sh.sePublications
Change search
Link to record
Permanent link

Direct link
Publications (10 of 34) Show all publications
Lundmark, S. & Jonsson, M. (2025). Lyssna på framtiden: Design och kreativa uttryckssätt för barn och ungdomars delaktighet och inkludering. In: Gunnarsson, D.; Lund, A.; Månsson, N. (Ed.), Vägskäl för inkludering: Tvärvetenskapliga perspektiv på migration, nationella minoriteter och utbildning (pp. 175-186). Huddinge: Södertörns högskola
Open this publication in new window or tab >>Lyssna på framtiden: Design och kreativa uttryckssätt för barn och ungdomars delaktighet och inkludering
2025 (Swedish)In: Vägskäl för inkludering: Tvärvetenskapliga perspektiv på migration, nationella minoriteter och utbildning / [ed] Gunnarsson, D.; Lund, A.; Månsson, N., Huddinge: Södertörns högskola, 2025, p. 175-186Chapter in book (Other academic)
Place, publisher, year, edition, pages
Huddinge: Södertörns högskola, 2025
Series
Läromedel från Södertörns högskola, ISSN 1652-3067 ; 10
Keywords
design, kreativitet, delaktighet, inkludering
National Category
Design Pedagogy
Research subject
EcoJust -Ecologically and Socially Just Sustainability Transformations
Identifiers
urn:nbn:se:sh:diva-56992 (URN)978-91-89962-11-8 (ISBN)
Available from: 2025-05-02 Created: 2025-05-02 Last updated: 2025-05-09
Lundmark, S., Jonsson, M. & Kontio, J. (2024). Att designa sin framtid: Resurser för egenmakt i konstnärliga fritidsaktiviteter. In: Sofia Lundmark; Janne Kontio (Ed.), Fritidsdidaktiska dilemman: (pp. 275-300). Stockholm: Natur och kultur
Open this publication in new window or tab >>Att designa sin framtid: Resurser för egenmakt i konstnärliga fritidsaktiviteter
2024 (Swedish)In: Fritidsdidaktiska dilemman / [ed] Sofia Lundmark; Janne Kontio, Stockholm: Natur och kultur, 2024, p. 275-300Chapter in book (Refereed)
Place, publisher, year, edition, pages
Stockholm: Natur och kultur, 2024
Keywords
deltagande, inkludering, kreativa uttryck, konstnärliga fritidsaktiviteter
National Category
Human Computer Interaction Design Pedagogy Didactics
Identifiers
urn:nbn:se:sh:diva-53696 (URN)9789127466135 (ISBN)
Available from: 2024-03-18 Created: 2024-03-18 Last updated: 2025-02-24Bibliographically approved
Jonsson, M. & Tholander, J. (2024). Craft Ethics: Aiming for Virtue in Programming with Generative AI. In: Mariana Marasoiu; Luke Church (Ed.), PPIG 2024 Proceedings of the 35th Annual Workshop of the Psychology of Programming Interest Group: organised in conjunction with VL/HCC 2024: 2 - 6 September 2024 Liverpool University, UK & online. Paper presented at The 35th Annual Workshop of the Psychology of Programming Interest Group (PPIG), Liverpool, September 5-6, 2024. (pp. 123-133). Psychology of Programming Interest Group
Open this publication in new window or tab >>Craft Ethics: Aiming for Virtue in Programming with Generative AI
2024 (English)In: PPIG 2024 Proceedings of the 35th Annual Workshop of the Psychology of Programming Interest Group: organised in conjunction with VL/HCC 2024: 2 - 6 September 2024 Liverpool University, UK & online / [ed] Mariana Marasoiu; Luke Church, Psychology of Programming Interest Group , 2024, p. 123-133Conference paper, Published paper (Other academic)
Abstract [en]

This paper analyses some aspects of the profound shifts in programming practice and education about bythe advent of generative AI (GenAI). As GenAI tools become increasingly integrated into programmingenvironments, they offer an approach to programming that bypasses significant aspects of the meticuloussyntax-focused processes inherent in traditional programming. Instead, these tools enable a moreimmediate transition from problem articulation to automated solution generation, reducing the need fortraditional forms of iterative problem-solving and careful focus on coding details. This paradigm shiftnot only challenges the foundational skills taught in programming education but also raises ethical concernsregarding aspects such as interpretability, authorship and accountability of the produced code. Thisinvolves a reevaluation of programming education and practice, suggesting a need for a reorientation toemphasise ethical and interpretative skills in programming with GenAI. Based on a series of studieson GenAI-supported programming, this paper highlights aspects relating to control, agency, and designfor ethical deliberation in the evolving practices of programming with GenAI. To move towards suchpractice, we propose a set of design challenges based on the concept of "Craft Ethics," which emphasizesvirtue, quality, and a thoughtful approach to programming and design. These challenges integratetraditional craftsmanship values into GenAI practices, ensuring that the ethical and qualitative aspectsof programming are renewed and enhanced.

