Papers

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    • The living experience
      The living experience ABSTRACT There is a growing interest to consider a sensual perspective in embodied experiences in unused urban areas, contributing to connect specific spaces with citizens. How people can feel more at ease in urban environments and how to find a balance between notions of modern comfort and the urgent need for social responsibility in design practice. This paper examines an approach to a sensual experience through an explorative prototype as a way of study the embodiment between citizens and target users in a specific area in Malmö city. The study project is a result

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    • exhibitor - Affective prototyping - A theoretical proposal
      Affective prototyping – A theoretical proposal ABSTRACT Prototyping is an essential tool in the designer’s arsenal, when it comes to making sure the concepts of your design fit the expectations and needs of your intended user. But it is a practical tool, created and used primarily to understand user experiences, explore design ideas or communicate design concepts. Affect is a well-known and well-researched topic, when it comes to analyzing finalized designs and concepts, but using it in the design process, as a tool to be used as other design tools, is another matter completely. In this paper I will try to outline the p

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    • The ReflecTable: A digital reflective practicum
      The ReflecTable: A digital reflective practicum ABSTRACT The ReflecTable is a novel approach to teaching design that com- bines a long tradition of playing games in participatory design with Donald Schön’s concept of the reflective practicum. This is done by using a design game to teach students design by aiding reflection on the process of their own design projects. Based on design artefacts from a design project that the students are engaged in, the first part of the game takes them through a con- densed design process. In the second part of the game, the players formulate a question about their process in the first pa

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    • Create your own travel map: Online persuasion in different contexts
      Create your own travel map: Online persuasion in different contexts ABSTRACT The persuasive technology is a newly risen concept applied in the area of human-human or human- computer interaction to change attitudes or behaviors of users. To date, most researches focused on improving computational technologies, falling short in considering the sociological perspective. As a complement to previous works, this paper introduces the concept of context to the domain of persuasive technology by conducting a survey (N=45) about the effect of persuasion in different contexts. The result shows that context does have influence on the persuasion and thu

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    • Considering context: Integrative design of GUIs
      Considering context: Integrative design of GUIs ABSTRACT This paper presents a method of working holistically with the design of a graphical interface by studying the physical environment and the social interaction that takes place within it. After an introduction that describes the case project and approach, a conceptual model that has been applied during the project is presented. It is shown how this framework assisted the designers throughout the project and affected the outcome. Thereafter the benefits of integrative design thinking and associated challenges are discussed. The conclusion reflects on the result of the

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    • exhibitor - Between participants, props and stage: Eliciting insights through interaction
      Between participants, props and stage: Eliciting insights through interaction ABSTRACT How can we develop innovative concepts? The purpose of this paper is to investigate how generative prototype sessions can elicit so-called tacit and latent knowledge from participants through interaction and play. To illustrate this, a session from the design process will be described along with a brief take on current theory. It is discussed how practical tools and methods along with the dynamics occurring during such a session can transform actor knowledge to become useful throughout a continuing design process. The paper concludes that knowledge gained from gene

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    • Experiential prototypes to elicit dialogue
      Experiential prototypes to elicit dialogue ABSTRACT This paper focuses on how low-fidelity and medium-fidelity prototypes create a dialogue between users, clients and designers. This dialogue is essential for creating designs that resonate emotionally and create alignment between clients and users at the different stages of the design process. It raises a discussion about how the level and type of fidelity of the prototype can be linked to the consequent dialogue. It also speaks about the impact of client-user dialogue and how this can strengthen the implementation of the project. Keywords Design, Metho

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    • exhibitor - Researching Smart Grid through design
      Researching Smart Grid through design ABSTRACT Smart Grid is currently in the making. While there is a tendency mainly to look at the technical aspects of the implementation, we wish to take a critical look at the current implementation issues from the users point of view. Previous empirical studies indicate that social interaction and visualisation of real time energy consumption patterns can trigger a more ecologically responsible behavior. This paper focuses on exploring this assertion through a qualitative study of a design called the “The Social Electricity Meter” by revealing an indication of motivational

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    • exhibitor - Designing for senses: Exploring experiential qualities with tangible design
      Designing for senses: Exploring experiential qualities with tangible design ABSTRACT This article points to qualities in sensory stimulations in the interaction with tangible design that have been explored in designing for multi-sensory environments in Snoezelen and children with disabilities. Three design ideals have formed the basis for investigating different ways of engaging digital designs from a research-through-design approach. These design ideals focus on how children can engage through sensory and interactive tangible designs. The aesthetic qualities that emerges from the interaction with tangible designs are important when designing for n

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    • The Living Area: User studies and concept design
      The Living Area: User studies and concept design ABSTRACT The city of Malmö is involved in Periphéria, an innovation project funded by the European Union, which focuses on the “Stråket” (the path) project that aims to enhance public spaces in the neighbourhood of Rosengård. The work presented in this paper is part of a student group project within the Stråket project and focuses on a specific public space in Rosengård called the „activity area‟. The aim of this student project was to create a new public meeting place by exploring how technology can be intertwined with traditional ideas to engage social play at this activi

