2007 Angulo, J. (2007) The Emotional Driver - A Study of the Driving Experience and the Road Context Master thesis. School of Engineering, Blekinge Institute of Technology
Abstract: In modern societies the activity of driving has become almost an essential routine. Vehicles are considered by many as indispensable tools for accomplishing their daily tasks and they are the main form of transportation for millions of people. The average driver spends, voluntarily, considerable amounts of time on the road, using their vehicle to transport himself even for small distances and knowing that its use presents him with some form of comfort and convenience; yet, drivers frequently regard their road experience as tiring and fastidious, but their persistence in using their vehicle at every opportunity serves as proof of a pleasurable experience. So far car manufacturers, traffic authorities and designers of technology have been mainly concerned with aspects of the road that ensure drivers safety, increase power engine, provide more comfort, and maintain better streets, etc; however, the actual feelings of the driver as he travels through the streets has not yet been taken into a great account by the developers of the road environment. For this reason this thesis tries to create awareness on the existence and constant presence of people’s emotions as they drive, which have the mutual power to influence their action on the road and their driving patterns. In order to capture a drivers’ emotional experience this study uses three main methods. One of them is Cultural Probes, consisting of common objects specifically Postcards, Pictures, and Web-logs, to measure unknown factors about the users. The second is the use of Ethnographic studies on the driving activities through the use of observations, the popular talk-aloud-protocol and the shadow method. Finally, the Experience Sampling Method is used, which tries to captures the experience of an individual as it unfolds in its natural context. With the combined used of these three methods some of the main factors of the road’s environment that are commonly able to influence the driver’s emotions in negative or positive ways were discovered, which include the intensity and type of light, the different types and sources of sound, the perceivable landscapes and surrounding architectures and the different kinds of continuously occurring interactions. These are just some of the many factors that can influence emotions on the road, and hopefully this study will open the curiosity for a deeper study of these and other aspects of the emotional driving experience.
Jonsson, S., Montola, M., Stenros, J. & Boss, E (2007) Five Weeks of Rebellion. Designing Momentum In Donnis, J., Gade, M. & Thorup, L. (2007): Lifelike 121-128. Copenhagen, Projektgruppen KP07. The book for Knudepunkt 2007
Abstract: Coming soon
Jonsson, S., Waern, A., Montola, M. & Stenros, J. (2007) Game Mastering a Pervasive Larp. Experiences from Momentum Proceedings of the 4th International Symposium on Pervasive Gaming Applications 31-39. PerGames 2007, June 11.-12. Salzburg, Austria
Abstract: Coming soon.
Klövstedt, J. (2007) OSREP - Open-Set REalistic Pinpointing Master thesis. Department of Information Technology, Uppsala University
Abstract: Using what researchers call backseat games the kids could be occupied while traveling in a car and not bother parents with nag like “Are we there yet”. These kinds of games transform boring trips into exciting adventures by combining and connecting real world and computer generated data. One of these backseat games is a research prototype called Backseat Playground (BSP). This prototype is based on narrative stories which evolve through interaction with the surrounding environment. By using a customized gaming device for acquiring position of where the player is located and direction that the player is pointing the device kids are able to interact with the surroundings of the car. In the current BSP prototype the player can only pinpoint objects that are defined by BSP itself while traveling through a variety of surrounding environments. In this thesis project it is investigated if there is a possibility to make the pinpointing more realistic. Realistic in the way that the algorithm senses if the player has started to pinpoint an interesting object and further on it also pinpoints that object’s location. This new generation of pinpointing is called Open-Set REalistic Pinpointing (OSREP) since it extends a closed set of objects into the amount of objects that the player(s) would like to put into the world of the BSP. Furthermore this opens up for the possibility for users to create their own content at that location. The purpose of this thesis project is to create algorithms that serves as proofs of concept showing that it is possible to carry out the necessary calculations needed to produce the results wanted for the BSP game prototype. Therefore there are some extensive investigations and examinations made as to how a player would be pinpointing objects and also how the sensing of players sight can be calculated. These examinations were in fact test runs made by myself in the same environment that the BSP prototype is tested. To be able to conduct such test runs a simplistic data acquirement tool was created. The investigations carried out was done by first study the relevant publications made in the area of mobile AR games and also study the publications made regarding the BSP prototype. Consecutively there were some studies made in the areas of mathematical statistics, geometry and probability to show the theories behind the OSREP algorithm. One objective during development of the OSREP algorithm was that they should be easy to integrate into the BSP prototype. This was accomplished through a thoroughly investigation of the current version of the code written for the BSP prototype. Although some modifications regarding the handling of direction data has been made and also regarding the conversions of positional data. A reason for this was to be able to create the OSREP algorithms as a standalone process so that there would not be a need for running the actual BSP game or its simulator. Another objective was to visualize the OSREP performance in the real world. Although this has not been completely finished there are results presented in this thesis in a more primitive way than wished for. The reason for not completing such a visualization application is that the time constraint put on this kind of thesis project is too narrow. But at least a foundation has been made and could certainly be continued by another master student. Although some setbacks have been experienced regarding the way the OSREP algorithms was visualized the algorithms seem to work in both in theory and on the acquired sensor data. The primitive visualization made only serves as proof-of-concept and could be used as an aid for making sure further efforts of integration of the OSREP algorithms into BSP is worth the cost in effort and time. The major result of the OSREP algorithm was that it shows a sufficiently accurate location of the pinpointed object. A very nice feature of the algorithm is that it does not need any external triggering to make the distinction as to when the player has started to aim. It could rather be used continuously to examine the recorded data to calculate the location of pinpointed objects.
