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  • 201. Söderberg, Jonas
    et al.
    Waern, Annika
    RISE, Swedish ICT, Interactive Institute. RISE, Swedish ICT, SICS. Interaction.
    Åkesson, Karl-Petter
    RISE, Swedish ICT, Interactive Institute. RISE, Swedish ICT, SICS. Interaction.
    Björk, Staffan
    Falk, Jennica
    Enhanced reality live role playing2004Conference paper (Refereed)
    Abstract [en]

    Live role-playing is a form of improvisational theatre played for the experience of the performers and without an audience. These games form a challenging application domain for ubiquitous technology. We discuss the design options for enhanced reality live role-playing and the role of technology in live role-playing games.

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  • 202.
    Trotto, Ambra
    RISE, Swedish ICT, Interactive Institute.
    Civic Forges: co-design platforms based on people's skills2012In: Trend book Dutch Design Week 2012, Eindhoven: Dutch Design Week , 2012, 6, , p. 192Chapter in book (Other academic)
    Abstract [en]

    Humans are social animals. They realize their dreams and ambitions in relation to other humans, within a context of symphonic diversity. They feel good or bad, mainly in relation to other people. And by doing it, we – the sensual humans – feel with the others, we feel for the others. I believe that the role of Design is to offer tools and ways to learn to deal in a creative, constructive way, how to be together, how to weave these relationships among people, how to play with and transform towards the resistance and the ambiguity that the environment and the people within this environment create, in their constant dynamism. By leveraging on people’s skills, and therefore on their sensitivity, and their urge of transformation, Design can concur in creating and consolidating practices, able to elicit ethical behaviors, building new foundations of social health. Design can elicit health by Making: less noise and more deeds, for a new craftsmanship.

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  • 203.
    Trotto, Ambra
    et al.
    RISE, Swedish ICT, Interactive Institute. Umeå University, Sweden.
    Fallman, Daniel
    RISE, Swedish ICT, Interactive Institute. Umeå University, Sweden.
    Shaping the Absence An Architectural Perspective for Interaction Design2013Conference paper (Refereed)
    Abstract [en]

    Through the course Dense Spaces 2012—i.e. designing small, intelligent spaces such as elevators—carried out together with a group of architecture students at Umeå School of Architecture, Umeå University, Sweden, we report on, exemplify, and discuss how architectural theories, skills, and attitudes can come to complement and provide new food for thought for other design fields, including interaction design. We present the course, discuss some resulting spaces, and reflect on feedback from the participants. Then, we discuss some outcomes of the course that have broader implications. Unlike a more traditional technology-centered perspective, an architectural approach seems more prone to focus on designing what we term dynamic absence, i.e. design also concerned with what is not there. In a similar vein, an architectural approach also seems to address complexity by not fragmenting design challenges into smaller problems. The more holistic architectural attitude provides the opportunity to treat technology as a design material, along with the other architectural design materials the design situation offers, including structures, light, space, and absence. In this way, the architectural approach seems to shift the attention away from the design of representations and metaphors to instead focus on designing meaningful engagements in these spaces. 

  • 204.
    Trotto, Ambra
    et al.
    RISE, Swedish ICT, Interactive Institute. Umeå University, Sweden.
    Hummels, Caroline
    Eindhoven University of Technology, The Netherlands.
    Designing in Skills - Nurturing Personal Engagement in Design2013Conference paper (Refereed)
    Abstract [en]

    Potentialities of skills in design are intriguing. Skills open up new perceptions of the world, transform human understanding and engagement with the world itself. Our explorations suggest that leveraging existing designer's skills and training for new skills might remarkably contribute in designing for richness of meaning. We developed several skills-based techniques and validated them through a number of workshops. These techniques encourage participants to make before thinking, to reflect on the outcomes of making, and proceed by iterations of reflection-on-action. Also developed are techniques to increase the frequency of such iterations to minimize loss of meaning by abstraction, and techniques to foster depth of reflection. We organised these techniques into a framework, Designing in Skills (DiS). DiS nurtures personal engagement of designers, compelling a sense of responsibility; it supports designers toward what we call the "first-person perspective", enabling application of individual sensitivities. This paper presents firstly the motivation of our work and the surrounding theory. Subsequently, it introduces the framework and its development, using design cases that have led to its consolidation. It illustrates how DiS prepares for design practice and reflects on the theme of experiential richness.

