2008 Östergren, M. and Juhlin, O. (2008) Sound Pryer: truly mobile joint music listening In Creative Interactions - The MobileMusicWorkshop 2004 - 2008 (eds) Nicolaj Kirisits, Frauke Behrendt, Lalya Gaye, Atau Tanaka University for applied arts, Vienna. ISBN 978-3-200-0-1221-9
Abstract: Following the widespread adoption of music media sharing applications for the Internet a growing number of research projects have explored sharing in a mobile context. Insofar these projects have mainly addressed face-to-face copresence situations. The Sound Pryer prototype, on the other hand, is designed to provide joint music listening experiences among drivers in traffic. Through field trials with a prototype application we have learned the importance of including awareness information but not necessarily distributing complete music media content in order to provide meaningful experiences.
Perry, M., Juhlin, O., and Normark, D. (2008) Laying waste together: the shared creation and disposal of refuse in a social context Forthcoming in Journal Space and Culture - International Journal of Social Spaces, Sage Publications
Abstract: to be added
Ljungblad, S. (2008) Grounding Technology in Experience Ph.D thesis. Department of Computer and Systems Sciences, Stockholm University, 2008
Abstract: This thesis goes beyond a user-centred design approach to explore potential future applications and modes of interaction. With several design cases, we investigate how early technology ideas can be matched with a specific practice to inspire novel design. This involves learning about existing experiences, interests and activities that can be relevant for a potential application, but which are not necessarily found among the intended users. Starting with early technology ideas and then finding a suitable practice to learn from is an alternative perspective of design activities. This can be useful for researchers and designers in Human Computer Interaction (HCI) who are interested in complementing approaches compared to user-centred design. Our approach is also relevant for researchers that face technology-driven starting points, and want to investigate future applications by grounding the design in existing practices. A set of design cases show how the overall research goes from a usability-oriented perspective towards a more experience-oriented one, in order to accommodate technology-driven design situations. The design cases have involved different technical starting points, including information display technologies, surface-based networking, digital photography, and robot technology for everyday settings. The overall design process evolves towards matching the technology with a practice, and to investigate applications by developing one or more research prototypes. This has resulted knowledge of novel applications and interaction for the technology in question, as well as knowledge on how to employ empirical data to inspire novel design. Finally, we provide an overall reflection of the research process and show how a design approach that goes “beyond users” can benefit the design process.
Juhlin, O. and Weilenmann, A. (2008) On movement, sound and radio talk in deer hunting Presented at the Space, Interaction, Discourse 2008 Conference
Abstract: Recently, there has been an increase in studies focusing on naturally occurring mobile activities. In this paper, we add to this growing body of work, by presenting a study of a highly mobile activity - deer hunting. Deer hunting is a collaborative activity with a number of different roles such as marksmen and dog handlers, collaborating to make the hunt efficient but also fun. A hunting radio is an important tool in this activity, as well as the dogs, which are lead through the specified terrain, searching for animals and driving the prey towards the marksmen. We focus on a number of issues of relevance for mobility, space and talk. First, we look at how the radio is used to make sense of the ongoing activity. For the marksman, the hunt often consists of long periods of isolation; looking and listening, many times without seeing or hearing an animal. The radio creates an awareness of the ongoing hunt, when hearing the dog handlers discuss what they have seen and heard. It is also used to prepare or warn hunters that a deer might be coming their way. Second, we analyze how sounds in the local environment are oriented to by the hunters. They skillfully describe their sound environment and qualify the audio observations to each other. Third, we discuss the potential relevance of absence of sound. The hunters need to interpret what the absence of a barking dog means – is the dog following a lead, is it too far away to be heard, or does this particular dog not bark when following the trace of a deer? The paper is based on ethnographic fieldwork of three hunting days, and the data consists of recorded radio talk, videos of marksmen and dog handlers, as well as photos of all these activities.