Kronqvist, F. and Karlsson, P. (2007) Kraftåterkoppling för handhållna enheter, haptiska kuben Thesis. Department of Applied Information Technology, KTH
Abstract: Under högskoleingenjörsutbildningen, Mekatronik & Industriell IT på institutionen för tillämpad IT på Kungliga Tekniska Högskolan ,KTH, i Stockholm, ingick det att utföra ett examensarbete på 10 högskolepoäng. Examensarbete bedrives i grupp om två personer och utfördes gentemot ett företag. I detta fall utfördes det åt Mobility studion på Interactive Institute i Kista. Interactive Institute är ett experimentellt IT-forskningsinstitut som utmanar traditionella perspektiv och tankesätt genom att kombinera konst, design och teknologi i forskningsprojekt. Genom att integrera och utforska dessa tre områden bidrar institutet till innovation, kreativitet och hållbar utveckling. Mobility studio utför forskning om framtidens mobila applikationer. Interactive Institute ingår i SICS-gruppen som tillhör koncernen Swedish ICT Research AB. Swedish ICT Research bidrar med sin forskning till ökad innovationskraft och tillväxt i näringsliv och samhälle. Examensarbetet är en del av projektet Backseat Playground, BSP, vilket är ett interaktivt handhållet spel. Spelet syftar till att sysselsätta barn under bilturer. BSP är ett innovativt spel där användaren riktar enheten (se ) mot geografiska objekt i omgivningen. För att detektera vad användaren riktar enheten mot kombineras riktningsdata från vinkelavkänning med data från GPS och geografisk kartinformation. Medans användaren färdas längs vägen förvandlas kyrkor, broar andra objekt till en fiktiv värld fylld av brott, virtuella karaktärer och gömda ledtrådar. Syftet med examensarbetet är att utveckla en modul som skapar en kraft som får enheten att vridas mot bestämda objekt i omgivningen. Kraftåterkoppling skall kunna integreras med den befintliga enheten. Kraften skall kunna variera i styrka och riktning med en hög uppdateringsfrekvens.
Ljungblad, S. (2007) Designing for New Photographic Experiences: How the Lomographic Practice Informed Context Photography In Proceedings of DPPI'07, conference on Designing Pleasurable Products and Interfaces, Helsinki, August 22-25, 2007
Abstract: This paper reports on how we learned from an alternative practice in order to design engaging interactive technology intended for a more general user group. When investigating new types of digital photography we designed context photography, where real-time context data visually affects digital pictures as they are taken. To understand how to design for a meaningful photographic experience, we took inspiration from an amateur practice involving a particular type of analogue camera – Lomography. This paper shows how such alternative or marginal practices can help to ground design of interactive technology in existing human interests, while at the same time leading to a novel design outcome.
