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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
Höök, K., Holm, M. & Brown, B. (2017). Mobile Life VINN Excellence Centre: 10 years of innovation and growth, 2007-2017. Sweden
Open this publication in new window or tab >>Mobile Life VINN Excellence Centre: 10 years of innovation and growth, 2007-2017
2017 (English)Other (Other academic)
Abstract [en]

Our overall vision for Mobile Life has been to create a society where happiness, playfulness and creativity are factors in peoples’ everyday lives. Through the ten years of research, the centre has become a strong voice advocating a human centred focus on digitalisation – focusing on what makes a good life for all. More importantly, we have provided a path to how this can be done – in our design processes, in our tools, in new business models, and in how we approach studies of life styles in change. The Mobile Life Way that is, our way of engaging in design-led exploration of novel technology, based on social science, art, design thinking, aesthetics and value-based concerns, is a unique approach that has rendered results that will continue to inspire. Our design work has often been many years ahead of the commercial front and today we see many of the design concepts from the earlier years of Mobile Life being provided as commercial products. This includes, for example, our work on wearable biosensors for wellbeing and health and tools for amateur video production. To address the vision of a good life, the centre has initiated and developed unusual and evocative research topics such as: integrating digitalisation with the fashion industry; connecting back to nature and engaging animals in interaction; designing with felt life and bodily engagement; pervasive games; or studying the life style changes that follow from the sharing economy. These research topics have changed the academic frontiers of our field. Taken together these explorations paint a broad picture of a whole society in change. A consumer-oriented Internet of Things society is no longer a prospect, but a reality. This enables a future where disruption could potentially create conflict, inequality, decrease inclusion and directly harm the success of Swedish companies and way of life. As a reaction to this negative view we have instead envisioned a positive world where digital technologies causes disruption that enhances engagement, creativity and enjoyment. In doing so, we have not shunned from the political and ethical implications of our work, dealing with topics such as the importance of empowerment of all to be makers and participants in a highly technologically-infused society. These results continue to be important – to our partners, to academic research in our field, as well as to the whole society. Ultimately, both the history of Mobile Life and the way forward can be captured in our credo: Always Explore! Always Create! Always Enjoy!

Place, publisher, year, pages
Sweden: , 2017. p. 108
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-32384 (URN)
Available from: 2017-10-26 Created: 2017-10-26 Last updated: 2018-08-22Bibliographically approved
Höök, K., Hummels, C., Isbister, K., Marti, P., Segura, E. M., Jonsson, M., . . . Lim, Y.-K. (2017). Soma-based design theory. 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, Denver, Colorado, USA (pp. 550-557).
Open this publication in new window or tab >>Soma-based design theory
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2017 (English)In: Conference on Human Factors in Computing Systems - Proceedings, 2017, p. 550-557Conference paper, Published paper (Refereed)
Abstract [en]

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.

Keywords
Design theory, Soma-based interaction, Somaesthetics, Felt, Human engineering, Philosophical aspects, Analytical studies, Interaction design, Movement-based interactions, Physical rehabilitation, Tacit knowledge, Computation theory
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-29774 (URN)10.1145/3027063.3027082 (DOI)2-s2.0-85019570374 (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, Denver, Colorado, USA
Available from: 2017-08-11 Created: 2017-08-11 Last updated: 2019-01-22Bibliographically 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)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: 2019-06-25Bibliographically approved
Höök, K., Jonsson, M., Ståhl, A. & Mercurio, J. (2016). Somaesthetic Appreciation Design (10ed.). 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. 3131-3142).
Open this publication in new window or tab >>Somaesthetic Appreciation Design
2016 (English)In: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016, 10, p. 3131-3142Conference paper, Published paper (Refereed)
Abstract [en]

We propose a strong concept we name Somaesthetic Appreciation based on three different enquiries. First, our own autobiographical design enquiry, using Feldenkrais as a resource in our design process, bringing out the Soma Carpet and Breathing Light applications. Second, through bringing in others to experience our systems, engaging with and qualitatively analysing their experiences of our applications. In our third enquiry, we try to pin down what characterizes and sets Somaesthetic Appreciation designs apart through comparing with and analysing others’ design inquiries as well as grounding them in the somaesthetic theories. We propose that the Somaesthetic Appreciation designs share a subtleness in how they encourage and spur bodily inquiry in their choice of interaction modalities, they require an intimate correspondence – feedback and interactions that follow the rhythm of the body, they entail a distinct manner of making space shutting out the outside world – metaphorically and literally – to allow users to turn their attention inwards, and they rely on articulation of bodily experiences to encourage learning and increased somatic awareness.

Keywords
Somaesthetic design, body awareness, strong concept
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-24566 (URN)10.1145/2858036.2858583 (DOI)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
Projects
Somaesthetics
Available from: 2016-10-31 Created: 2016-10-31 Last updated: 2019-06-26Bibliographically approved
Jonsson, M., Ståhl, A., Mercurio, J., Karlsson, A., Naveen, R. & Höök, K. (2016). The Aesthetics of Heat: Guiding Awareness with Thermal Stimuli (10ed.). In: Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction. Paper presented at Tenth International Conference on Tangible, Embedded, and Embodied Interaction (TEI 2016), February 14-17, 2016, Eindhoven, Netherlands (pp. 109-117).
Open this publication in new window or tab >>The Aesthetics of Heat: Guiding Awareness with Thermal Stimuli
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2016 (English)In: Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction, 2016, 10, p. 109-117Conference paper, Published paper (Refereed)
Abstract [en]