Place, publisher, year, edition, pages
Psychology of Programming Interest Group, 2024
National Category
Other Engineering and Technologies
Identifiers
urn:nbn:se:sh:diva-54838 (URN)
Conference
The 35th Annual Workshop of the Psychology of Programming Interest Group (PPIG), Liverpool, September 5-6, 2024.
Funder
Swedish Research Council
Available from: 2024-09-30 Created: 2024-09-30 Last updated: 2025-02-18Bibliographically approved
Tholander, J. & Jonsson, M. (2023). Design Ideation with AI - Sketching, Thinking and Talking with Generative Machine Learning Models. In: Daragh Byrne; Nikolas Martelaro; Andy Boucher; David Chatting; Sarah Fdili Alaoui; Sarah Fox; Iohanna Nicenboim; Cayley MacArthur (Ed.), Proceedings of the 2023 ACM Designing Interactive Systems Conference: . Paper presented at DIS '23: Designing Interactive Systems Conference, Pittsburgh, USA, July 10-14, 2023. (pp. 1930-1940). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Design Ideation with AI - Sketching, Thinking and Talking with Generative Machine Learning Models
2023 (English)In: Proceedings of the 2023 ACM Designing Interactive Systems Conference / [ed] Daragh Byrne; Nikolas Martelaro; Andy Boucher; David Chatting; Sarah Fdili Alaoui; Sarah Fox; Iohanna Nicenboim; Cayley MacArthur, Association for Computing Machinery (ACM), 2023, p. 1930-1940Conference paper, Published paper (Refereed)
Abstract [en]

Generative machine learning models provide opportunities to support design work in various parts of the design process. This study investigates how generative machine learning and large language models may play a part in creative design processes of ideation, early prototyping and sketching. A workshop was conducted in which design practitioners and design researchers developed design concepts for a provided design case, with the help of GPT-3. The findings point to three main themes, including i) the practical usefulness and limitations of the system in design ideation processes, ii) how the form of user interaction shapes users' expectations of the system's capabilities and potentials, and iii), how the broader discourse around AI both limits and enables how co-creative processes involving human and AI unfolds. The discussion outlines design implications and alternative framings of this kind of co-creative design practices based on post-human perspectives on design and technology use.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2023
Keywords
GPT-3, computer supported ideation, ChatGPT, Large Language Models, LLM, ideation, generative machine learning, co-creation, post-human design
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:sh:diva-52473 (URN)10.1145/3563657.3596014 (DOI)978-1-4503-9893-0 (ISBN)
Conference
DIS '23: Designing Interactive Systems Conference, Pittsburgh, USA, July 10-14, 2023.
Available from: 2023-10-11 Created: 2023-10-11 Last updated: 2025-02-18Bibliographically approved
Lundmark, S., Jonsson, M., Myhre, M., Hjuberger, A. & Rodela, R. (2023). Listening to the Future: using Participatory Sound Fiction to Engage Young People in Urban Design. In: Mindtrek '23: Proceedings of the 26th International Academic Mindtrek Conference: . Paper presented at Mindtrek '23: 26th International Academic Mindtrek Conference, Tampere, Finland, October 3-6, 2023. (pp. 223-232). New York: Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Listening to the Future: using Participatory Sound Fiction to Engage Young People in Urban Design
Show others...
2023 (English)In: Mindtrek '23: Proceedings of the 26th International Academic Mindtrek Conference, New York: Association for Computing Machinery (ACM), 2023, p. 223-232Conference paper, Published paper (Refereed)
Abstract [en]

In spatial planning of urban areas, there is a need for new methods for meaningful inclusion of less represented voices as those of young people. This study focuses on how participatory design, design fiction and sound design can be combined to engage youth in urban planning processes. This is investigated by developing and testing a method called participatory sound fiction. The method was tested with a group of young residents in a suburban area in Sweden. Sound fictions of the suburb in 2170 were created and discussed among the youth participants. The results show that through discussions and speculations about the future, important insights were revealed about the youths’ reality, which can be of value in spatial planning processes as well as in understandings of how the youth experiences their living area. Furthermore, the study found that sound can broaden youths’ perspective on their immediate environment, that participatory sound fiction has the potential to engage youths, and that youths prefer to discuss the present to feel that their voices are being heard.