Juhlin, O. and Weilenmann, A. (2008) Hunting for Fun: Solitude and Attentiveness in Collaboration In Proceedings of Computer Supported Cooperative Work, CSCW'08. ACM Press, pp. 57-66
Abstract: The design of online collaborative computer games and pervasive games can learn from the everyday practice of deer hunting. We present an ethnographic study revealing how hunters fine-tune their experience through temporal and spatial organization. The hunt is organized in a way that allows the hunters to balance between forms of collaboration ranging from solitude to face-to-face interaction, as well as between attentiveness and relaxation. Thus, the hunters deal with the task – hunting down the prey – while managing issues of enjoyment. We argue that understanding these experiential qualities is relevant for collaborative gaming, and adds to our understanding of leisure.
Juhlin, O. (2008) Mobile technology to increase social interaction in traffic Innovation, National University of Singapore and World Scientific Publishing Vol 8 Issue 3 pp 35-37
Abstract: To be added
Jonsson, S., Waern, A. (2008) The Art of Gamemastering Procceding to ACM SIGCHI ACE 2008 Yokohama, Japan
Abstract: Coming soon
Jaensson,T. and Voss, A. (2008) Industrial Experience : Evaluating novel interaction styles In NordiCHI '08: Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges. October 20-22, Lund, Sweden
Abstract: A user study, with ten participants and three prototypes built on 3D-accelerometers in mobile phones was executed with Think Aloud method, Brainstorming sessions, and DV documentation. McCarthy & Wright´s ‘Four Threads of Experience’ was used as a framework for analysis of the material. The methods were very well suited for the purpose of the project, and the results of the study is encouraging in further design and development of mobile services with new interaction styles.
Jacobsson, M., Fernaeus, Y., and Holmquist, L. E. (2008) GlowBots: Designing and Implementing Engaging Human Robot Interaction Journal of Physical Agents, 2 (2), pp. 51-60, 2008
Abstract: GlowBots are small tangible, communicating and interactive robots that show eye-catching visual patterns on a round LED display. This paper details the development of the GlowBots from the early user-oriented design phase, through hardware and software development and onto preliminary user studies. In the design phase we outlined a robot application based on a study of how owners relate with unusual pets, such as snakes and lizards. This led to an application concept of a set of ”hobby robots” which would communicate with each other and the user through dynamic patterns. Based on these requirements, we developed a LED display called see-Puck, which together with an open robot platform was used for the GlowBots application itself. One particular issue is dealing with energy consumption problems, as resources in embedded systems often limit the potential time for user interaction. We conclude with a report on early user experiences from demonstrating GlowBots and a preliminary user study in a home environment as well as remarks about future directions
Pommeranz, A (2008) Exploring and Designing for Emotional Closeness between Friends Master Thesis. Department of Computer and System Sciences, KTH
Abstract: Designing tangible systems that mediate physical, emotional closeness between friends in a group is difficult and has so far been neglected in HCI research. A first step in designing such systems is to understand what emotional closeness entails for different relationships we are involved in. The thesis work at hand approaches the problem in an exploratory way by deploying a technology probe that was used in two groups of friends at work. We are providing results from a qualitative study including cultural probe material to open up the dialogue between designers and participants. In the semi-structured interviews that were conducted after a two weeks’ period of using the probe, we were able to discuss experiences about selfexpression, social interaction and emotional processes with the participants. We learned how important it is to offer users a range of ways to express themselves in their own personal way engaging body and mind. Furthermore we found qualities that are important to look at in the process of designing for emotional closeness in groups of friends. Such qualities were Richer Expressivity and Personality, Collaboration, History, Social Positioning as well as Aesthetics and Engagement of Non-users.