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  • 205.
    Trotto, Ambra
    et al.
    RISE, Swedish ICT, Interactive Institute.
    Hummels, Caroline
    Eindhoven University of Technology, The Netherlands.
    Designing in Skills Nurturing Personal Engagement in Design2013Conference paper (Refereed)
  • 206.
    Trotto, Ambra
    et al.
    RISE, Swedish ICT, Interactive Institute.
    Hummels, Caroline
    Eindhoven University of Technology, The Netherlands.
    Engage me do. Engagement Catalysers to ignite a (Design) Conversation2013Conference paper (Refereed)
    Abstract [en]

    This paper reflects on the possibilities of embodiment and skilful coping to connect people and to catalyse a constructive (design) “conversation” among people with different backgrounds, during transformative collaboration. We do this by illustrating the process and results of a two- weeks design class with Master students at the Department of Industrial Design at the Eindhoven University of Technology. The resulting Engagement Catalyser is a creative tool to engaging people in a (design) discussion more concrete and effective than a discussion or brainstorm session held around a table. The six developed Engagement Catalysers have been used and evaluated in two workshops, in which participants from very different cultural and professional background have used them as a means to engage quickly and ignite the design process. The results show that the Catalysers stimulate engagement, help people to get familiar and connected in a short period of time, and seem to inspire and boost the design process.

  • 207.
    Trotto, Ambra
    et al.
    RISE, Swedish ICT, Interactive Institute.
    Tittarelli, Michele
    Musical Viruses for graceful seduction2012Conference paper (Refereed)
    Abstract [en]

    The +++ Wearable Player is a result of the application of the Rights through Making approach in designing wearables. This approach aims at designing systems, whose use empowers people towards the materialization of values (e.g. human rights). The +++ Wearable Player system elaborates on the previous project Sound Experience, and introduces the concept of viral music exchange as a motivating factor in the context of social health. This paper describes the morphological genesis, the functional aspects and how they have been implemented in a fully working experienceable prototype. The design process and its outcomes are illustrated, in the framework of the “changing behaviour” design trend.

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  • 208.
    True, Nic
    et al.
    RISE, Swedish ICT, Interactive Institute. II Umeå.
    Papworth, Nigel
    RISE, Swedish ICT, Interactive Institute. II Umeå.
    Zarin, Ru
    RISE, Swedish ICT, Interactive Institute. II Umeå.
    Peeters, Jeroen
    RISE, Swedish ICT, Interactive Institute. II Umeå.
    Nilbrink, Fredrik
    RISE, Swedish ICT, Interactive Institute. II Umeå.
    Lindbergh, Kent
    RISE, Swedish ICT, Interactive Institute. II Umeå.
    Fallman, Daniel
    RISE, Swedish ICT, Interactive Institute. II Umeå.
    Lind, Anders
    The Voice Harvester: An Interactive Installation2013Conference paper (Refereed)
  • 209.
    True, Nic
    et al.
    RISE, Swedish ICT, Interactive Institute.
    Peeters, Jeroen
    RISE, Swedish ICT, Interactive Institute.
    Fallman, Daniel
    RISE, Swedish ICT, Interactive Institute.
    Confabulation in the Time of Transdisciplinarity: Reflection on HCI Education and a Call for Conversation2013Conference paper (Refereed)
    Abstract [en]

    As HCI becomes ever-increasingly more transdisciplinary it encounters increasingly complex problems practical, methodological, and pedagogical in natures. This paper is an introductory exploration of the influence HCI education has in bridging academia and industry as students become practitioners. We examined how design pedagogy materializes and takes shape in both work and student process/attitudes as they become professionals, suggesting there is an area of importance to the community that is overlooked. Education shapes designers, designers shape the world, which prompts the need for a dialogue on how education pedagogy shapes practitioners that embody methods, values, skills, goals, and practices. As practitioners embody their knowledge into designs there arises a discussion that ought to be had.