Place, publisher, year, edition, pages
New York: Association for Computing Machinery (ACM), 2023
Keywords
Participatory design, urban design, urban planning, youth, design fiction, sound design
National Category
Human Computer Interaction Computer and Information Sciences Design
Identifiers
urn:nbn:se:sh:diva-52603 (URN)10.1145/3616961.3616981 (DOI)2-s2.0-85180013082 (Scopus ID)979-8-4007-0874-9 (ISBN)
Conference
Mindtrek '23: 26th International Academic Mindtrek Conference, Tampere, Finland, October 3-6, 2023.
Funder
Swedish Research Council Formas, 2019-01887
Available from: 2023-11-03 Created: 2023-11-03 Last updated: 2025-02-24Bibliographically approved
Lundmark, S., Jonsson, M., Myhre, M. & Hjuberger, A. (2023). Participatory Sound Fiction: Designing a sustainable future through youth engagement in urban sound environments. In: Proceeding of the International Sustainable Development Research Society (ISDRS) 29th conference. 11-13 June, Univeriti Kebangsaan, Malaysia: . Paper presented at The International Sustainable Development Research Society (ISDRS) 29th conference. Univeriti Kebangsaan, Malaysia, June 11-13, 2023..
Open this publication in new window or tab >>Participatory Sound Fiction: Designing a sustainable future through youth engagement in urban sound environments
2023 (English)In: Proceeding of the International Sustainable Development Research Society (ISDRS) 29th conference. 11-13 June, Univeriti Kebangsaan, Malaysia, 2023Conference paper, Oral presentation with published abstract (Refereed)
Abstract [en]

In spatial planning of urban areas, there is a need for new methods for meaningful inclusion of less represented voices as those of young people. As the United Nations Act on the Rights of the Child became law in Sweden in 2020, children and youths have the right to form, express and have their own opinions in all matters concerning them, including participation in societal development such as urban design and urban planning processes. Methods used in participatory spatial planning are most often aimed at well-educated adult audiences and tend to focus on rational argumentation about short term needs, leaving out the effect the sensory and embodied experiences of our surroundings have on our well-being. Here we suggest that there could be benefits to integrate approaches where more space is given to sensory modalities such as urban soundscape and noise levels. As sound is a prevalent element in cities, the study aims to contribute with an analysis of how sound can be used in urban design processes with a special interest in the inclusion of children and youth. 

The study proposes and evaluates a method called participatory sound fiction, based on the intersection of three methodological approaches: participatory design, design fiction and sonic interaction/sound design, and how they can be combined to engage youth in urban planning processes. The participatory sound fiction method aims to be a collaboration between urban planners, designers, and youth, and consists of three main activities: 1) a workshop with participants, where sound cues are used as a basis for discussions, 2) the design of a “sound fiction” envisioning the future, and finally, 3) a presentation of and discussion about the sound fictions with the participants. Drawing on participatory design, the method highlights learning from the participants being experts in their own situation, and the opportunity to create empowerment for the participants is elaborated. Design fiction contributes with envisioning of the future as a means to create opportunities for discussion about real problems, challenge current situations and look at everyday life from new perspectives. Sonic interaction and sound design bring to the fore the ability of sound to arouse imagination, emotions, and discussion. 

The method was deployed and tested in a suburban area in Stockholm, characterised by low socioeconomic status and criminality, and low level of trust for the local government and public institutions. The study included eight youths aged 15-16 years old, recruited through the local youth centre. As part of the process a sound fiction envisioning the area in year 2170 was created. Through the activities, the participants reflected on their current situation and everyday lives in their local neighbourhood, as well as on their visions of the future.  

In conclusion, the study shows how the method, participatory sound fiction, could be useful to engage youth in urban planning processes. The results show that through discussions and speculations about the future, important insights were revealed about the youths' reality, which can be of value in spatial planning processes. Furthermore, the study found that sound can broaden youths’ perspective on their immediate environment, that participatory sound fiction has the potential to engage youths, and that youths prefer to discuss the present to feel that their voices are being heard.

This abstract is submitted to SDG+Target: 5b, and relates to the conference theme by providing insights on how art and design can be used to encourage sustainable development of young people in their own social and urban environment.  