Romero, R. (2008) Eliciting User Requirements using a Goal-Directed Approach Master thesis. Department of Computer and Systems Sciences, KTH / SU
Abstract: Will be added shortly
Zhang, X. (2008) An experiment with random stories in pervasive games Master Thesis, Dept. of Computer and System Sciences, Stockholm University
Abstract: In this thesis, we investigate a model for interactive story telling based on which stories are generated randomly. We discuss whether it is fun to read a story in random order and whether this can be used in a pervasive game. Moreover, in order to prove the theoretical discussions, we present a new game - Shards – which is a pervasive game based on random storytelling. Storytelling is a very traditional activity, as are games. Sometimes people connect the two together, making storytelling into a playful activity. Examples of playful storytelling include many formats, such as random writing or multi-author storytelling, interactive storytelling and adventure games. In this thesis, we discuss the playful possibilities offered by reading stories in random order, the different kinds of stories that fit this reading mode, the possible forms to play with it, and finally present an authoring tool for such stories. To illustrate this idea, we present a new game, Shards. Literally, “Shards” means pieces or fragments. Here, the name refers to the pieces of stories we play with. In this game, the player tries to complete one story line. Every time he or she comes close to another participant, a new shard can be retrieved, until the story is finished or the player stops playing the game. ‘Shards’ requires stories that are written to be read in random order. The first part of the thesis investigates which kinds of stories are best suited for shards. From a brainstorming session, we obtained four stories in the form of Shards. The four stories are very different and offer different reading experiences when read randomly. Based on the initial idea of this game, one story was chosen as a model story to develop the game and the authoring system for the game. One conclusion we can draw from the brainstorming session is that certain story themes are better suited for this game than others. For example, crime stories would fit well with the game structure. The second part of the thesis describes two authoring tools that support story writers in generating stories for shards. The tools were implemented using Ruby for basic reading tools and TCL/TK for more advanced functionality. Both are web-based tools and were used by the author to maintain the story database. The basic tools allow for CRED (create, read, edit, delete, a standard of database operation), and the more advanced tools allow for VADE (view, add, delete, edit, a standard) with “read” but without “delete” and “edit”. The basic tool, using Ruby, is intended for backend service management, and the more advanced tool, using TCL/TK, draws a graphic interface for the end user. The final part of the thesis describes a brief user evaluation of the game and evaluates the authoring tools. Four people participated in this evaluation. They found that Shards was a fun game with a well-designed story. This shows that it is possible to create a game out of random story reading, and also that the authoring tool is usable as a tool to create such stories.
Wetzel, R., Lindt, I., Waern, A., Jonsson, S. (2008) The Magic Lens Box: Simplifying the Development of Mixed Reality Games In Proceedings of ACM International Conference on Digital Interactive Media in Entertainment and Arts (DIMEA)
Abstract: days and offer unique experiences to the players. However, development of such games typically still requires expert knowledge and access to Mixed Reality toolkits or frameworks. In this paper, we present the so-called Magic Lens Box that follows a different approach. Based on standard hardware The Magic Lens Box enables game designers with little technological background to create their own Mixed Reality games in a simple yet powerful fashion. We further outline the development process of the magic Lens Box, describe the conceptual model behind it and discuss three games that have been developed with our system. Evaluation of these games shows the viability of our approach, enabling the creation of a variety of rather different Mixed reality games while keeping the development process simple.
Torhall, B. (2008) KIM Master thesis, Konstfack (in Swedish)
Abstract: Projektet som den här rapporten sammanfattar har bedrivits på heltid under 20 veckor hösten/vintern 2007. Min huvudsakliga utgångspunkt är att många barn behöver vistas mer i naturen än vad de gör idag för att må bra på alla plan. Min uppgift har sedan varit att ta fram ett koncept som introducerar naturen för de barn som idag inte ser den som en självklar lekplats. Min målsättning är att leverera ett koncept som kan få barn att ersätta stillasittande lekmed aktiva upptäckter utomhus. Den virtuella verkligheten är lättillgänglig och uppslukande, och jag har utvecklat ett digitalt spel som blandar virtuella och verkliga upplevelser. Spelet är tänkt som ett medium mellan de två världar som barn idag lever i. Spelet ges ytterligare dimensioner av att spelplanen existerar fysiskt. Eftersom fl era sinnen samtidigt måste användas förstärks spelupplevelsen samtidigt som det är nyttigt för barnen att träna sina sinnen. Genom intervjuer och enkäter har jag utvecklat och formgivit ett spel och en spelmobil som används tillsammans. Det här konceptet kallar jag för KIM. KIM står för Kids In Matrix, och som namnet antyder är det både den virtuella- och fysiska verkligheten det handlar om.