Ljungblad, S., and Holmquist, L. E. (2007) Transfer Scenarios: Grounded Innovation with Marginal Practices In Proceedings of CHI 2007, ACM Conference on Human Factors in Computing Systems, 28 April - 3 May, 2007, San Jose, California, USA
Abstract: Transfer scenarios is a method developed to support the design of innovative interactive technology. Such a method should help the designer to come up with inventive ideas, and at the same time provide grounding in real human needs. In transfer scenarios, we use marginal practices to encourage a changed mindset throughout the design process. A marginal practice consists of individuals who share an activity that they find meaningful. We regard these individuals not as end-users, but as valuable input in the design process. We applied this method when designing novel applications for autonomous embodied agents, e.g. robots. Owners of unusual pets, such as snakes and spiders, were interviewed - not with the intention to design robot pets, but to determine underlying needs and interests of their practice. The results were then used to design a set of applications for more general users, including a dynamic living-room wall and a set of communicating hobby robots.
Ljungblad, S., Håkansson, M. and Holmquist, L. E. (2007) Ubicomp challenges in collaborative scheduling: Pin&Play at the Göteborg film festival In Journal of Personal and Ubiquitous Computing, Special Issue on Ubiquitous Computing in the Real World, Volume 11, Number 7 / October, 2007, Springer London
Abstract: Ubicomp technology faces many technical challenges, which makes it difficult to test in real world situations. However, understanding and building for everyday practices is crucial for ubicomp designers, in order to push the technological development in the directions needed. We have developed and tested a ubiquitous computing prototype supporting collaborative scheduling. It is based on Pin&Play, a surface-based networking technology with interactive pushpins. The team of a local film festival was engaged in the development process, which resulted in a partial implementation illustrating how their current work practice could be supported. Drawing on this particular design case, we report findings and discuss challenges for ubicomp technology in general.
Stenros, J., Montola, M., Waern, A. & Jonsson, S. (2007) Play it for Real: Sustained Seamless Life/Game Merger in Momentum. In Baba, Akira In Baba, Akira. Proceedings of DiGRA 2007 Situated Play conference 121-129.. September 24.-28. The University of Tokyo
Abstract: Coming soon.
Sundström, P., Ståhl, A., and Höök, K. (2007) In Situ Informants Exploring an emotional Mobile Messaging System in Their Everyday Practice International Journal on Human-Computer Studies, Special issue on Evaluating Affective Interfaces, vol. 65, issue 4, pp. 388—403
Abstract: We have designed and built a mobile emotional messaging system named eMoto. With it, users can compose messages through using emotion-signalling gestures as input, rendering a message background of colours, shapes and animations expressing the emotional content. The design intent behind eMoto was that it should be engaging physically, intellectually and socially, and allow users to express themselves emotionally in all those dimensions, involving them in an affective loop experience. In here, we describe the user-centred design process that lead to the eMoto system, but focus mainly on the final study where we let five friends use eMoto for two weeks. The study method, which we name in situ informants, helped us enter and explore the subjective and distributed experiences of use, as well as how emotional communication unfolds in everyday practice when channelled through a system like eMoto. The in situ informants are on the one hand users of eMoto, but also spectators, that are close friends who observe and document user behaviour. Design conclusions include the need to support the sometimes fragile communication rhythm that friendships require—expressing memories of the past, sharing the present and planning for the future. We saw that emotions are not singular state that exist within one person alone, but permeates the total situation, changing and drifting as a process between the two friends communicating. We also gained insights into the under-estimated but still important physical, sensual aspects of emotional communication. Experiences of the in situ informants method pointed to the need to involve participants in the interpretation of the data obtained, as well as establishing a closer connection with the spectators.
Thessman, E. (2007) Rummets betydelse för användargenererat innehåll i pervasivespel Master thesis. Human Computer Interaction. KTH
Abstract: Denna rapport handlar om hur användaren etablerar en relation till en applikation samt sin omgivning i s.k. pervasivespel och hur detta stödjer användargenererat innehåll. I rapporten tas det upp hur man sätter sig in i ett spel och hur man kan uppmuntra spelaren till att etablera en önskvärd relation till spelet. Det hela ses ur perspektiv av rumslighet så som det är beskrivet i Paul Dourishs text från 1996 där han presenterar begreppen rymd och plats. Analyser baseras på tester utförda på ett pervasivespel som utvecklas vid Interaktiva Institutet. Detta spel kallas i rapporten för Backseat Playground. Förutom dessa analyser har även designförslag tagits fram för hur man ska kunna förbättra spelarens förmåga att uppnå en önskad relation till rummet samt få en bättre spelupplevelse. De frågor som ställs är: - Hur påverkar rummet/miljön spelarens vilja att bidra med innehåll i detta pervasivespel? - Hur kan man ta hänsyn eller utnyttja detta i spelet? - Hur kan Backseat Playground komma att stödja användargenererat innehåll? Resultaten pekar på att spelaren måste skaffa sig en särskild relation till miljön där spelet utspelar sig innan spelaren kan tänka sig att bidra med innehåll.
