Change search
Link to record
Permanent link

Direct link
BETA
Publications (10 of 42) Show all publications
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: 2018-08-23Bibliographically 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
Show others...
2017 (English)In: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, 2017, p. 460-460Conference 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)
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: 2018-08-23Bibliographically 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
Show others...
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: 2018-08-23Bibliographically approved
Simbelis, V., Ferreira, P., Höök, K., Laaksolahti, J. & Kosmack Vaara, E. (2016). Repurposing Bits and Pieces of the Digital. In: : . Paper presented at CHI '16, May 7 - 12, 2016, Santa Clara, California, USA (pp. 840-851).
Open this publication in new window or tab >>Repurposing Bits and Pieces of the Digital
Show others...
2016 (English)Conference 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
CHI '16, May 7 - 12, 2016, Santa Clara, California, USA
Available from: 2017-10-26 Created: 2017-10-26 Last updated: 2018-08-23Bibliographically approved
Tholander, J., Laaksolahti, J. & Nylander, S. (2014). Experiencing art through kinesthetic dialogue (9ed.). In: : . Paper presented at DIS 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)
Conference
DIS 2014
Available from: 2016-10-31 Created: 2016-10-31 Last updated: 2018-08-23Bibliographically 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
Höök, K., Isbister, K., Westerman, S., Gardner, P., Sutherland, E., Vasalou, A., . . . Laaksolahti, J. (2011). Evaluation of Affective Interactive Applications (10ed.). In: Emotion-Oriented Systems: The Humaine Handbook: (pp. 687-703). Springer
Open this publication in new window or tab >>Evaluation of Affective Interactive Applications
Show others...
2011 (English)In: Emotion-Oriented Systems: The Humaine Handbook, Springer , 2011, 10, p. 687-703Chapter in book (Refereed)
Abstract [en]

Methods are developed for different audiences and purposes. HCI researchers develop methods to shape the future through pure, applied and blue sky research – as is still the case with most affective interactive applications. Unsurprisingly, practitioners will be more concerned that the methods they use not only are tractable but produce better and more innovative results in terms of the systems they ultimately release into the world. Researchers, on the other hand, may have other concerns, such as the novelty of their techniques. Up until recently, most HCI methods (both for researchers and practitioners) were developed for work applications and desktop situations. They focused on efficiency, learnability, transparency, control and other work-related values. They were developed in response to a theoretical orientation which viewed the user as an information processing system not so dissimilar to the computer itself. But now that HCI is concerned with technologies that enter all aspects of life, our methods have begun to change and will need to continue to change. In keeping with our changing conception of what a “user” is and a wider concern with their experience of use of new technologies, a key challenge will be to develop and expand methods for analyzing not just what people do with the technology but how it makes them feel, and not just how people understand technology but how they make sense of it as part of their lives. Methods must be concerned, not only with issues of usefulness and usability, but also with issues of aesthetics, expression, and emotion. In addition we need to focus on evaluating technology not just in the short term under controlled conditions but also in the longer term and in broader social and cultural contexts. In this section, we will therefore provide two strands of evaluation methods. The first concerns what we might see as more traditional usability evaluation: is my system usable for the purpose it was designed for? The second strand tries to get at what we have named “third wave of HCI” in the previous chapters: does my system provide for the kind of (emotional) experience that it aimed to do?

Place, publisher, year, edition, pages
Springer, 2011 Edition: 10
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-23913 (URN)10.1007/978-3-642-15184-2_36 (DOI)
Projects
INVOLVE
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
Show others...
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
Isbister, K., Höök, K., Sundström, P. & Laaksolahti, J. (2011). Generating Ideas and Building Prototypes (6ed.). In: Emotion-Oriented Systems: The Humaine Handbook: (pp. 671-685). Springer
Open this publication in new window or tab >>Generating Ideas and Building Prototypes
2011 (English)In: Emotion-Oriented Systems: The Humaine Handbook, Springer , 2011, 6, p. 671-685Chapter in book (Refereed)
Abstract [en]

Design always involves the difficult step from seeing users and their activities to inventing something new that will make sense to them. In this chapter we turn to framing of the problem in such a way that the design process can start and the first prototypes can be constructed. Following a prototype-driven approach, we first provide a discussion of how to frame a problem, drawing on information gathered by methods presented in the previous chapter. We then show not only how to generate ideas for prototypes that would aid to validate a potential solution to that problem, but also methods to actually build and validate such prototypes. Finally, we discuss specific challenges related to affective interaction. The intention pursued with a prototype-driven approach is not to design a product, but a research vehicle for exploring a specific research idea. However, for one to say something of how successful a solution has been, a scenario for such prototype needs to be as realistic as possible, almost as if one was to design a product.

Place, publisher, year, edition, pages
Springer, 2011 Edition: 6
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-23914 (URN)10.1007/978-3-642-15184-2_35 (DOI)
Projects
INVOLVE
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
Show others...
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
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0001-9132-2969

Search in DiVA

Show all publications
v. 2.35.4