Tholander, J. & Fenaeus, Y. (2008) Three challenges when designing for children’s everyday digital literacy Nordic Journal of Digital Literacy. 3(2), pp 130-141
Abstract: NA
Ståhl, A., and Höök, K., (2008) Reflecting on the Design Process of the Affective Diary In Proceeding of ACM NordiCHI 2008, October 20-22, Lund, Sweden
Abstract: Affective Diary is a digital diary that makes use of bio-sensors to add some reminiscence of bodily experiences. The design process behind Affective Diary aimed was ‘sensitive’ to three design qualities extracted from a previous project; providing cues of emotional expressivity building on familiarity, making the design open for personal expressivity and be aware of contradictions between modalities. Through the design process of Affective Diary, with frequent user involvements during the process, these design qualities became further tested, developed and refined. By providing a fairly detailed and reflected description of the design process behind Affective Diary, we aim to provide other designers with inspiration on several levels: both in terms of methods used, but also in why these three design qualities are important and how to realize them. Our aim is also to provide designers with knowledge in the form that makes sense to designers: the practical link between design qualities and final results.
Sanches, P. (2008) Supporting Self-Reflection in Everyday Life: An exploratory review of physiological input methods for the Affective Health system Master Thesis, Departement of Computer and Systems Sciences, KTH
Abstract: Today’s fast-paced modern life motivates a need for tools and devices that support people in dealing with stress by helping them to control their daily behaviors. There is a variety of emerging applications that track physiological data from the body associated with stress over periods of time by using biosensors. However, most of them remain purely monitoring devices made to diagnose or warn users when they become stressed. We are projecting Affective Health, a mobile system designed to enable users to make a connection between the data from their body and their own subjective memories and experience, over the course of daily activities. To facilitate this connection, we propose a representation of the physiological data mapped on three common sense concepts: physical activity, arousal and adaptability. While the first two were previously tested in a similar system developed by the research group, adaptability, which represents the ability of the body to cope and recover from stress, had yet to be mapped to consistent physiological input in order to have meaning both in terms of its relation to stress and to end-users. The intended continuous usage of the system poses challenges in how the physiological data from the body is to be collected. There is a wide range of physiological sensors varying in detection accuracy and degree of discomfort that people are willing to stand. Novel wearable sensor technologies minimize the discomfort by compromising the validity of the measured data. This thesis contributes an exploratory review of sensors and characteristics of physiological data suited to be measured during the course of everyday life. It is also shown as a proof-of-concept that both arousal and physical activity can be measured consistently in such unconstrained setting but adaptability can only be estimated by assessing sleep quality. Besides supporting sensor input in Affective Health, these results provide insights and best practices when sensing signals from the body in real-time.
Rost, M., Bergstrand, F., Håkansson, M., and Holmquist, L. E. (2008) Columbus: Physically Exploring Geo-tagged Photos In adjunct proceedings of UbiComp 2008, September 22-25, Seoul, South Korea
Abstract: This paper presents Columbus – a mobile application for physically exploring the world of geo-tagged photos. Using GPS, users must go to a photo’s physical location to discover it. This allows individuals and groups to explore the world around them and make the discovering of geo-tagged photos a fun and exciting endeavor.
Rost, M., and Holmquist, L. E. (2008) Tools for Students Doing Mobile Fieldwork In Proceedings of WMUTE 2008, Wireless, Mobile and Ubiquitous Technologies in Education, March 23-26, Beijing, China
Abstract: Students are not always sitting at their desk but are also out in the world. In a university course teaching ethnography and design students were out in the field making observations and collecting data. We gave them access to a wiki, which they used to upload field notes and material as a support for collaboration. In this paper we present three tools we built and deployed to aid the students when in field and when collaborating. The first is a mobile tool used to gather data: a program running on the students’ mobile phones let them take photos, record video and audio, and write simple text notes, which are automatically uploaded to the wiki. The second is an awareness tool that enables the students to quickly see what the others have done in the wiki. The third is a novel browser for the uploaded data, which relates objects by both time and location. We also talk about the experience from having students using the tools live during the course.