  • 210. Vallgårda, Anna
    et al.
    Redström, Johan
    RISE, Swedish ICT, Interactive Institute.
    Computational Composites2007In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, New York, NY, USA: ACM Press , 2007, 1, , p. 10Conference paper (Refereed)
    Abstract [en]

    Computational composite is introduced as a new type of composite material. Arguing that this is not just a metaphorical maneuver, we provide an analysis of computational technology as material in design, which shows how computers share important characteristics with other materials used in design and architecture. We argue that the notion of computational composites provides a precise understanding of the computer as material, and of how computations need to be combined with other materials to come to expression as material. Besides working as an analysis of computers from a designer's point of view, the notion of computational composites may also provide a link for computer science and human-computer interaction to an increasingly rapid development and use of new materials in design and architecture.

  • 211.
    Waern, Annika
    et al.
    RISE, Swedish ICT, Interactive Institute. RISE, Swedish ICT, SICS. GAME.
    Denward, Marie
    On the Edge of Reality: Reality Fiction in ’Sannningen om Marika’2009Conference paper (Refereed)
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  • 212.
    Wangel, Josefin
    et al.
    Designing Social Innovation.
    Mazé, Ramia
    RISE, Swedish ICT, Interactive Institute. Design Research Unit.
    de Jong, Annelise
    Designing Social Innovation.
    Höjer, Mattias
    Designing Social Innovation.
    Backcasting and Design for Sustainable Social Practices2012Conference paper (Refereed)
    Abstract [en]

    Policy and design are fundamentally about the future – about changing the course of individuals and communities, setting patterns for new actions and, in the case of sustainable development, steering toward preferred futures. This paper sets out to explore the theoretical and methodological basis for creating, understanding and representing sustainable futures in terms of altered practices of consumption, through the integration of futures studies, design epistemology and social practice theory. As an introduction to this exploration, we present these three perspectives and generate questions for discussion and future work.

  • 213.
    Wingstedt, Johnny
    RISE, Swedish ICT, Interactive Institute.
    Music, Technology & Research and Music, Technology & Learning2004Conference paper (Refereed)
  • 214.
    Wingstedt, Johnny
    RISE, Swedish ICT, Interactive Institute.
    Narrative functions of film music in a relational perspective2004In: ISME Proceedings - Sound Worlds to Discover, 2004, 1Conference paper (Refereed)
  • 215.
    Wingstedt, Johnny
    RISE, Swedish ICT, Interactive Institute.
    Narrative music: towards an understanding of musical narrative functions in multimedia2005Licentiate thesis, monograph (Other academic)
    Abstract [en]

    As the computer screen is replacing the book as the dominant medium for communication (Kress, 2003), questions about how meaning is constituted by the multimodal interaction of different media (including music) is becoming increasingly important in contemporary research of pedagogy, sociology and media studies. The overall aim with this licentiate thesis is to explore musical narrative functions as they appear in multimedia such as film and computer games. The thesis is based on three publications. Publication 1 proposes a classification of musical narrative functions, with 6 narrative classes(the Emotive, Informative, Descriptive, Guiding, Temporal and Rhetorical classes) and 11 categories. The relational interplay of music with contextual factors is emphasized. Publication 2 describes the design of a software tool, REMUPP (Relations Between Musical Parameters and Perceived Properties), to be used for experimental studies of musical expression. REMUPP is used for real time alteration of musical expression, by the manipulation of musical parameters such as tempo, harmony, rhythm, articulation, etc. Publication 3 describes a quasi-experiment using REMUPP, where a group of young participants (12-13 years old) were given the task of adapting musical expression – by manipulating 7 parameters – to make it fit 3 visual scenes shown on a computer screen. They also answered a questionnaire asking about their musical backgrounds and habits of listening to music, watching movies and playing computer games. Numerical data from the manipulations were analyzed statistically with regards to the preferred values of the musical parameters in relation to the different visual scenes. The results indicated awareness and knowledge about codes and conventions of musical narrative functions, and were to some degree affected by the participants’ gender, musical backgrounds and media habits.