Keywords
Media technology, Participatory design, design fiction, sound, sonic interaction
National Category
Design Human Computer Interaction Computer and Information Sciences
Identifiers
urn:nbn:se:sh:diva-52161 (URN)
Conference
The International Sustainable Development Research Society (ISDRS) 29th conference. Univeriti Kebangsaan, Malaysia, June 11-13, 2023.
Available from: 2023-08-24 Created: 2023-08-24 Last updated: 2025-02-24Bibliographically approved
Jonsson, M. & Tholander, J. (2022). Cracking the code: Co-coding with AI in creative programming education. In: ACM International Conference Proceeding Series: . Paper presented at C&C '22: Creativity and Cognition, Venice, Italy, June 20 - 23, 2022 (pp. 5-14). Association for Computing Machinery
Open this publication in new window or tab >>Cracking the code: Co-coding with AI in creative programming education
2022 (English)In: ACM International Conference Proceeding Series, Association for Computing Machinery , 2022, p. 5-14Conference paper, Published paper (Refereed)
Abstract [en]

This paper presents a study of a group of university students using generative machine learning to translate from natural language to computer code. The study explores how the use of the AI tool can be understood in terms of co-creation, focusing on the one hand on how the tool may serve as a resource for understanding and learning, and on the other hand how the tool affects the creative processes. Findings show how the participants search for a 'correct' syntax in their instructions to the machine learning tool, and how the inconsistent and erroneous behavior can work as a way to generate clues and inspiration for generating creative expressions. The notion of friction is used to describe how systems like this can serve to both lower thresholds for programming, and also interfere with the creative processes, encouraging reflection and exploration of alternative solutions.

Place, publisher, year, edition, pages
Association for Computing Machinery, 2022
Keywords
co-creation, generative machine learning, GPT-3, post-human design, programming, Computer programming, Creative process, Creatives, Human design, Machine-learning, Programming education, Machine learning
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:sh:diva-49617 (URN)10.1145/3527927.3532801 (DOI)2-s2.0-85133393638 (Scopus ID)9781450393270 (ISBN)
Conference
C&C '22: Creativity and Cognition, Venice, Italy, June 20 - 23, 2022
Available from: 2022-07-21 Created: 2022-07-21 Last updated: 2023-01-09Bibliographically approved
Lundmark, S., Jonsson, M. & Kontio, J. (2022). Makerspace i skolan: didaktiska möjligheter och utmaningar. In: Sofia Lundmark; Janne Kontio (Ed.), Digitala didaktiska dilemman: (pp. 367-390). Stockholm: Natur och kultur
Open this publication in new window or tab >>Makerspace i skolan: didaktiska möjligheter och utmaningar
2022 (Swedish)In: Digitala didaktiska dilemman / [ed] Sofia Lundmark; Janne Kontio, Stockholm: Natur och kultur, 2022, p. 367-390Chapter in book (Other academic)
Abstract [sv]

Detta kapitel tar avstamp i makerspace i olika klassrumssituationer. Dessa aktiviteter består av både kreativa digitala praktiker inspirerade av slöjdämnet och tekniska praktiker med fokus på matematik och programmering. Kombinationen av dessa belyser olika dilemman som lyfts i kapitlet. Kapitlet syftar till att utifrån insamlade data beskriva hur ett makerklassrum kan se ut, att peka ut några utmärkande drag som skiljer det från andra klassrum samt att söka förklara vad som försiggår där inne och hur deltagarna agerar. Särskilt intressant är det att titta på dels vilka didaktiska strategier lärare i ett makerklassrum arbetar efter och hur de resonerar kring nyttan av makerspace, dels vilka egenskaper hos eleverna som särskilt uppmuntras och stöttas. 

Place, publisher, year, edition, pages
Stockholm: Natur och kultur, 2022
Keywords
makerspace, teknik, kreativitet, hantverksskicklighet
National Category
Pedagogy Computer and Information Sciences Design Human Computer Interaction Didactics
Identifiers
urn:nbn:se:sh:diva-49780 (URN)9789127460263 (ISBN)
Available from: 2022-08-31 Created: 2022-08-31 Last updated: 2025-02-24Bibliographically approved
Landwehr Sydow, S., Jonsson, M. & Tholander, J. (2022). Modding the Pliable Machine: Unpacking the Creative and Social Practice of Upkeep at the Makerspace. In: ACM International Conference Proceeding Series: . Paper presented at C&C '22: Creativity and Cognition, Venice, Italy, June 20 - 23, 2022 (pp. 220-233). New York: Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Modding the Pliable Machine: Unpacking the Creative and Social Practice of Upkeep at the Makerspace
2022 (English)In: ACM International Conference Proceeding Series, New York: Association for Computing Machinery (ACM), 2022, p. 220-233Conference paper, Published paper (Refereed)
Abstract [en]