Jacobsson, M., Bodin, J., and Holmquist, L. E. (2008) The see-Puck: A Platform for Exploring Human-Robot Relationships In Proceedings of CHI 2008, ACM Conference on Human Factors in Computing Systems, April 5-10, Florence, Italy
Abstract: NA
Höök, K., Ståhl, A., Sundström, P., and Laaksolahti, J. (2008) Interactional Empowerment In proceedings of ACM SIGCHI conference Computer-Human Interaction (CHI2008), pp. 647-656, Florence, Italy
Abstract: We propose that an interactional perspective on how emotion is constructed, shared and experienced, maybe a good basis for designing affective interactional systems that do not infringe on privacy or autonomy, but instead empowers users. An interactional design perspective may make use of design elements such as open-ended, ambiguous, yet familiar, interaction surfaces that users may use as a basis to make sense of their own emotions and their communication with one-another. With such tools, users are provided with power over their own data and the interpretation of it – providing for privacy and autonomy. We describe the interactional view on design for emotional communication, and provide a set of orienting design concepts and methods for design and evaluation that help translate the interactional view into viable applications. From an embodied interaction theory perspective, we argue for a non-dualistic, non- reductionist perspective on affective interaction design.
Engström, A., Esbjörnsson, M. and Juhlin, O. (2008) Mobile Collaborative Live Video Mixing In Proceedings of MobileHCI 2008. ACM Press, pp. 157-166
Abstract: We report on design research investigating a possible combination of mobile collaborative live video production and VJing. In an attempt to better understand future forms of collaborative live media production, we study how VJs produce and mix visuals live. In the practice of producing visuals through interaction with both music and visitors, VJing embodies interesting properties that could inform the design of emerging mobile services. As a first step to examine a generation of new applications, we tease out some characteristics of VJ production and live performance. We then decide on the requirements both for how visitors could capture and transmit live video using their mobile phones and how this new medium could be integrated within VJ aesthetics and interaction. Finally, we present the SwarmCam application, which has been implemented to investigate these requirements.
Vaara, E., Ferreira, P., Höök, K., Laaksolahti, J., Weymann, C. (2008) Designing a mobile system for coping with stress workshop at nordichi 2008, Participatory Design in Therapeutic Contexts
Abstract: In the Affective Health project we explore mobile services that empowers people to monitor and understand their own stress levels vis-à-vis their everyday activities. Our design aims to create open surfaces for users to interpret, appropriate and change over time, making the look and experience of the system their own, even after it has been deployed, letting the participatory process continue where PD traditionally leaves. Here we discuss our design process and the problem of getting design input from a sensitive and hard to reach target group. We present the ways we worked around the problems, the questions that arose, and thoughts we have for our future work.
Denward, M. and Waern, A. (2008) Broadcast culture meets role-playing culture Book of Solmukohta, Espoo, April 2008.
Abstract: The production Sanningen om Marika is a rare example of a production that combines traditional broadcast culture with the participative culture fostered primarily within the larp community in the Nordic countries. Swedish television collaborated with The Company P to produce this alternate reality multiplatform media production. The result was a spectacular and controversial production offering online and live action role-playing experiences in parallel with traditional TV drama. This article focuses on the differences between the production cultures of two companies, and how it affected the experience they produced together.
Denward, M. (2008) Broadcast Culture Meets Role-Playing Culture: Consequences for audience participation in a cross-media production Proceedings of IAMCR 2008, Stockholm, Sweden.
Abstract: Changing media landscape forces public service broadcasters to search new ways to attract audiences. One strategy is to engage the audience in multi platform productions. Swedish Television collaborated with a small pervasive games company in the production of an alternate reality game; a spectacular and controversial production offering online and live action role-playing experiences in parallel with traditional TV drama. This article focuses on the cooperation of the companies, the differences in production cultures and how they affected the audience participation. The results show that the conflicting cultures created implications for the possibilities to participate, due to the differing views of what to produce and for whom. The broadcaster used production processes that resulted in ‘interaction for spectators’ while the pervasive games actor designed for ‘coproduction with participants’. The rich empirical data spans from participatory observations, in depth interviews, an online survey, log data and viewer statistics.
Bylund, M, Höök, K., and Pommeranz, A. (2008) Pieces of Identity In proceedings of Nordic forum for human-computer interaction research (NordiCHI), ACM Press, Lund, Sweden, 2008
Abstract: We describe the motivation, design, and deployment of the Pieces of Identity system. Two goals motivated the system: to provoke a discussion concerning the relationship between privacy and mobile information technology during an inauguration event of a mobile technology research center, and to stir reactions contributing to the widening of the design space of privacy and information and communication technology (ICT). The results contrasts the two well-established preconceptions about privacy that nothing is private anymore and that personal information is best locked away.