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  • 216.
    Wingstedt, Johnny
    et al.
    RISE, Swedish ICT, Interactive Institute.
    Berg, Jan
    RISE, Swedish ICT, Interactive Institute.
    Relations between Selected Musical Parameters and Expressed Emotions – Extending the Potential of Computer Entertainment2005In: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology, 2005, 1Conference paper (Refereed)
    Abstract [en]

    A fundamental aspect of music is its ability to express emotions. To develop and extend the potential of music in computer entertainment, a deeper understanding of music's emotional aspects is essential. An experiment was designed to explore the suitability of a specially designed interface (REMUPP) as a means to investigate how musical parameters can contribute to expressing the emotions of 'happiness' and 'sadness'. In the experiment, a number of subjects listened to music examples where the musical performance was governed by a set of musical parameters that were controlled by the subject. The subjects adjusted the parameter settings to best express a given emotion. These settings were recorded and analyzed. The experiment verifies the REMUPP tool as a valid means for the investigation of musical parameters and emotion. Issues of importance for realization of music in the computer entertainment context are also addressed.

  • 217.
    Wingstedt, Johnny
    et al.
    RISE, Swedish ICT, Interactive Institute.
    Berg, Jan
    RISE, Swedish ICT, Interactive Institute.
    Liljedahl, Mats
    RISE, Swedish ICT, Interactive Institute.
    Lindberg, Stefan
    RISE, Swedish ICT, Interactive Institute.
    REMUPP: an interface for evaluation of relations between musical parameters and perceived properties2005In: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology, 2005, 1Conference paper (Refereed)
    Abstract [en]

    New media offers new roles, functions and challenges to music, calling for new methods and tools for music research. To meet these increasingly important challenges. REMUPP, a new software tool for the investigation of relations between music and perceived properties or characteristies, was designed. The ideas behind REMUPP and the technology used to realize it is deseribed. In order to test the sensitivity and validity of REMUPP. a simple experiment aimed to examine some properties of music was carried out. 38 subjects were listening to music and instructed to indicate their priority for different aspects of the music (musical parameters) while they actively controlled these aspects. The results show that REMUPP is able to bring out significant differences between the musical parameters, and that these differences correspond well with findings by others.

  • 218.
    Wingstedt, Johnny
    et al.
    RISE, Swedish ICT, Interactive Institute.
    Liljedahl, Mats
    RISE, Swedish ICT, Interactive Institute.
    Lindberg, Stefan
    Berg, Jan
    RISE, Swedish ICT, Interactive Institute.
    REMUPP - An Interactive Tool for Investigating Musical Properties and Relations2005Conference paper (Refereed)
    Abstract [en]

    A typical experiment design within the field of music psychology is playing music to a test subject who listens and reacts – most often by verbal means. One limitation of this kind of test is the inherent difficulty of measuring an emotional reaction in a laboratory setting. This paper describes the design, functions and possible uses of the software tool REMUPP (Relations between musical parameters and perceived properties), designed for investigating various aspects of musical experience. REMUPP allows for non-verbal examination of selected musical parameters (such as tonality, tempo, timbre, articulation, volume, register etc.) in a musical context. The musical control is put into the hands of the subject, introducing an element of creativity and enhancing the sense of immersion. Information acquired with REMUPP can be output as numerical data for statistical analysis, but the tool is also suited for the use with more qualitatively oriented methods.

