: 2018-08-23Bibliographically approved
Kaye, J. '., Laaksolahti, J., Höök, K. & Isbister, K. (2010). The Design and Evaluation Process (8ed.). In: Emotion-Oriented Systems: The Humaine Handbook: (pp. 641-656). Springer
Open this publication in new window or tab >>The Design and Evaluation Process
2010 (English)In: Emotion-Oriented Systems: The Humaine Handbook, Springer , 2010, 8, p. 641-656Chapter in book (Refereed)
Abstract [en]

The purpose of this chapter is to describe the design and evaluation process in the light of affective interaction. With a starting point in user-centred design we will explore what additional problems or opportunities become important when designing for affective interaction with computer systems. This chapter also provides a historical background to HCI ending with what is sometimes named the third wave of HCI – that is, designing for aesthetic, emotional experiences with and through technology.

Place, publisher, year, edition, pages
Springer, 2010 Edition: 8
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-23915 (URN)10.1007/978-3-642-15184-2_33 (DOI)
Projects
INVOLVE
Available from: 2016-10-31 Created: 2016-10-31 Last updated: 2018-08-23Bibliographically approved
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0001-9132-2969

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