Brunnberg, L. (2008) Playing with the Highway Experience - Pervasive Games on the Road Ph.D. Thesis in Applied Information Technology, IT-University of Göteborg
Abstract: We explore how the dynamic and vivid context of road travel, i.e. the highway experience, can be used to provide drama and challenge to pervasive games. The aim has been to gain insights into this novel application area and to understand the potential and implications for design. The thesis embraces a design-oriented research approach, where knowledge has been gained through the process of designing, implementing and evaluating experimental prototypes. The research has resulted in three prototypes, i.e. Backseat Gaming, Road Rager and Backseat Playground, which in various ways illustrate the potentials and problems in the proposed design space. Backseat Gaming makes use of roadside objects to create a contextualised game experience as the player travels along a specific route. The intention with the prototype has been to explore the characteristics of the fictitious linkage between the game and road-context. We have particularly looked at what types of roadside objects that could be integrated to create an understandable and engaging pervasive game. Road Rager is a multiplayer game where children that meet in traffic duel against each other. We suggest that the temporal and unpredictable character of an encounter, as well as the proximity, can provide for interesting game-play. A critical challenge is to enable multimodal interaction when the lifetime of a game-event is very limited. The Backseat Playground is a murder mystery game, which takes place in the physical landscape outside the window of the vehicle. The prototype particularly explores the prospect of automatically scaling the game to vast geographical areas through integration with digital maps. Additionally, it explores how to provide sequential storytelling that fits with the journey through the landscape. We will hereafter refer to these types of games as journey games. In this thesis we will explore four issues, which we argue are of crucial significance when designing experiences, which combine pervasive game play with the highway experience. First, we will tease out what parts and types of a digital game that fits with this experience. Second, we will look at ways to design the game interface so that the player’s can combine a visual attention on the road-context with game play. Then, we will investigate how to utilize the passengers’ cursory experience of the swiftly passing road objects. Finally, we look at how to provide game-content, which match to the temporal unfolding of the surrounding road-context.
Brown, B., Laurier, E., Lorimer, H, Jones, O., Juhlin, O. et al (2008) Driving and passengering: notes on the natural organization of ordinary car travel In Mobilities, Vol. 3, No. 1, pp 1-23, Taylor and Francis.
Abstract: We spend ever increasing periods of our lives travelling in cars, yet quite what it is we do while travelling, aside from driving the vehicle itself, is largely overlooked. Drawing on analyses of video records of a series of quite ordinary episodes of car travel, in this findings paper we begin to document what happens during journeys. The material concentrates on situations where people are travelling together in order to examine how social units such as families or relationships such as colleagues or friends are reassembled and re-organised in the small scale spaces that are car interiors. Particular attention is paid to the forms of conversation occurring during car journeys and the manner in which they are complicated by seating and visibility arrangements. Finally the article touches upon the unusual form of hospitality which emerges in car sharing.
Bichard J.P. and Waern, A. (2008) Pervasive Play, Immersion and Story: Designing Interference Proc. of ACM International Conference on Digital Interactive Media in Entertainment and Arts (DIMEA). Athens, Greece, September 2008..
Abstract: Pervasive games are games that are played in the real world – they are not played as a computerized simulation or on a limited physical game arena. The central attraction for pervasive games is that they offer the pleasure of doing things for real. The world is a vast and infinitely changing resource of content for pervasive games. Interference is a pervasive game playable by groups of 6-8 players lasting for a total of 3-4 hours and using both technology (such as GPS positioning and augmented reality) and human actors to create the full experience. In this paper, we describe the design goals for Interference and how these permeate through all aspects of the design of the game to create a coherent experience. Interference shows how an emotionally complex game experience can be achieved without resorting to ambiguity or deep role playing. The game has so far been staged on seven occasions and we briefly report on the experiences from those stagings.