Jacobsson, M., Ljungblad, S., Bodin, J., Knurek, J., and Holmquist, L. E. (2007) GlowBots: Robots That Evolve Relationships In Adjunct Proceedings of SIGGRAPH 2007 (Emerging Technologies exhibition), San Diego, USA, August 5-9, 2007
Abstract: GlowBots are small wheeled robots that develop complex relationships between each other and with their owner. They develop attractive patterns which are affected both by user interaction and communication between the robots. The project shows how robots can interact with humans in subtle and sustainable ways for entertainment and enjoyment.
Isbister, K., Höök, K., Laaksolahti, J., Sharp, M. (2007) The Sensual Evaluation Instrument: Developing a Trans-Cultural Self-Report Measure of Affect International Journal on Human-Computer Studies, Special issue on Evaluating Affective Interfaces, vol. 65, issue 4, pp. 315-328
Abstract: In this paper we describe the development and testing of a tool for self-assessment of affect while interacting with computer systems, meant to be used in many cultures. We discuss our research approach within the context of existing cultural, affective and HCI theory, and describe testing of its effectiveness in the US and Sweden.
Brown, B., Lundin, J., Rost, M., Lymer, G., and Holmquist, L. E. (2007) Seeing ethnographically: Teaching ethnography as part of CSCW In Proceedings of ECSCW 2007, 10th European Conference on Computer-Supported Collaborative Work, Limerick, Ireland. September 24-28, 2007
Abstract: While ethnography is an established part of CSCW research, teaching and learning ethnography presents unique and distinct challenges. This paper discusses a study of fieldwork and analysis amongst a group of students learning ethnography as part of a CSCW & design course. Studying the students’ practices we explore fieldwork as a learning experience, both learning about fieldsites as well as learning the practices of ethnography. During their fieldwork and analysis the students used a wiki to collaborate, sharing their field and analytic notes. From this we draw lessons for how ethnography can be taught as a collaborative analytic process and discuss extensions to the wiki to better support its use for collaborating around fieldnotes. In closing we reflect upon the role of learning ethnography as a practical hands on – rather than theoretical – pursuit.
Engström, A., Esbjörnsson, M., Juhlin, O. and Norlin, C. (2007) More TV! - Support for local and collaborative production and consumption of mobile TV In Interactive TV: A Shared Experience TICSP Adjunct Proceedings of EuroITV 2007. pp 173-177.
Abstract: New mobile phones come with basic video editing facilities. Given a constantly evolving technology, it is possible to envision new mobile devices with more elaborated video editing applications. We suggest that mobile video editing could be informed by collaborative professional TV-production functionalities. It would then allow functionalities supporting collaborative recording of various camera angles and real time editing. It would enable production of content covering distributed events and situations, and almost synchronous production and consumption.
Esbjörnsson, M., Juhlin, O. and Weilenmann, A. (2007) Drivers Using Mobile Phones in Traffic: An Ethnographic Study of Interactional Adaptation International Journal of Human Computer Interaction, Special issue on: In-Use, In-Situ: Extending Field Research Methods. Lawrence Erlbaum Associates, Vol. 22, Issue 1, pp. 39-60
Abstract: Mobile phone use in cars is a highly debated issue. Legislation and policy discussions flourish in many countries and coincide with an increased effort in design of new in-car technologies. The studies which influence policy and design decisions use experimental approaches and are based on a cognitive perspective. In this paper, we discuss why this is a problematic approach. Further, we provide data and initial results from an ethnographic study of mobile phone use in traffic, where the aim is to investigate the ‘interactional adaptation’ by which the driver fit the involvement with the phone with driving and vice versa. By taking part of drivers’ daily work, and video recording their activities of driving and handling the mobile phone, we are able to reveal details which we believe could not be found in experimental studies with a constructed setup. We end with a discussion of the benefits of this method and how it can be developed further.