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    • exhibitor - Learning over education: Democratizing education through the Web
      Learning over education: Democratizing education through the Web ABSTRACT This paper describes the relevance of self-learning over school based structured education for the underprivileged children in India. The paper discusses the biggest hindrances in education for these children along with the shortcomings of traditional educational systems in meeting their knowledge requirements and how unstructured ways of learning instigated by internet are better equipped to fulfill their learning requirements. Keywords Literacy, education, learning, knowledge, India, the web, Internet

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    • Fighting genre design guidelines
      Fighting genre design guidelines ABSTRACT This paper is intended to identify how we can better design fighting games. It will clarify what users exists, and what they generally want. The paper will establish a categorization of fighting game characters, arch types. In the end guide lines for designing fighting games will be established, many of the guidelines (if not all) is also reasonable to use for designing modern beat-em up games.

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    • Interaction design feedback & feed forward framework
      Interaction design feedback & feed forward framework ABSTRACT In this paper, we present a tangible version of the Interaction Frogger. First, all terms used in the framework are explained using examples. Then, we present how the framework can be used to analyze products, compare products and improve interaction in products using examples from a workshop. Finally, we discuss how the tangible framework can show new possibilities for (improving) design on a more concrete level. Keywords Interaction Design, Feedback, Feed Forward, Tangibility, Framework

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    • exhibitor - Researching Interaction Guidelines - Mapping Playful Quality to Design Interactive Products
      Researching Interaction Guidelines – Mapping Playful Quality to Design Interactive Products ABSTRACT The interactions in IT supported activities in a Generation Y work context were studied and discussed, which general design guidelines have been revealed. However, further research about practical design guidelines hasn’t been performed. This study aims to serve as supplement of this part based on previous research. By applying contextual interviews of mapping interaction quality and Aesthetic Experience, some phenomena of interaction in work context has been revealed. By using sensitizing toolkits, we extract participants’ latent needs and expectation of future wo

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    • Enhancement of 7th-10th graders’ understanding of equations with tangible representations
      Enhancement of 7th-10th graders’ understanding of equations with tangible representations ABSTRACT This project examines the possibility of heightening the understanding of math equations by means of physical objects. The target group is students in 7th-10th grade. A certain part of the students in a Danish elementary school class has problems dealing with the complexity of equations and the rules that apply in the solving of them. Therefore the equation is made “physical” so the students feel that they can grab the individual parts of the equation and manipulate them. This will also make sure, that the students achieve a closer relation to the equation. In conn

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    • Jetpack Project
      Jetpack Project ABSTRACT This paper is based an artefact, named Jetpack, which took the form of an interactive game where the user takes control of a manned jetpack in a 3D environment. The goal was to create a interactive artefact that would utilise the possibility of depth present on a 3D cinema screen, and to examine whether or not the added depth would result in a more immersive interactive experience for the user. To better evaluate if the added depth indeed enhanced the user experience, a series of Opportunistic Evaluations where held to get a better understanding

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    • exhibitor - Speak your mind: Designing for participation in public space
      Speak your mind: Designing for participation in public space ABSTRACT Public places are one domain for dialogue and participation. This paper discusses how participatory design methods apply to designing for marginalized groups in society. As students we carried out this design project with a case from the city of Malmö and The EU initiative PERIPHÈRIA, with the aim to create an interactive concept for a soon to be built public activity area in the Rosengård district, Malmö, Sweden. Public places have historically been associated with men, and in Rosengård public after school activities such as football practice is d

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    • Inspiring Coffee Breaks: exploring new ways and times to reuse old footage
      Inspiring Coffee Breaks: exploring new ways and times to reuse old footage ABSTRACT During the development of their projects, design researchers often gather large amounts of video material from interviews, user research, workshops and more, that usually is archived after the project is complete. In this paper we present a brief review of a two week project intended to explore the potential of re-using old research footage. It consisted of a big screen, placed in the common kitchen of the research environment, showing material from old research, sometimes associated with small activities. We will present how, based on our study, old footage can be

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    • exhibitor - Tangible Interaction: Arduino Watch
      Tangible Interaction: Arduino Watch ABSTRACT Our concept is of an interactive home where the contact with surfaces enables the user to control devices. The input device, a wristwatch with built in gyrometer and accelerometer can read movements in six degrees of freedom. By pattern recognition the movement made by by the user’s hand are read as signals and sent to an Arduino board. The Arduino board then sends out commands to different devices chosen by the user. Small vibrations in the wristband give the user haptic feedback to enhance the interactions with the device. Keywords Arduino Co

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    • exhibitor - Choosing a personality for your car
      Choosing a personality for your car ABSTRACT The immense success of smartphones and increasing sales numbers has created new ecosystems and opportunities, with regards to user experience, software development, communication and social encounters. In this paper we present an excerpt of the results from a project focusing on integration between smartphones and cars, with regard to new user experiences and design opportunities made possible by this coupling. We describe an academic experiment on cars as agents with personalities, present our results and discuss how the design space widens because of the shift in