Engström, A., Esbjörnsson, M. and Juhlin, O. (2008) Nighttime visual media production in club environments Presented at the Night and darkness: Interaction after dark - Workshop, at CHI2008
Abstract: We analyze how VJs produce visuals to support DJs in dark and noisy club environments, enhancing the overall experience. We suggest that mobile technologies could improve the interaction between the audience and the VJ. As a first step to the generation of new applications, we tease out some characteristics of VJ production and live performance, which might influence the design of such technologies. We specifically focus on the ways in which VJs interact with the audience and the computer interfaces, as well as how they orient towards specific aesthetical ideals.
Engström, A., Esbjörnsson, M., Juhlin, O. and Norlin, C. (2008) Mobile Collaborative Live Video Production Presented at the workshop Mobile Multimedia – Content Creation and Use at MobileHCI2008
Abstract: In this position paper, we present an ongoing design oriented project examining the mobile and collaborative production of live video. We argue that mobile phones equipped with cameras will play an important role in the future of user multimedia content creation. Informed by our findings from previous projects with similar topics of exploration, however with other users and settings such as VJ’s in a club setting and the professional crew producing live sports television, we now turn to teenagers in a school setting to learn more from early adopters, and gain new insights regarding the possibilities for the design of innovative services. By arranging a series of discussion seminars, on the teenagers’ relation to, and use of, their mobile phones, combined with practical workshops on video production with mobile phones, we examine the design space for mobile collaborative live video production.
Esbjörnsson, M., Engström, A., Juhlin, O. and Perry, M. (2008) Producing, Collaborative Video: Developing an Interactive User Experience for Mobile TV In Proceedings of First International Conference on Designing Interactive User Experiences for TV and Video, uxtv2008. ACM Press, pp. 115-124
Abstract: This paper presents a study of professional live TV production, investigating the work and interactions between distributed camera operators and a vision mixer during an ice hockey game. Using interview and video data, we discuss the vision mixer’s and camera operators’ individual assignments, showing the role of video as both a topic and resource in their collaboration. Our findings are applied in a design-oriented examination into the interactive user experience of TV, and inform the development of mobile collaborative tools to support amateur live video production.
Höök, K. (2008) Mind, mouse and body: designing engaging technologies European Conference on Technology Enhanced Learning, EC-TEL 2008, Maastrichts, The Netherlands, (invited keynote)
Abstract: Digital products that attempt to set the scene for emotional experiences, bodily interactions, persuasive processes, aesthetic experiences and other experiential qualities, are gaining grounds both in the commercial world and in the so-called “third-wave of HCI”-movement within academia. While a typical HCI-goals used to be ease of use or learnability, we now discuss design qualities such as suppleness, game play, embodiment, reflection, affective loops or pliability. In this talk, I will discuss these new design qualities and the kinds of challenges we meet when designing for physical, emotional, and bodily involvement. I will examplify with systems that we have built (or are building) in my lab, such as eMoto, mobile emotional messaging using gesture, Affective Diary, a way to remember your bodily and social experiences, and Affective Health, a mobile service empowering users to deal with stress.
Höök, K. (2008) Affective Loop Experiences – What Are They? In proceedings of Persuasive 2008, H Oinas-Kukkuonen et al. (eds.), LNCS 5033, pp. 1 - 12, Springer Verlag (invited keynote)
Abstract: A research agenda for bodily persuasion through a design approach we name affective loops is outlined. Affective loop experiences draw upon physical, emotional interactions between user and system.
Håkansson, M. and Gaye, L. (2008) Bringing Context to the Foreground: Creative Engagement in a Novel Still Camera Application In Proceedings of ACM Designing Interactive Systems 2008, February 25-27, Cape Town, South Africa
Abstract: Sensor-based interaction has enabled a variety of new creative practices. With ubiquitous computing, designing for creative user experience with sensor-based devices benefits from new opportunities as well as new challenges. We propose a design approach where surrounding context information is brought to the foreground to become a resource for interaction, available at hand and in real time to the users. We illustrate this approach with our project context photography as a design case. Context photography consists of taking still pictures that capture not only incoming light but also some of the additional context surrounding the scene, with real-time context information visually affecting the pictures as they are taken. Based on the design and use of our context camera prototypes, this paper brings insight into implications of our approach to the design of sensor-based ubiquitous computing systems for creative purposes.