In this paper we discuss the design process and results from a design exploration on the use of thermal stimuli in body awareness exercises. A user-study was performed on an interactive prototype in the form of an interactive heat mat. The paper brings forth an alternative understanding of heat as a design material that extends the common understanding of thermal stimuli in HCI as a communication modality to instead bring the aesthetic and experiential properties to the fore. Findings account for felt body experiences of thermal stimuli and a number of design qualities related to heat as a design material are formulated, pointing to experiential qualities concerning the felt body, subjectivity and subtleness as well as material qualities concerning materiality, inertia and heat transfer

Keywords
Thermal stimuli, heat, somaesthetics, body awareness, aestehtics
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-24555 (URN)10.1145/2839462.2839487 (DOI)978-1-4503-3582-9 (ISBN)
Conference
Tenth International Conference on Tangible, Embedded, and Embodied Interaction (TEI 2016), February 14-17, 2016, Eindhoven, Netherlands
Projects
Somaesthetics
Available from: 2016-10-31 Created: 2016-10-31 Last updated: 2019-06-26Bibliographically approved
Ståhl, A., Jonsson, M., Mercurio, J., Karlsson, A., Höök, K. & Banka Johnson, E.-C. (2016). The Soma Mat and Breathing Light (11ed.). In: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems: . Paper presented at 2016 CHI Conference on Human Factors in Computing Systems (CHI 2016), May 7-12, 2016, 2016, San jose, US (pp. 305-308).
Open this publication in new window or tab >>The Soma Mat and Breathing Light
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2016 (English)In: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, 2016, 11, p. 305-308Conference paper, Published paper (Refereed)
Abstract [en]

We present the experience of using the prototypes Soma Mat and Breathing Light. These are designed with a somaesthetic approach to support a meditative bodily introspection. We use light and heat as modalities to subtly guide participants to turn their gaze inwards, to their own bodies. People trying our prototypes reports on a feeling of relaxation, softer movements, and an increased awareness of their own breathing.

Keywords
Somaesthetic design, body awareness, somaeasthetic experience, relaxation, bodily introspection
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-24565 (URN)10.1145/2851581.2889464 (DOI)978-1-4503-4082-3 (ISBN)
Conference
2016 CHI Conference on Human Factors in Computing Systems (CHI 2016), May 7-12, 2016, 2016, San jose, US
Projects
Somaesthetics
Available from: 2016-10-31 Created: 2016-10-31 Last updated: 2019-06-26Bibliographically approved
Höök, K., Ståhl, A., Jonsson, M., Mercurio, J., Karlsson, A. & Banka Johnson, E.-C. (2015). Somaesthetic Design (12ed.). interactions, 22(4), 26-33
Open this publication in new window or tab >>Somaesthetic Design
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2015 (English)In: interactions, ISSN 1072-5520, E-ISSN 1558-3449, Vol. 22, no 4, p. 26-33Article in journal (Refereed) Published
Abstract [en]

Somaesthetics is an interdisciplinary field, originally proposed by the philosopher Richard Shusterman and grounded in pragmatist philosophy and phenomenology. An interesting result of engaging in Feldenkrais exercises was the effect on the whole beings. After a lesson, all students felt they had become more honest, more grounded in themselves, more reflective, and a bit slower in their movements and reactions. When bringing out three designs, researchers repeatedly had to try different digital and physical materials, faking interactions and testing them in situ to find the ones that would make sense. The interactions had to be simulated and acted out in order for them to really feel their impact on their bodily experiences. Simply imagining what they would be like was not enough to qualify the experience.

National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-24520 (URN)10.1145/2770888 (DOI)
Available from: 2016-10-31 Created: 2016-10-31 Last updated: 2019-07-09Bibliographically approved
Ståhl, A., Löwgren, J. & Höök, K. (2014). Evocative Balance: Designing for Interactional Empowerment (10ed.). International Journal of Design, 8, 43-57
Open this publication in new window or tab >>Evocative Balance: Designing for Interactional Empowerment
2014 (English)In: International Journal of Design, Vol. 8, p. 43-57Article in journal (Refereed) Published
Abstract [en]

We propose an experiential quality called evocative balance as key in designing for affective interaction that aims to empower users in and through the interaction. Evocative balance draws on the dual meaning of the word “evoke” in characterizing the user’s sense that data and actions evoke familiar recollections of lived experience, yet are still open enough to evoke multiple interpretations in an ongoing process of co-constructive making of meaning. Our aim is to capture those experiences that resonate with our lived, everyday, social and bodily experiences; those experiences that we can recognise in ourselves and, through empathy, in others. We elaborate on and substantiate the meaning of this quality by means of retrospective reflection on three of our own design projects. This account provides detailed insights on how to find the balance between openness and familiarity through design.

National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-24377 (URN)2-s2.0-84899800978 (Scopus ID)
Available from: 2016-10-31 Created: 2016-10-31 Last updated: 2019-08-15Bibliographically approved
Ferreira, P. & Höök, K. (2011). Bodily Orientations around Mobiles: Lessons learnt in Vanuatu (15ed.). In: : . Paper presented at ACM CHI Conference on Human Factors in Computing Systems.
Open this publication in new window or tab >>Bodily Orientations around Mobiles: Lessons learnt in Vanuatu
2011 (English)Conference paper, Published paper (Refereed)
Abstract [en]

Since we started carrying mobile 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 ingrained 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 mobile 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 somaesthetic practices when designing mobiles as they profoundly affect our bodily ways of being in the world.

National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-23808 (URN)
Conference
ACM CHI Conference on Human Factors in Computing Systems
Projects
INVOLVE
Funder
VINNOVA
Available from: 2016-10-31 Created: 2016-10-31 Last updated: 2018-08-22Bibliographically approved
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0002-0002-4825

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