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    • exhibitor - Developing and understanding the experience created by video games
      Developing and understanding the experience created by video games ABSTRACT As we nowadays are so used to technology, we have reached a state in which it plays a dominant role in our daily lives without us being genuinely aware of it anymore. This trend of ubiquitous computing makes current intelligent products inclined to disappear from view, to be taken for granted, because "the central significance tends towards to go to the context". This means that no longer the aesthetical nor functional design might make a product appeal to its user, but rather the experience it creates. To emphasize this 'need of experience', this paper points o

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    • exhibitor - Robotics and Automation in Modern Workplaces
      Robotics and Automation in Modern Workplaces ABSTRACT In this paper, I will describe the experiences of employees working in automated environments and express my concern on developing machine/technology dependency. Keywords Automation, robotics, co-experience design

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    • exhibitor - Re-reading String for Designing Interfaces in Animated Movies
      Re-reading String for Designing Interfaces in Animated Movies ABSTRACT In this paper, we address the current status of fictional interfaces in movies and their effects on population and developing technologies. While they carry no such intention, the unrealistic interaction scenes in the movies affect popular tendencies and therefore the technological developments. This study is on the application of the "re-reading model in design", a design practice we have used in previous studies, on an everyday instrument, "string" with the aim of leading the animation artists to design more realistic interfaces without sacrificing from impressiv

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    • exhibitor - Can interactive toys augment social-learnability? An intercommunication approach for preschoolers
      Can interactive toys augment social-learnability? An intercommunication approach for preschoolers ABSTRACT This report addresses our Tangible interaction project and is presenting a working prototype based on a systematic design process. The concept idea was about creating two socio-interactive devices that intercommunicates feelings wirelessly, so that the users can tangibly interact with each other on distances. The focal market is the children between 3-8 years old. This entertaining project is beneficial to create a better relationship between parents and children, possibilities to help preschoolers expressing themselves through using the devices together with the c

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    • exhibitor - Between play and storytelling, an augmented reading experience
      Between play and storytelling, an augmented reading experience ABSTRACT This paper presents an attempt to combine gaming and reading. We want to achieve an expansion of a story-world by transmitting the sensual, emotional and cognitive expression of the book into a tablet game. The paper presents a prototype implementation of an augmented reading experience for children in which a physical copy of the book ”The Little Prince” is tagged with QR codes. When scanning these codes using an iPad 2, a series of mini-games, that relate to the corresponding narrative in the book, can be played The main focus of the paper is to reflect upon o

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    • Introducing Magical Experiences in UX
      Introducing Magical Experiences in UX ABSTRACT Lately there has been an increased interest in the area of magic and its applicability in various fields. In HCI, it has been argued that the practice of magic is filled with knowledge that is applicable to user experience design. Based on conjuring theory, a conceptual framework comprised of a distinction between internal and external magical experiences is suggested as a potential design parameter in user experience design. The framework is evaluated through an exploratory study identifying what constitutes the experiences. We find that the magical experiences h

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    • exhibitor - Past-Practice Challenges Trigger Today-Sustainable Ideas
      Past-Practice Challenges Trigger Today-Sustainable Ideas ABSTRACT In this paper a new approach of creative sustainable design from the past is proposed and introduced. The approach is based on the social practice theory, Vision in Product Design methods (ViP) and techniques like culture probe and interview. The paper closes with a pilot done by the author to test the approach and further discussion. Keywords Sustainable design, Social practice, past, ViP, Cultural probes

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    • The Living Area – An exploratory approach to awake empathy in female youth in public urban areas
      The Living Area – An exploratory approach to awake empathy in female youth in public urban areas ABSTRACT Public urban spaces are often misused and vandalised, as people in the neighbourhood do not feel responsibility and emotional engagement towards them. This project started in collaboration with the municipality in Malmö, who wanted an interactive concept for a, not yet built, public activity area in Rosengård, Malmö focusing on young girls as its primary users. The theme for this project was ‘Embodied interaction’, so it had to involve a high level of physical interaction from the users. The project idea is based on the basic human quality; empathy – the ability

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    • Assisting minor everyday pet chores
      Assisting minor everyday pet chores ABSTRACT This process explores the possibility of physical connectedness while asks the question: How can we control distant objects? The simple cat-feeding device that we built offers a basic platform using an Arduino board, two servos and sensors that are controlled by a mobile device over a wireless network. A nonverbal communication between the pet and the pet owner is manifested by animated icons on the mobile device and as sounds from both the mobile device and the prototype. The device generates a pre-recorded sound loop each time the user shake the device. At the sa

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    • Fear Fighter Project: A context-aware solution for treating acrophobia
      Fear Fighter Project: A context-aware solution for treating acrophobia ABSTRACT The overall motivation for this project originates from the impact anxiety disorders have on society. The research project Fear Fighter aims to consider a new way of treating these disorders by utilizing the technologies available, in this case the smart phone and context-aware computing. Previous solutions do not rely on scientific or thorough investigations, which are crucial when making solution for treatments that are both emotional and complex. This paper presents a research study that focus on motivating and captivating qualities of the smart phone, useful to

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