  • 219. Zagal, José P
    et al.
    Björk, Staffan
    RISE, Swedish ICT, Interactive Institute. GAME.
    Lewis, Chris
    Dark Patterns in the Design of Games2013Conference paper (Refereed)
    Abstract [en]

    Game designers are typically regarded as advocates for players. However, a game creator’s interests may not align with the players’. We examine some of the ways in which those opposed interests can manifest in a game’s design. In particular, we examine those elements of a game’s design whose purpose can be argued as questionable and perhaps even unethical. Building upon earlier work in design patterns, we call these abstracted elements Dark Game Design Patterns. In this paper, we develop the concept of dark design patterns in games, present examples of such patterns, explore some of the subtleties involved in identifying them, and provide questions that can be asked to help guide in the specification and identification of future Dark Patterns. Our goal is not to criticize creators but rather to contribute to an ongoing discussion regarding the values in games and the role that designers and creators have in this process.

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  • 220.
    Zarin, Ru
    et al.
    RISE, Swedish ICT, Interactive Institute.
    True, Nic
    RISE, Swedish ICT, Interactive Institute.
    Papworth, Nigel
    Lindbergh, Kent
    RISE, Swedish ICT, Interactive Institute.
    Fallman, Daniel
    RISE, Swedish ICT, Interactive Institute.
    Be Green: Implementing an Interactive, Cylindrical Display in the Real World2013Conference paper (Refereed)
    Abstract [en]

    Many studies in Human-Computer Interaction and related fields, such as pervasive displays, have historically centered around user evaluation and knowledge production, focusing on usability issues and on creating a more efficient user experience. As the trajectory of HCI moves toward the so-called 'third wave', new values are being emphasized and explored. These include concepts such as embodiment and engagement, complementing usability as the primary metric of evaluation. This paper explores the ideation, iteration, design, and real-world deployment of such a 'third wave' interactive pervasive installation in the form of an interactive, large cylindrical display. The purpose was to display the air quality data in a manner that would inspire elevated environmental consciousness and discussion among Ume citizens, especially with regard to the environmental impact of different methods of transportation.

  • 221.
    Önal, Başar
    RISE, Swedish ICT, Interactive Institute.
    Designing for/from the Future2010Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    This thesis aims to introduce new methods within the field of experience design, an emergent interdisciplinary design discipline, using these methods as tools for debate and for the communication of new design concepts. An important part of the methods come from trendspotting practice and future studies methodology. The backbone of the final project is a “meta-method” which incorporates common methods surveyed so far: the “for/from” method. The first part of the “for/from” method is about designing prototypes and creating fictional narratives to project current trends into the future, the second part is perhaps less structured, but more ambitious, carrying fictional futures to the daily lives, to test and evaluate the scenarios created. Staging experiments and experiences around these proposed methodologies and testing the concepts through workshops forms the core of the proposed design practice. Since the domain of futures thinking is not populated by designers, it is of special importance to me as how designers might find a place in such interdisciplinary teams and how the organizational levels of these so-called complex experiential structures could allow designers to participate. I argue that experience designers not only design customer experiences to please and aestheticize products but they have the power to change people’s (rather than customers’) opinions, using the same tools the field of marketing and exhibition design offers them.

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  • 222.
    Örtqvist, Daniel
    et al.
    Luleå University of Technology, Sweden.
    Liljedahl, Mats
    RISE, Swedish ICT, Interactive Institute.
    Immersion and Gameplay Experience: A Contingency Framework2010In: International Journal of Computer Games Technology, Vol. 2010Article in journal (Refereed)
    Abstract [en]

    The nature of the relationship between immersion and gameplay experience is investigated, focusing primarily on the literature related to flow. In particular, this paper proposes that immersion and gameplay experience are conceptually different, but empirically positively related through mechanisms related to flow. Furthermore, this study examines gamers' characteristics to determine the influence between immersion and gameplay experiences. The study involves 48 observations in one game setting. Regression analyses including tests for moderation and simple slope analysis are used to reveal gamers' age, experience, and understanding of the game, which moderate the relationship between immersion and gameplay experience. The results suggest that immersion is more positive for gameplay experience when the gamer lacks experience and understanding of the game as well as when the gamer is relatively older. Implications and recommendations for future research are discussed at length in the paper.

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