Holmquist, L.E. (2008) Multidisciplinary Brainstorming with Cut-Ups Proceedings of Participatory Design Conference 2008, Bloomington, IN, ACM Press.
Abstract: We introduce bootlegging, a structured brainstorming technique particularly suited to multidisciplinary settings. Participants first generate ideas in 2 rough groups, one having to do with users and usage situations and the other pertaining to a specific technology or domain. Results are then randomly combined to form unexpected juxtapositions. These combinations are used as the basis for several quick application brainstorms, after which promising ideas can be fleshed out to complete scenarios. Bootlegging stimulates participants’ creativity without abandoning the target domain, and can be run efficiently even without a skilled facilitator. The technique has been successfully used in several thematic workshops.
Friedman, B., Höök, K., Gill, B., Eidmar, L., and Sallmander-Prien, C. (2008) Personlig Integritet: A Comparative Study of Perceptions of Privacy in Public Places in Sweden and the United States Proceedings of Nordic Forum for human-computer interaction research (NordiCHI), pp. 142-151, Lund, Sweden
Abstract: In this paper we report on a cross-cultural study of people's judgments about privacy in public places. Replicating and extending a previously published study conducted in the US, 350 surveys and 30 interviews were conducted on a university campus in a major city in Sweden. Participants were recruited on campus while walking through a major public through fare which was being captured by a video camera and displayed in real-time in a room in a campus building overlooking the area. We analyze the Swedish data alone and also report comparative analyses with the previously published US data. Results showed in general Swedes are substantially more concerned about privacy in public places than their counterparts in the US. In both countries, women generally expressed more concern than men, but this gender gap was greater in the US than Sweden. Discussion focuses on cross-cultural perspectives on privacy in public and implications for interaction design.
Ferreira, P., Sanches, P., Höök, K. and Jaensson, T. (2008) License to Chill! How to empower users to cope with stress In proceedings of Nordic forum for human-computer interaction research (NordiCHI), pp. 123-132, ACM Press, Lund, Sweden, 2008
Abstract: There exists today a paucity of tools and devices that empower people to take control over their everyday behaviors and balance their stress levels. To overcome this deficit, we are creating a mobile service, Affective Health, where we aim to provide a holistic approach towards health by enabling users to make a connection between their daily activities and their own memories and subjective experiences. This construction is based upon values detected from certain bodily reactions that are then visualized on a mobile phone. Accomplishing this entailed figuring out how to provide real-time feedback without making the individual even more stressed, while also making certain that the representation empowered rather than controlled them. Useful design feedback was derived from testing two different visualizations on the mobile in a Wizard of Oz study.. In short, we found that a successful design needs to: feel alive, allow for interpretative openness, include short-term history, and be updated in real-time. We also found that the interaction did not increase our participants stress reactions.
Ferreira, P. (2008) Dealing with Stress: Studying experiences of a real-time biofeedback system Master Thesis. Departement of Computer and Systems Sciences, Stockholm University/KTH
Abstract: To deal with stress, in a positive way, one can benefit from increased self-reflection in order to better understand the individual experiences and how they affect your health and well-being. This way the person can become increasingly empowered over him/herself yourself. There is a lack of tools and devices to support people to be empowered to take control over their everyday behaviors and balance their stress levels. We are creating a mobile service, Affective Health, where we aim to provide a holistic approach towards health, enabling users to make a connection between their daily activities, as reflected by a representation on the mobile phone (which is constructed from values picked up, by biosensors, from some of their bodily reactions) and their own memories and subjective experiences. This issue entailed figuring out how to provide real-time feedback without making them even more stressed and making sure that the representation empowered rather than controlled them. In a Wizard of Oz study, testing two different visualizations on the mobile, we got some useful design feedback. In short, we found that the design needs to: feel alive, allow for interpretative openness, include short term history, allow for scrolling back into the past, and be updated in real-time. We also found that the interaction did not, according to their feedback, increase our participants stress reactions. They also claimed that the setting was successful in recreating a real-life “feeling”.
Fernaeus, Y., Tholander, J. and Jonsson, M. (2008) Beyond representations: Towards an action-centric perspective on tangible interaction International Journal of Arts and Technology, 1 (3/4). 249-267