Formo, J. (2007) Mediated Social Serendipity Master thesis. The Institute of Industrial Design at Oslo School of Architecture and Design
Abstract: This master thesis in industrial design is a research- and innovation-project in the vast area of the interaction design of mediated communication. This thesis describe mobile-phone services and applications that enable users to “stumble into” friends, despite being apart physically. Four concept-categories for social serendipitous mobilephone experiences were developed.
Gaye, L., Håkansson, M., Ljungblad, S., Holmquist, L. E. (2007) Context Photography In vague terrain journal, special issue locative, Toronto, Canada
Abstract: NA
Holmquist, L. E. (2007) On the Edge: Mobile 2.0 interactions, Volume 14, Issue 2
Abstract: By now no one can have failed to notice the latest hype: Web 2.0. Everybody is on Flickr and MySpace, blogging away and running their lives through Google’s map and calendar services. According to Web 2.0 stalwart Wikipedia, the term refers to “a supposed second generation of Internet-based services such as social-networking sites, wikis, communication tools, and folksonomies that let people collaborate and share information online in previously unavailable ways.” It also implies accessing services through a unified, distributed interface i. e., Web browsers. In fact, what the user sees often looks just like a stand-alone application, except that it runs in a browser window.
Holmquist, L. E., Höök, K., Juhlin, O., and Waern, A. (2007) Mobile Life: A Research Foundation for Mobile Services In Proceedings of Global Mobility Roundtable, June 1-2, 2007, Los Angeles, California
Abstract: The telecom and IT industry is now facing the challenge of a second IT-revolution, where the spread of mobile and ubiquitous services will have an even more profound effect on commercial and social life than the recent Internet revolution. Users will expect services that are unique and fully adapted for the mobile setting, which means that the roles of the operators will change, new business models will be required, and new methods for developing and marketing services have to be found. Most of all, we need technology and services that put people at core. The industry must prepare to design services for a sustainable web of work, leisure and ubiquitous technology we can call the mobile life. In this paper, we describe the main components of a research agenda for mobile services, which is carried out at the Mobile Life Center at Stockholm University. This research program takes a sustainable approach to research and development of mobile and ubiquitous services, by combining a strong theoretical foundation (embodied interaction), a welldefined methodology (user-centered design) and an important domain with large societal importance and commercial potential (mobile life). Eventually the center will create an experimental mobile services ecosystem, which will serve as an open arena where partners from academia and industry can develop our vision an abundant future marketplace for future mobile services.
Håkansson, M., Rost, M., and Holmquist, L. E. (2007) Gifts from friends and strangers: A study of mobile music sharing In Proceedings of ECSCW 2007, 10th European Conference on Computer-Supported Collaborative Work, Limerick, Ireland. September 24-28, 2007
Abstract: Mobile technology has turned the traditionally collective activity of enjoying music into an often private one. New technologies such as wireless ad hoc networks have the potential to re-connect listeners who are now separated by headphones. We report on a field study of Push!Music, a novel mobile music sharing system. Push!Music allows both manual and automatic sharing of music between users through ad hoc wireless networking, and also provides a social awareness of other users nearby. The system was used by 13 subjects for three weeks. In post-study interviews, we identified four categories of results: social awareness, sharing music with friends, sharing music with strangers, and sharing automatically. Based on this, we present implications for design that can be applied not only to mobile music sharing systems, but to mobile media sharing in general: Allow division into active and passive use; enhance the awareness of who, where and when; support reciprocity; and finally, support identity and impression management.
Håkansson, M., Rost, M., Jacobsson, M., and Holmquist, L. E. (2007) Facilitating Mobile Music Sharing and Social Interaction with Push! Music In Proceedings of HICSS-40 2007, Hawaii, USA, January 3-6, 2007
Abstract: Push!Music is a novel mobile music listening and sharing system, where users automatically receive songs that have autonomously recommended themselves from nearby players depending on similar listening behaviour and music history. Push!Music also enables users to wirelessly send songs between each other as personal recommendations. We conducted a two-week preliminary user study of Push!Music, where a group of five friends used the application in their everyday life. We learned for example that the shared music in Push!Music became a start for social interaction and that received songs in general were highly appreciated and could be looked upon as ‘treats’.
Isbister, K., Höök, K. (2007) Evaluating affective interactions. Editorial Introduction International Journal on Human-Computer Studies, Special issue on Evaluating Affective Interfaces, vol. 65, issue 4, pp. 273--274