As digital fabrication machines have become more accessible and widely available, practitioners in maker communities have become increasingly responsive to the opportunities to achieve bespoke modifications, known colloquially as modding'. Drawing on interviews with five experienced makers who engage in modding a laser cutter, along with ethnographic observations of maker-machine interactions, we analyse makers' experiences and war stories' to frame modding as a prevalent but less explored maker activity. We highlight how makers care for machines, how they cope with risks when engaging in modding, and how mods are essentially creative projects. Based on our findings, we present the conceptualisation of the pliable machine' - a socio-technical system constituted by, (1) an accessible machine that can be altered, (2) maker skills that go beyond intended use, and (3) a surrounding maker culture' of caring, sharing and experimentation. Treating the machine as a material offers an alternative perspective on our interactions with technology; we show how the laser cutter becomes pliable in the hands of those who mod.

Place, publisher, year, edition, pages
New York: Association for Computing Machinery (ACM), 2022
Keywords
digital fabrication, laser cutter, maker culture, makerspace, Modding, pliable machine, Creative projects, Creatives, Ethnographic observations, Laser cutters, Social practices, Fabrication
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:sh:diva-49618 (URN)10.1145/3527927.3532804 (DOI)2-s2.0-85133322276 (Scopus ID)9781450393270 (ISBN)
Conference
C&C '22: Creativity and Cognition, Venice, Italy, June 20 - 23, 2022
Available from: 2022-07-21 Created: 2022-07-21 Last updated: 2024-02-02Bibliographically approved
Lundmark, S. & Jonsson, M. (2021). Becoming a Designer at the Design Lab: Empowerment and participation in children's design activities. In: C&C ’21: Proceedings of the 13th Conference on Creativity and Cognition. Paper presented at ACM Creativity & Cognition, Italy [ONLINE], June 22-23, 2021.. New York: Association for Computing Machinery (ACM), Article ID 15.
Open this publication in new window or tab >>Becoming a Designer at the Design Lab: Empowerment and participation in children's design activities
2021 (English)In: C&C ’21: Proceedings of the 13th Conference on Creativity and Cognition, New York: Association for Computing Machinery (ACM), 2021, article id 15Conference paper, Published paper (Refereed)
Abstract [en]

This paper draws on data from an interview study with children engaged in a leisure time design lab situated in a socioeconomically vulnerable neighborhood. The study accounts for how the children involved in the design activities make sense of their experiences of participating in the design lab. Some perspectives on the relationship between design and empowerment are discussed and three empowering functions of the activities are identified that serve to empower the children in different ways: 1) The creative laboratory-How the activities allow for exploration and experimentation of both new identities and of new possible futures. 2) Community participation-How the design lab enables participation in the local community and reflections on what it means to be a citizen. 3) Playful apprenticeship-How the lab builds a peer-culture where children are continuously addressed and presented as equal colleagues in the lab, both in internal and external settings.

Place, publisher, year, edition, pages
New York: Association for Computing Machinery (ACM), 2021
Keywords
Agency, Children, Design lab, Empowerment, Participation, Social change, Computer applications, Computer programming, Community participation, Design activity, Interview study, Leisure time, Local community, Laboratories
National Category
Pedagogy Other Engineering and Technologies
Identifiers
urn:nbn:se:sh:diva-46138 (URN)10.1145/3450741.3466804 (DOI)2-s2.0-85109110316 (Scopus ID)9781450383769 (ISBN)
Conference
ACM Creativity & Cognition, Italy [ONLINE], June 22-23, 2021.
Available from: 2021-07-15 Created: 2021-07-15 Last updated: 2025-02-18Bibliographically approved
Projects
Co-coding with AI - Exploring co-creative partnerships with generative AI tools in programming education [2023-05487_VR]; Södertörn University; Publications
Jonsson, M. & Tholander, J. (2024). Craft Ethics: Aiming for Virtue in Programming with Generative AI. In: Mariana Marasoiu; Luke Church (Ed.), PPIG 2024 Proceedings of the 35th Annual Workshop of the Psychology of Programming Interest Group: organised in conjunction with VL/HCC 2024: 2 - 6 September 2024 Liverpool University, UK & online. Paper presented at The 35th Annual Workshop of the Psychology of Programming Interest Group (PPIG), Liverpool, September 5-6, 2024. (pp. 123-133). Psychology of Programming Interest Group
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0003-1644-1778

Search in DiVA

Show all publications